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-rw-r--r--src/map/skill.c10682
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diff --git a/src/map/skill.c b/src/map/skill.c
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+// $Id: skill.c,v 1.8 2004/09/25 05:32:19 MouseJstr Exp $
+/* スキル関係 */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <time.h>
+
+#include "timer.h"
+#include "nullpo.h"
+#include "malloc.h"
+
+#include "skill.h"
+#include "map.h"
+#include "clif.h"
+#include "pc.h"
+#include "pet.h"
+#include "mob.h"
+#include "battle.h"
+#include "party.h"
+#include "itemdb.h"
+#include "script.h"
+#include "intif.h"
+#include "log.h"
+
+#ifdef MEMWATCH
+#include "memwatch.h"
+#endif
+
+#define SKILLUNITTIMER_INVERVAL 100
+
+#define STATE_BLIND 0x10
+
+/* スキル番号=>ステータス異常番号変換テーブル */
+int SkillStatusChangeTable[]={ /* skill.hのenumのSC_***とあわせること */
+/* 0- */
+ -1,-1,-1,-1,-1,-1,
+ SC_PROVOKE, /* プロボック */
+ -1, 1,-1,
+/* 10- */
+ SC_SIGHT, /* サイト */
+ -1,-1,-1,-1,
+ SC_FREEZE, /* フロストダイバー */
+ SC_STONE, /* ストーンカース */
+ -1,-1,-1,
+/* 20- */
+ -1,-1,-1,-1,
+ SC_RUWACH, /* ルアフ */
+ -1,-1,-1,-1,
+ SC_INCREASEAGI, /* 速度増加 */
+/* 30- */
+ SC_DECREASEAGI, /* 速度減少 */
+ -1,
+ SC_SIGNUMCRUCIS, /* シグナムクルシス */
+ SC_ANGELUS, /* エンジェラス */
+ SC_BLESSING, /* ブレッシング */
+ -1,-1,-1,-1,-1,
+/* 40- */
+ -1,-1,-1,-1,-1,
+ SC_CONCENTRATE, /* 集中力向上 */
+ -1,-1,-1,-1,
+/* 50- */
+ -1,
+ SC_HIDING, /* ハイディング */
+ -1,-1,-1,-1,-1,-1,-1,-1,
+/* 60- */
+ SC_TWOHANDQUICKEN, /* 2HQ */
+ SC_AUTOCOUNTER,
+ -1,-1,-1,-1,
+ SC_IMPOSITIO, /* インポシティオマヌス */
+ SC_SUFFRAGIUM, /* サフラギウム */
+ SC_ASPERSIO, /* アスペルシオ */
+ SC_BENEDICTIO, /* 聖体降福 */
+/* 70- */
+ -1,
+ SC_SLOWPOISON,
+ -1,
+ SC_KYRIE, /* キリエエレイソン */
+ SC_MAGNIFICAT, /* マグニフィカート */
+ SC_GLORIA, /* グロリア */
+ SC_DIVINA, /* レックスディビーナ */
+ -1,
+ SC_AETERNA, /* レックスエーテルナ */
+ -1,
+/* 80- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 90- */
+ -1,-1,
+ SC_QUAGMIRE, /* クァグマイア */
+ -1,-1,-1,-1,-1,-1,-1,
+/* 100- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 110- */
+ -1,
+ SC_ADRENALINE, /* アドレナリンラッシュ */
+ SC_WEAPONPERFECTION,/* ウェポンパーフェクション */
+ SC_OVERTHRUST, /* オーバートラスト */
+ SC_MAXIMIZEPOWER, /* マキシマイズパワー */
+ -1,-1,-1,-1,-1,
+/* 120- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 130- */
+ -1,-1,-1,-1,-1,
+ SC_CLOAKING, /* クローキング */
+ SC_STAN, /* ソニックブロー */
+ -1,
+ SC_ENCPOISON, /* エンチャントポイズン */
+ SC_POISONREACT, /* ポイズンリアクト */
+/* 140- */
+ SC_POISON, /* ベノムダスト */
+ SC_SPLASHER, /* ベナムスプラッシャー */
+ -1,
+ SC_TRICKDEAD, /* 死んだふり */
+ -1,-1,-1,-1,-1,-1,
+/* 150- */
+ -1,-1,-1,-1,-1,
+ SC_LOUD, /* ラウドボイス */
+ -1,
+ SC_ENERGYCOAT, /* エナジーコート */
+ -1,-1,
+/* 160- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1,-1,-1,
+ SC_SELFDESTRUCTION,
+ -1,-1,-1,-1,-1,-1,
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1,
+ SC_KEEPING,
+ -1,-1,
+ SC_BARRIER,
+ -1,-1,
+ SC_HALLUCINATION,
+ -1,-1,
+/* 210- */
+ -1,-1,-1,-1,-1,
+ SC_STRIPWEAPON,
+ SC_STRIPSHIELD,
+ SC_STRIPARMOR,
+ SC_STRIPHELM,
+ -1,
+/* 220- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 230- */
+ -1,-1,-1,-1,
+ SC_CP_WEAPON,
+ SC_CP_SHIELD,
+ SC_CP_ARMOR,
+ SC_CP_HELM,
+ -1,-1,
+/* 240- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,
+ SC_AUTOGUARD,
+/* 250- */
+ -1,-1,
+ SC_REFLECTSHIELD,
+ -1,-1,
+ SC_DEVOTION,
+ SC_PROVIDENCE,
+ SC_DEFENDER,
+ SC_SPEARSQUICKEN,
+ -1,
+/* 260- */
+ -1,-1,-1,-1,-1,-1,-1,-1,
+ SC_STEELBODY,
+ SC_BLADESTOP_WAIT,
+/* 270- */
+ SC_EXPLOSIONSPIRITS,
+ SC_EXTREMITYFIST,
+ -1,-1,-1,-1,
+ SC_MAGICROD,
+ -1,-1,-1,
+/* 280- */
+ SC_FLAMELAUNCHER,
+ SC_FROSTWEAPON,
+ SC_LIGHTNINGLOADER,
+ SC_SEISMICWEAPON,
+ -1,
+ SC_VOLCANO,
+ SC_DELUGE,
+ SC_VIOLENTGALE,
+ SC_LANDPROTECTOR,
+ -1,
+/* 290- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 300- */
+ -1,-1,-1,-1,-1,-1,
+ SC_LULLABY,
+ SC_RICHMANKIM,
+ SC_ETERNALCHAOS,
+ SC_DRUMBATTLE,
+/* 310- */
+ SC_NIBELUNGEN,
+ SC_ROKISWEIL,
+ SC_INTOABYSS,
+ SC_SIEGFRIED,
+ -1,-1,-1,
+ SC_DISSONANCE,
+ -1,
+ SC_WHISTLE,
+/* 320- */
+ SC_ASSNCROS,
+ SC_POEMBRAGI,
+ SC_APPLEIDUN,
+ -1,-1,
+ SC_UGLYDANCE,
+ -1,
+ SC_HUMMING,
+ SC_DONTFORGETME,
+ SC_FORTUNE,
+/* 330- */
+ SC_SERVICE4U,
+ SC_SELFDESTRUCTION,
+ -1,-1,-1,-1,-1,-1,-1,-1,
+/* 340- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 350- */
+ -1,-1,-1,-1,-1,
+ SC_AURABLADE,
+ SC_PARRYING,
+ SC_CONCENTRATION,
+ SC_TENSIONRELAX,
+ SC_BERSERK,
+/* 360- */
+ SC_BERSERK,
+ SC_ASSUMPTIO,
+ SC_BASILICA,
+ -1,-1,-1,
+ SC_MAGICPOWER,
+ -1,-1,
+ SC_GOSPEL,
+/* 370- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 380- */
+ SC_TRUESIGHT,
+ -1,-1,
+ SC_WINDWALK,
+ SC_MELTDOWN,
+ -1,-1,
+ SC_CARTBOOST,
+ -1,
+ SC_CHASEWALK,
+/* 390- */
+ SC_REJECTSWORD,
+ -1,-1,-1,-1,-1,
+ SC_MARIONETTE,
+ -1,
+ SC_HEADCRUSH,
+ SC_JOINTBEAT,
+/* 400 */
+ -1,-1,
+ SC_MINDBREAKER,
+ SC_MEMORIZE,
+ SC_FOGWALL,
+ SC_SPIDERWEB,
+ -1,-1,-1,-1,
+/* 410- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+};
+
+struct skill_name_db skill_names[] = {
+ { AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow" } ,
+ { AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration" } ,
+ { AC_DOUBLE, "DOUBLE", "Double_Strafe" } ,
+ { AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation" } ,
+ { AC_OWL, "OWL", "Owl's_Eye" } ,
+ { AC_SHOWER, "SHOWER", "Arrow_Shower" } ,
+ { AC_VULTURE, "VULTURE", "Vulture's_Eye" } ,
+ { ALL_RESURRECTION, "RESURRECTION", "Resurrection" } ,
+ { AL_ANGELUS, "ANGELUS", "Angelus" } ,
+ { AL_BLESSING, "BLESSING", "Blessing" } ,
+ { AL_CRUCIS, "CRUCIS", "Signum_Crusis" } ,
+ { AL_CURE, "CURE", "Cure" } ,
+ { AL_DECAGI, "DECAGI", "Decrease_AGI" } ,
+ { AL_DEMONBANE, "DEMONBANE", "Demon_Bane" } ,
+ { AL_DP, "DP", "Divine_Protection" } ,
+ { AL_HEAL, "HEAL", "Heal" } ,
+ { AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light" } ,
+ { AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta" } ,
+ { AL_INCAGI, "INCAGI", "Increase_AGI" } ,
+ { AL_PNEUMA, "PNEUMA", "Pneuma" } ,
+ { AL_RUWACH, "RUWACH", "Ruwach" } ,
+ { AL_TELEPORT, "TELEPORT", "Teleport" } ,
+ { AL_WARP, "WARP", "Warp_Portal" } ,
+ { AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror" } ,
+ { AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery" } ,
+ { AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher" } ,
+ { AM_BIOETHICS, "BIOETHICS", "Bioethics" } ,
+ { AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology" } ,
+ { AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus" } ,
+ { AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize" } ,
+ { AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor" } ,
+ { AM_CP_HELM, "HELM", "Chemical_Protection_Helm" } ,
+ { AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield" } ,
+ { AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon" } ,
+ { AM_CREATECREATURE, "CREATECREATURE", "Life_Creation" } ,
+ { AM_CULTIVATION, "CULTIVATION", "Cultivation" } ,
+ { AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration" } ,
+ { AM_DRILLMASTER, "DRILLMASTER", "Drillmaster" } ,
+ { AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control" } ,
+ { AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus" } ,
+ { AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION" } ,
+ { AM_PHARMACY, "PHARMACY", "Pharmacy" } ,
+ { AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher" } ,
+ { AM_REST, "REST", "Sabbath" } ,
+ { AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus" } ,
+ { AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine" } ,
+ { ASC_BREAKER, "BREAKER", "Breaker" } ,
+ { ASC_CDP, "CDP", "Create_Deadly_Poison" } ,
+ { ASC_EDP, "EDP", "Deadly_Poison_Enchantment" } ,
+ { ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk" } ,
+ { ASC_KATAR, "KATAR", "Advanced_Katar_Mastery" } ,
+ { ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault" } ,
+ { AS_CLOAKING, "CLOAKING", "Cloaking" } ,
+ { AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison" } ,
+ { AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth" } ,
+ { AS_KATAR, "KATAR", "Katar_Mastery" } ,
+ { AS_LEFT, "LEFT", "Lefthand_Mastery" } ,
+ { AS_POISONREACT, "POISONREACT", "Poison_React" } ,
+ { AS_RIGHT, "RIGHT", "Righthand_Mastery" } ,
+ { AS_SONICBLOW, "SONICBLOW", "Sonic_Blow" } ,
+ { AS_SPLASHER, "SPLASHER", "Venom_Splasher" } ,
+ { AS_VENOMDUST, "VENOMDUST", "Venom_Dust" } ,
+ { BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun" } ,
+ { BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross" } ,
+ { BA_DISSONANCE, "DISSONANCE", "Dissonance" } ,
+ { BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke" } ,
+ { BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson" } ,
+ { BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike" } ,
+ { BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi" } ,
+ { BA_WHISTLE, "WHISTLE", "Whistle" } ,
+ { BD_ADAPTATION, "ADAPTATION", "Adaption" } ,
+ { BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField" } ,
+ { BD_ENCORE, "ENCORE", "Encore" } ,
+ { BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos" } ,
+ { BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss" } ,
+ { BD_LULLABY, "LULLABY", "Lullaby" } ,
+ { BD_RAGNAROK, "RAGNAROK", "Ragnarok" } ,
+ { BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim" } ,
+ { BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen" } ,
+ { BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail" } ,
+ { BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried" } ,
+ { BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush" } ,
+ { BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2" } ,
+ { BS_AXE, "AXE", "Smith_Axe" } ,
+ { BS_DAGGER, "DAGGER", "Smith_Dagger" } ,
+ { BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
+ { BS_FINDINGORE, "FINDINGORE", "Ore_Discovery" } ,
+ { BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall" } ,
+ { BS_HILTBINDING, "HILTBINDING", "Hilt_Binding" } ,
+ { BS_IRON, "IRON", "Iron_Tempering" } ,
+ { BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace" } ,
+ { BS_MACE, "MACE", "Smith_Mace" } ,
+ { BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize" } ,
+ { BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research" } ,
+ { BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust" } ,
+ { BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair" } ,
+ { BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering" } ,
+ { BS_SPEAR, "SPEAR", "Smith_Spear" } ,
+ { BS_STEEL, "STEEL", "Steel_Tempering" } ,
+ { BS_SWORD, "SWORD", "Smith_Sword" } ,
+ { BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
+ { BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection" } ,
+ { BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research" } ,
+ { CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow" } ,
+ { CG_MARIONETTE, "MARIONETTE", "Marionette_Control" } ,
+ { CG_MOONLIT, "MOONLIT", "Moonlight_Petals" } ,
+ { CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo" } ,
+ { CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike" } ,
+ { CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul" } ,
+ { CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist" } ,
+ { CR_ALCHEMY, "ALCHEMY", "Alchemy" } ,
+ { CR_AUTOGUARD, "AUTOGUARD", "Guard" } ,
+ { CR_DEFENDER, "DEFENDER", "Defender" } ,
+ { CR_DEVOTION, "DEVOTION", "Sacrifice" } ,
+ { CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross" } ,
+ { CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross" } ,
+ { CR_PROVIDENCE, "PROVIDENCE", "Providence" } ,
+ { CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect" } ,
+ { CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang" } ,
+ { CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge" } ,
+ { CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken" } ,
+ { CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis" } ,
+ { CR_TRUST, "TRUST", "Faith" } ,
+ { DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson" } ,
+ { DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me" } ,
+ { DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss" } ,
+ { DC_HUMMING, "HUMMING", "Humming" } ,
+ { DC_SCREAM, "SCREAM", "Scream" } ,
+ { DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute" } ,
+ { DC_THROWARROW, "THROWARROW", "Throw_Arrow" } ,
+ { DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance" } ,
+ { HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio" } ,
+ { HP_BASILICA, "BASILICA", "Basilica" } ,
+ { HP_MEDITATIO, "MEDITATIO", "Meditation" } ,
+ { HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare" } ,
+ { HT_BEASTBANE, "BEASTBANE", "Beast_Bane" } ,
+ { HT_BLASTMINE, "BLASTMINE", "Blast_Mine" } ,
+ { HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat" } ,
+ { HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap" } ,
+ { HT_DETECTING, "DETECTING", "Detect" } ,
+ { HT_FALCON, "FALCON", "Falconry_Mastery" } ,
+ { HT_FLASHER, "FLASHER", "Flasher" } ,
+ { HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap" } ,
+ { HT_LANDMINE, "LANDMINE", "Land_Mine" } ,
+ { HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap" } ,
+ { HT_SANDMAN, "SANDMAN", "Sandman" } ,
+ { HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap" } ,
+ { HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap" } ,
+ { HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap" } ,
+ { HT_STEELCROW, "STEELCROW", "Steel_Crow" } ,
+ { HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box" } ,
+ { HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher" } ,
+ { HW_MAGICPOWER, "MAGICPOWER", "Magic_Power" } ,
+ { HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan" } ,
+ { HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain" } ,
+ { KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack" } ,
+ { KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash" } ,
+ { KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear" } ,
+ { KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery" } ,
+ { KN_PIERCE, "PIERCE", "Pierce" } ,
+ { KN_RIDING, "RIDING", "Peco_Peco_Ride" } ,
+ { KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang" } ,
+ { KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery" } ,
+ { KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab" } ,
+ { KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken" } ,
+ { LK_AURABLADE, "AURABLADE", "Aura_Blade" } ,
+ { LK_BERSERK, "BERSERK", "Berserk" } ,
+ { LK_CONCENTRATION, "CONCENTRATION", "Concentration" } ,
+ { LK_FURY, "FURY", "LK_FURY" } ,
+ { LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher" } ,
+ { LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat" } ,
+ { LK_PARRYING, "PARRYING", "Parrying" } ,
+ { LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce" } ,
+ { LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax" } ,
+ { MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution" } ,
+ { MC_CHANGECART, "CHANGECART", "Change_Cart" } ,
+ { MC_DISCOUNT, "DISCOUNT", "Discount" } ,
+ { MC_IDENTIFY, "IDENTIFY", "Item_Appraisal" } ,
+ { MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit" } ,
+ { MC_LOUD, "LOUD", "Lord_Exclamation" } ,
+ { MC_MAMMONITE, "MAMMONITE", "Mammonite" } ,
+ { MC_OVERCHARGE, "OVERCHARGE", "Overcharge" } ,
+ { MC_PUSHCART, "PUSHCART", "Pushcart" } ,
+ { MC_VENDING, "VENDING", "Vending" } ,
+ { MG_COLDBOLT, "COLDBOLT", "Cold_Bolt" } ,
+ { MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat" } ,
+ { MG_FIREBALL, "FIREBALL", "Fire_Ball" } ,
+ { MG_FIREBOLT, "FIREBOLT", "Fire_Bolt" } ,
+ { MG_FIREWALL, "FIREWALL", "Fire_Wall" } ,
+ { MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver" } ,
+ { MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt" } ,
+ { MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat" } ,
+ { MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall" } ,
+ { MG_SIGHT, "SIGHT", "Sight" } ,
+ { MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike" } ,
+ { MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery" } ,
+ { MG_STONECURSE, "STONECURSE", "Stone_Curse" } ,
+ { MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm" } ,
+ { MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits" } ,
+ { MO_BLADESTOP, "BLADESTOP", "Blade_Stop" } ,
+ { MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation" } ,
+ { MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits" } ,
+ { MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo" } ,
+ { MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish" } ,
+ { MO_DODGE, "DODGE", "Dodge" } ,
+ { MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits" } ,
+ { MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist" } ,
+ { MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive" } ,
+ { MO_INVESTIGATE, "INVESTIGATE", "Investigate" } ,
+ { MO_IRONHAND, "IRONHAND", "Iron_Hand" } ,
+ { MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery" } ,
+ { MO_STEELBODY, "STEELBODY", "Steel_Body" } ,
+ { MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows" } ,
+ { NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE" } ,
+ { NPC_BARRIER, "BARRIER", "NPC_BARRIER" } ,
+ { NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK" } ,
+ { NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN" } ,
+ { NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
+ { NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE" } ,
+ { NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND" } ,
+ { NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY" } ,
+ { NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON" } ,
+ { NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
+ { NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER" } ,
+ { NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND" } ,
+ { NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK" } ,
+ { NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH" } ,
+ { NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK" } ,
+ { NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING" } ,
+ { NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH" } ,
+ { NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS" } ,
+ { NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
+ { NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER" } ,
+ { NPC_EMOTION, "EMOTION", "NPC_EMOTION" } ,
+ { NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
+ { NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK" } ,
+ { NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK" } ,
+ { NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
+ { NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION" } ,
+ { NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK" } ,
+ { NPC_KEEPING, "KEEPING", "NPC_KEEPING" } ,
+ { NPC_LICK, "LICK", "NPC_LICK" } ,
+ { NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK" } ,
+ { NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER" } ,
+ { NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
+ { NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
+ { NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT" } ,
+ { NPC_POISON, "POISON", "NPC_POISON" } ,
+ { NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK" } ,
+ { NPC_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } ,
+ { NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK" } ,
+ { NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK" } ,
+ { NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH" } ,
+ { NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!" } ,
+ { NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2" } ,
+ { NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK" } ,
+ { NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK" } ,
+ { NPC_SMOKING, "SMOKING", "NPC_SMOKING" } ,
+ { NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK" } ,
+ { NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK" } ,
+ { NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE" } ,
+ { NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
+ { NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
+ { NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
+ { NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION" } ,
+ { NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK" } ,
+ { NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK" } ,
+ { NV_BASIC, "BASIC", "Basic_Skill" } ,
+ { NV_FIRSTAID, "FIRSTAID", "First Aid" } ,
+ { NV_TRICKDEAD, "TRICKDEAD", "Play_Dead" } ,
+ { PA_GOSPEL, "GOSPEL", "Gospel" } ,
+ { PA_PRESSURE, "PRESSURE", "Pressure" } ,
+ { PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual" } ,
+ { PF_FOGWALL, "FOGWALL", "Wall_of_Fog" } ,
+ { PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion" } ,
+ { PF_MEMORIZE, "MEMORIZE", "Memorize" } ,
+ { PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker" } ,
+ { PF_SOULBURN, "SOULBURN", "Soul_Burn" } ,
+ { PF_SOULCHANGE, "SOULCHANGE", "Soul_Change" } ,
+ { PF_SPIDERWEB, "SPIDERWEB", "Spider_Web" } ,
+ { PR_ASPERSIO, "ASPERSIO", "Aspersio" } ,
+ { PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti" } ,
+ { PR_GLORIA, "GLORIA", "Gloria" } ,
+ { PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus" } ,
+ { PR_KYRIE, "KYRIE", "Kyrie_Eleison" } ,
+ { PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna" } ,
+ { PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina" } ,
+ { PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery" } ,
+ { PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat" } ,
+ { PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus" } ,
+ { PR_SANCTUARY, "SANCTUARY", "Santuary" } ,
+ { PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison" } ,
+ { PR_STRECOVERY, "STRECOVERY", "Status_Recovery" } ,
+ { PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium" } ,
+ { PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead" } ,
+ { RG_BACKSTAP, "BACKSTAP", "Back_Stab" } ,
+ { RG_CLEANER, "CLEANER", "Remover" } ,
+ { RG_COMPULSION, "COMPULSION", "Compulsion_Discount" } ,
+ { RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity" } ,
+ { RG_GANGSTER, "GANGSTER", "Gangster's_Paradise" } ,
+ { RG_GRAFFITI, "GRAFFITI", "Graffiti" } ,
+ { RG_INTIMIDATE, "INTIMIDATE", "Intimidate" } ,
+ { RG_PLAGIARISM, "PLAGIARISM", "Plagiarism" } ,
+ { RG_RAID, "RAID", "Raid" } ,
+ { RG_SNATCHER, "SNATCHER", "Snatcher" } ,
+ { RG_STEALCOIN, "STEALCOIN", "Steal_Coin" } ,
+ { RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor" } ,
+ { RG_STRIPHELM, "STRIPHELM", "Strip_Helm" } ,
+ { RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield" } ,
+ { RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon" } ,
+ { RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive" } ,
+ { SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus" } ,
+ { SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book" } ,
+ { SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast" } ,
+ { SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel" } ,
+ { SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change" } ,
+ { SA_COMA, "COMA", "Coma" } ,
+ { SA_DEATH, "DEATH", "Death" } ,
+ { SA_DELUGE, "DELUGE", "Deluge" } ,
+ { SA_DISPELL, "DISPELL", "Dispel" } ,
+ { SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology" } ,
+ { SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher" } ,
+ { SA_FORTUNE, "FORTUNE", "Fortune" } ,
+ { SA_FREECAST, "FREECAST", "Cast_Freedom" } ,
+ { SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon" } ,
+ { SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery" } ,
+ { SA_GRAVITY, "GRAVITY", "Gravity" } ,
+ { SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death" } ,
+ { SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector" } ,
+ { SA_LEVELUP, "LEVELUP", "Level_Up" } ,
+ { SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader" } ,
+ { SA_MAGICROD, "MAGICROD", "Magic_Rod" } ,
+ { SA_MONOCELL, "MONOCELL", "Monocell" } ,
+ { SA_QUESTION, "QUESTION", "Question?" } ,
+ { SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish" } ,
+ { SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon" } ,
+ { SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell" } ,
+ { SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster" } ,
+ { SA_TAMINGMONSTER, "TAMINGMONSTER", "Taming_Monster" } ,
+ { SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale" } ,
+ { SA_VOLCANO, "VOLCANO", "Volcano" } ,
+ { SG_DEVIL, "DEVIL", "Devil" } ,
+ { SG_FEEL, "FEEL", "Feel" } ,
+ { SG_FRIEND, "FRIEND", "Friend" } ,
+ { SG_FUSION, "FUSION", "Fusion" } ,
+ { SG_HATE, "HATE", "Hate" } ,
+ { SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge" } ,
+ { SG_MOON_ANGER, "ANGER", "Moon Anger" } ,
+ { SG_MOON_BLESS, "BLESS", "Moon Bless" } ,
+ { SG_MOON_COMFORT, "COMFORT", "Moon Comfort" } ,
+ { SG_MOON_WARM, "WARM", "Moon Warm" } ,
+ { SG_STAR_ANGER, "ANGER", "Star Anger" } ,
+ { SG_STAR_BLESS, "BLESS", "Star Bless" } ,
+ { SG_STAR_COMFORT, "COMFORT", "Star Comfort" } ,
+ { SG_STAR_WARM, "WARM", "Star Warm" } ,
+ { SG_SUN_ANGER, "ANGER", "Sun Anger" } ,
+ { SG_SUN_BLESS, "BLESS", "Sun Bless" } ,
+ { SG_SUN_COMFORT, "COMFORT", "Sun Comfort" } ,
+ { SG_SUN_WARM, "WARM", "Sun Warm" } ,
+ { SL_ALCHEMIST, "ALCHEMIST", "Alchemist" } ,
+ { SL_ASSASIN, "ASSASIN", "Assasin" } ,
+ { SL_BARDDANCER, "BARDDANCER", "Bard Dancer" } ,
+ { SL_BLACKSMITH, "BLACKSMITH", "Black Smith" } ,
+ { SL_CRUSADER, "CRUSADER", "Crusader" } ,
+ { SL_HUNTER, "HUNTER", "Hunter" } ,
+ { SL_KAAHI, "KAAHI", "Kaahi" } ,
+ { SL_KAINA, "KAINA", "Kaina" } ,
+ { SL_KAITE, "KAITE", "Kaite" } ,
+ { SL_KAIZEL, "KAIZEL", "Kaizel" } ,
+ { SL_KAUPE, "KAUPE", "Kaupe" } ,
+ { SL_KNIGHT, "KNIGHT", "Knight" } ,
+ { SL_MONK, "MONK", "Monk" } ,
+ { SL_PRIEST, "PRIEST", "Priest" } ,
+ { SL_ROGUE, "ROGUE", "Rogue" } ,
+ { SL_SAGE, "SAGE", "Sage" } ,
+ { SL_SKA, "SKA", "SKA" } ,
+ { SL_SKE, "SKE", "SKE" } ,
+ { SL_SMA, "SMA", "SMA" } ,
+ { SL_SOULLINKER, "SOULLINKER", "Soul Linker" } ,
+ { SL_STAR, "STAR", "Star" } ,
+ { SL_STIN, "STIN", "Stin" } ,
+ { SL_STUN, "STUN", "Stun" } ,
+ { SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice" } ,
+ { SL_SWOO, "SWOO", "Swoo" } ,
+ { SL_WIZARD, "WIZARD", "Wizard" } ,
+ { SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk" } ,
+ { SM_BASH, "BASH", "Bash" } ,
+ { SM_ENDURE, "ENDURE", "Endure" } ,
+ { SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point" } ,
+ { SM_MAGNUM, "MAGNUM", "Magnum_Break" } ,
+ { SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery" } ,
+ { SM_PROVOKE, "PROVOKE", "Provoke" } ,
+ { SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery" } ,
+ { SM_SWORD, "SWORD", "Sword_Mastery" } ,
+ { SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery" } ,
+ { SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault" } ,
+ { SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting" } ,
+ { SN_SIGHT, "SIGHT", "True_Sight" } ,
+ { SN_WINDWALK, "WINDWALK", "Wind_Walk" } ,
+ { ST_CHASEWALK, "CHASEWALK", "Chase_Walk" } ,
+ { ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword" } ,
+ { ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack" } ,
+ { TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding" } ,
+ { TF_DETOXIFY, "DETOXIFY", "Detoxify" } ,
+ { TF_DOUBLE, "DOUBLE", "Double_Attack" } ,
+ { TF_HIDING, "HIDING", "Hiding" } ,
+ { TF_MISS, "MISS", "Improve_Dodge" } ,
+ { TF_PICKSTONE, "PICKSTONE", "Take_Stone" } ,
+ { TF_POISON, "POISON", "Envenom" } ,
+ { TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand" } ,
+ { TF_STEAL, "STEAL", "Steal" } ,
+ { TF_THROWSTONE, "THROWSTONE", "Throw_Stone" } ,
+ { TK_COUNTER, "COUNTER", "Counter" } ,
+ { TK_DODGE, "DODGE", "Dodge" } ,
+ { TK_DOWNKICK, "DOWNKICK", "Down Kick" } ,
+ { TK_HIGHJUMP, "HIGHJUMP", "High Jump" } ,
+ { TK_HPTIME, "HPTIME", "HP Time" } ,
+ { TK_JUMPKICK, "JUMPKICK", "Jump Kick" } ,
+ { TK_POWER, "POWER", "Power" } ,
+ { TK_READYCOUNTER, "READYCOUNTER", "Ready Counter" } ,
+ { TK_READYDOWN, "READYDOWN", "Ready Down" } ,
+ { TK_READYSTORM, "READYSTORM", "Ready Storm" } ,
+ { TK_READYTURN, "READYTURN", "Ready Turn" } ,
+ { TK_RUN, "RUN", "TK_RUN" } ,
+ { TK_SEVENWIND, "SEVENWIND", "Seven Wind" } ,
+ { TK_SPTIME, "SPTIME", "SP Time" } ,
+ { TK_STORMKICK, "STORMKICK", "Storm Kick" } ,
+ { TK_TURNKICK, "TURNKICK", "Turn Kick" } ,
+ { WE_BABY, "BABY", "Adopt_Baby" } ,
+ { WE_CALLBABY, "CALLBABY", "Call_Baby" } ,
+ { WE_CALLPARENT, "CALLPARENT", "Call_Parent" } ,
+ { WE_CALLPARTNER, "CALLPARTNER", "I Want to See You" } ,
+ { WE_FEMALE, "FEMALE", "I Only Look Up to You" } ,
+ { WE_MALE, "MALE", "I Will Protect You" } ,
+ { WS_CARTBOOST, "CARTBOOST", "Cart_Boost" } ,
+ { WS_CREATECOIN, "CREATECOIN", "Create_Coins" } ,
+ { WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets" } ,
+ { WS_MELTDOWN, "MELTDOWN", "Meltdown" } ,
+ { WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower" } ,
+ { WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike" } ,
+ { WZ_ESTIMATION, "ESTIMATION", "Sense" } ,
+ { WZ_FIREIVY, "FIREIVY", "Fire_Ivy" } ,
+ { WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar" } ,
+ { WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova" } ,
+ { WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive" } ,
+ { WZ_ICEWALL, "ICEWALL", "Ice_Wall" } ,
+ { WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder" } ,
+ { WZ_METEOR, "METEOR", "Meteor_Storm" } ,
+ { WZ_QUAGMIRE, "QUAGMIRE", "Quagmire" } ,
+ { WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher" } ,
+ { WZ_STORMGUST, "STORMGUST", "Storm_Gust" } ,
+ { WZ_VERMILION, "VERMILION", "Lord_of_Vermilion" } ,
+ { WZ_WATERBALL, "WATERBALL", "Water_Ball" } ,
+ { 0, 0, 0 }
+};
+
+static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
+static const int diry[8]={1,1,0,-1,-1,-1,0,1};
+
+static int rdamage;
+
+/* スキルデータベース */
+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];
+
+int skill_get_hit( int id ){ return skill_db[id].hit; }
+int skill_get_inf( int id ){ return skill_db[id].inf; }
+int skill_get_pl( int id ){ return skill_db[id].pl; }
+int skill_get_nk( int id ){ return skill_db[id].nk; }
+int skill_get_max( int id ){ return skill_db[id].max; }
+int skill_get_range( int id , int lv ){ return (lv <= 0) ? 0:skill_db[id].range[lv-1]; }
+int skill_get_hp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].hp[lv-1]; }
+int skill_get_sp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].sp[lv-1]; }
+int skill_get_zeny( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].zeny[lv-1]; }
+int skill_get_num( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].num[lv-1]; }
+int skill_get_cast( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].cast[lv-1]; }
+int skill_get_delay( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].delay[lv-1]; }
+int skill_get_time( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time[lv-1]; }
+int skill_get_time2( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1]; }
+int skill_get_castdef( int id ){ return skill_db[id].cast_def_rate; }
+int skill_get_weapontype( int id ){ return skill_db[id].weapon; }
+int skill_get_inf2( int id ){ return skill_db[id].inf2; }
+int skill_get_maxcount( int id ){ return skill_db[id].maxcount; }
+int skill_get_blewcount( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1]; }
+int skill_get_mhp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].mhp[lv-1]; }
+int skill_get_castnodex( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].castnodex[lv-1]; }
+
+/* プロトタイプ */
+struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
+int skill_check_condition( struct map_session_data *sd,int type);
+int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
+int skill_frostjoke_scream(struct block_list *bl,va_list ap);
+int skill_status_change_timer_sub(struct block_list *bl, va_list ap );
+int skill_attack_area(struct block_list *bl,va_list ap);
+int skill_abra_dataset(int skilllv);
+int skill_clear_element_field(struct block_list *bl);
+int skill_landprotector(struct block_list *bl, va_list ap );
+int skill_trap_splash(struct block_list *bl, va_list ap );
+int skill_count_target(struct block_list *bl, va_list ap );
+
+// [MouseJstr] - skill ok to cast? and when?
+int skillnotok(int skillid, struct map_session_data *sd) {
+ if (sd == 0)
+ return 0;
+ if (pc_isGM(sd) >= 20)
+ return 0; // gm's can do anything damn thing they want
+ switch (skillid) {
+ case AL_WARP:
+ case AL_TELEPORT:
+ case MC_VENDING:
+ case MC_IDENTIFY:
+ return 0; // always allowed
+ default:
+ return(map[sd->bl.m].flag.noskill);
+ }
+}
+
+
+static int distance(int x0,int y0,int x1,int y1)
+{
+ int dx,dy;
+
+ dx=abs(x0-x1);
+ dy=abs(y0-y1);
+ return dx>dy ? dx : dy;
+}
+
+/* スキルユニットIDを返す(これもデータベースに入れたいな) */
+int skill_get_unit_id(int id,int flag)
+{
+
+ switch(id){
+ case MG_SAFETYWALL: return 0x7e; /* セイフティウォール */
+ case MG_FIREWALL: return 0x7f; /* ファイアーウォール */
+ case AL_WARP: return (flag==0)?0x81:0x80; /* ワープポータル */
+ case PR_BENEDICTIO: return 0x82; /* 聖体降福 */
+ case PR_SANCTUARY: return 0x83; /* サンクチュアリ */
+ case PR_MAGNUS: return 0x84; /* マグヌスエクソシズム */
+ case AL_PNEUMA: return 0x85; /* ニューマ */
+ case MG_THUNDERSTORM: return 0x86; /* サンダーストーム */
+ case WZ_HEAVENDRIVE: return 0x86; /* ヘヴンズドライブ */
+ case WZ_SIGHTRASHER: return 0x86; /* サイトラッシャー */
+ case WZ_METEOR: return 0x86; /* メテオストーム */
+ case WZ_VERMILION: return 0x86; /* ロードオブヴァーミリオン */
+ case WZ_FROSTNOVA: return 0x86; /* フロストノヴァ */
+ case WZ_STORMGUST: return 0x86; /* ストームガスト(とりあえずLoVと同じで処理) */
+ case CR_GRANDCROSS: return 0x86; /* グランドクロス */
+ case WZ_FIREPILLAR: return (flag==0)?0x87:0x88; /* ファイアーピラー */
+ case HT_TALKIEBOX: return 0x99; /* トーキーボックス */
+ case WZ_ICEWALL: return 0x8d; /* アイスウォール */
+ case WZ_QUAGMIRE: return 0x8e; /* クァグマイア */
+ case HT_BLASTMINE: return 0x8f; /* ブラストマイン */
+ case HT_SKIDTRAP: return 0x90; /* スキッドトラップ */
+ case HT_ANKLESNARE: return 0x91; /* アンクルスネア */
+ case AS_VENOMDUST: return 0x92; /* ベノムダスト */
+ case HT_LANDMINE: return 0x93; /* ランドマイン */
+ case HT_SHOCKWAVE: return 0x94; /* ショックウェーブトラップ */
+ case HT_SANDMAN: return 0x95; /* サンドマン */
+ case HT_FLASHER: return 0x96; /* フラッシャー */
+ case HT_FREEZINGTRAP: return 0x97; /* フリージングトラップ */
+ case HT_CLAYMORETRAP: return 0x98; /* クレイモアートラップ */
+ case SA_VOLCANO: return 0x9a; /* ボルケーノ */
+ case SA_DELUGE: return 0x9b; /* デリュージ */
+ case SA_VIOLENTGALE: return 0x9c; /* バイオレントゲイル */
+ case SA_LANDPROTECTOR: return 0x9d; /* ランドプロテクター */
+ case BD_LULLABY: return 0x9e; /* 子守歌 */
+ case BD_RICHMANKIM: return 0x9f; /* ニヨルドの宴 */
+ case BD_ETERNALCHAOS: return 0xa0; /* 永遠の混沌 */
+ case BD_DRUMBATTLEFIELD:return 0xa1; /* 戦太鼓の響き */
+ case BD_RINGNIBELUNGEN: return 0xa2; /* ニーベルングの指輪 */
+ case BD_ROKISWEIL: return 0xa3; /* ロキの叫び */
+ case BD_INTOABYSS: return 0xa4; /* 深淵の中に */
+ case BD_SIEGFRIED: return 0xa5; /* 不死身のジークフリード */
+ case BA_DISSONANCE: return 0xa6; /* 不協和音 */
+ case BA_WHISTLE: return 0xa7; /* 口笛 */
+ case BA_ASSASSINCROSS: return 0xa8; /* 夕陽のアサシンクロス */
+ case BA_POEMBRAGI: return 0xa9; /* ブラギの詩 */
+ case BA_APPLEIDUN: return 0xaa; /* イドゥンの林檎 */
+ case DC_UGLYDANCE: return 0xab; /* 自分勝手なダンス */
+ case DC_HUMMING: return 0xac; /* ハミング */
+ case DC_DONTFORGETME: return 0xad; /* 私を忘れないで… */
+ case DC_FORTUNEKISS: return 0xae; /* 幸運のキス */
+ case DC_SERVICEFORYOU: return 0xaf; /* サービスフォーユー */
+ case RG_GRAFFITI: return 0xb0; /* グラフィティ */
+ case AM_DEMONSTRATION: return 0xb1; /* デモンストレーション */
+ case WE_CALLPARTNER: return 0xb2; /* あなたに逢いたい */
+ case PA_GOSPEL: return 0xb3; /* ゴスペル */
+ case HP_BASILICA: return 0xb4; /* バジリカ */
+ case PF_FOGWALL: return 0xb6; /* フォグウォール */
+ case PF_SPIDERWEB: return 0xb7; /* スパイダーウェッブ */
+ }
+ return 0;
+ /*
+ 0x89,0x8a,0x8b 表示無し
+ 0x9a 炎属性の詠唱みたいなエフェクト
+ 0x9b 水属性の詠唱みたいなエフェクト
+ 0x9c 風属性の詠唱みたいなエフェクト
+ 0x9d 白い小さなエフェクト
+ 0xb1 Alchemist Demonstration
+ 0xb2 = Pink Warp Portal
+ 0xb3 = Gospel For Paladin
+ 0xb4 = Basilica
+ 0xb5 = Empty
+ 0xb6 = Fog Wall for Professor
+ 0xb7 = Spider Web for Professor
+ 0xb8 = Empty
+ 0xb9 =
+ */
+}
+
+/*==========================================
+ * スキル追加効果
+ *------------------------------------------
+ */
+int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick)
+{
+ /* MOB追加効果スキル用 */
+ const int sc[]={
+ SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
+ SC_STONE, SC_CURSE, SC_SLEEP
+ };
+ const int sc2[]={
+ MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
+ NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
+ NPC_SILENCEATTACK,0,NPC_BLINDATTACK
+ };
+
+ struct map_session_data *sd=NULL;
+ struct map_session_data *dstsd=NULL;
+ struct mob_data *md=NULL;
+ struct mob_data *dstmd=NULL;
+ struct pet_data *pd=NULL;
+
+ int skill,skill2;
+ int rate,luk;
+
+ int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk;
+ int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, bl);
+
+ if(skilllv < 0) return 0;
+
+ if(src->type==BL_PC){
+ nullpo_retr(0, sd=(struct map_session_data *)src);
+ }else if(src->type==BL_MOB){
+ nullpo_retr(0, md=(struct mob_data *)src); //未使用?
+ }else if(src->type==BL_PET){
+ nullpo_retr(0, pd=(struct pet_data *)src); // [Valaris]
+ }
+
+ //対象の耐性
+ luk = battle_get_luk(bl);
+ sc_def_mdef=100 - (3 + battle_get_mdef(bl) + luk/3);
+ sc_def_vit=100 - (3 + battle_get_vit(bl) + luk/3);
+ sc_def_int=100 - (3 + battle_get_int(bl) + luk/3);
+ sc_def_luk=100 - (3 + luk);
+ //自分の耐性
+ luk = battle_get_luk(src);
+ sc_def_mdef2=100 - (3 + battle_get_mdef(src) + luk/3);
+ sc_def_vit2=100 - (3 + battle_get_vit(src) + luk/3);
+ sc_def_int2=100 - (3 + battle_get_int(src) + luk/3);
+ sc_def_luk2=100 - (3 + luk);
+ if(bl->type==BL_PC)
+ dstsd=(struct map_session_data *)bl;
+ else if(bl->type==BL_MOB){
+ dstmd=(struct mob_data *)bl; //未使用?
+ if(sc_def_mdef>50)
+ sc_def_mdef=50;
+ if(sc_def_vit>50)
+ sc_def_vit=50;
+ if(sc_def_int>50)
+ sc_def_int=50;
+ if(sc_def_luk>50)
+ sc_def_luk=50;
+ }
+ if(sc_def_mdef<0)
+ sc_def_mdef=0;
+ if(sc_def_vit<0)
+ sc_def_vit=0;
+ if(sc_def_int<0)
+ sc_def_int=0;
+
+ switch(skillid){
+ case 0: /* 通常攻撃 */
+ /* 自動鷹 */
+ if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
+ rand()%1000 <= sd->paramc[5]*10/3+1 ) {
+ int lv=(sd->status.job_level+9)/10;
+ skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
+ }
+ // スナッチャー
+ if(sd && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0)
+ if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
+ if(pc_steal_item(sd,bl))
+ clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
+ else
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ break;
+
+ case SM_BASH: /* バッシュ(急所攻撃) */
+ if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
+ if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
+ }
+ break;
+
+ case TF_POISON: /* インベナム */
+ case AS_SPLASHER: /* ベナムスプラッシャー */
+ if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ else{
+ if(sd && skillid==TF_POISON)
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ break;
+
+ case AS_SONICBLOW: /* ソニックブロー */
+ if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+
+ case HT_FREEZINGTRAP: /* フリージングトラップ */
+ rate=skilllv*3+35;
+ if(rand()%100 < rate*sc_def_mdef/100)
+ skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case MG_FROSTDIVER: /* フロストダイバー */
+ case WZ_FROSTNOVA: /* フロストノヴァ */
+ rate=(skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15;
+ rate=rate<=5?5:rate;
+ if(rand()%100 < rate)
+ skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ else if(sd)
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+
+ case WZ_STORMGUST: /* ストームガスト */
+ {
+ struct status_change *sc_data = battle_get_sc_data(bl);
+ if(sc_data) {
+ sc_data[SC_FREEZE].val3++;
+ if(sc_data[SC_FREEZE].val3 >= 3)
+ skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ }
+ }
+ break;
+
+ case HT_LANDMINE: /* ランドマイン */
+ if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case HT_SHOCKWAVE: /* ショックウェーブトラップ */
+ if(map[bl->m].flag.pvp && dstsd){
+ dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100;
+ pc_calcstatus(dstsd,0);
+ }
+ break;
+ case HT_SANDMAN: /* サンドマン */
+ if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
+ skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ case TF_SPRINKLESAND: /* 砂まき */
+ if( rand()%100 < 15*sc_def_int/100 )
+ skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case TF_THROWSTONE: /* 石投げ */
+ if( rand()%100 < 5*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case CR_HOLYCROSS: /* ホーリークロス */
+ if( rand()%100 < 3*skilllv*sc_def_int/100 )
+ skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case CR_GRANDCROSS: /* グランドクロス */
+ {
+ int race = battle_get_race(bl);
+ if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //強制付与だが完全耐性には無効
+ skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ }
+ break;
+
+ case CR_SHIELDCHARGE: /* シールドチャージ */
+ if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case RG_RAID: /* サプライズアタック */
+ if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
+ skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ case BA_FROSTJOKE:
+ if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
+ skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case DC_SCREAM:
+ if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case BD_LULLABY: /* 子守唄 */
+ if( rand()%100 < 15*sc_def_int/100 )
+ skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ /* MOBの追加効果付きスキル */
+
+ case NPC_PETRIFYATTACK:
+ if(rand()%100 < sc_def_mdef)
+ skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ case NPC_POISON:
+ case NPC_SILENCEATTACK:
+ case NPC_STUNATTACK:
+ if(rand()%100 < sc_def_vit && src->type!=BL_PET)
+ skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ if(src->type==BL_PET)
+ skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0);
+ break;
+ case NPC_CURSEATTACK:
+ if(rand()%100 < sc_def_luk)
+ skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ case NPC_SLEEPATTACK:
+ case NPC_BLINDATTACK:
+ if(rand()%100 < sc_def_int)
+ skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ case NPC_MENTALBREAKER:
+ if(dstsd) {
+ int sp = dstsd->status.max_sp*(10+skilllv)/100;
+ if(sp < 1) sp = 1;
+ pc_heal(dstsd,0,-sp);
+ }
+ break;
+
+// -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion)
+//
+ case WZ_METEOR:
+ if(rand()%100 < sc_def_vit)
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ case WZ_VERMILION:
+ if(rand()%100 < sc_def_int)
+ skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+// -- moonsoul (stun ability of new champion skill tigerfist)
+//
+ case CH_TIGERFIST:
+ if( rand()%100 < (5 + skilllv*5)*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case LK_SPIRALPIERCE:
+ if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ case ST_REJECTSWORD: /* フリージングトラップ */
+ if( rand()%100 < (10 + skilllv*5) )
+ skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ case PF_FOGWALL: /* ホーリークロス */
+ if( rand()%100 < 3*skilllv*sc_def_int/100 )
+ skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
+ {//条件が良く分からないので適当に
+ int race=battle_get_race(bl);
+ if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ }
+ 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
+ if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
+ skill_status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ {
+ int sec=skill_get_time2(skillid,skilllv);
+ if(map[src->m].flag.pvp) //PvPでは拘束時間半減?
+ sec = sec/2;
+ battle_stopwalking(bl,1);
+ skill_status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
+ }
+ break;
+ case ASC_METEORASSAULT: /* メテオアサルト */
+ if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //状態異常は詳細が分からないので適当に
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
+ skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
+ //阿修羅を使うと5分間自然回復しないようになる
+ skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
+ break;
+ }
+
+ if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カードによる追加効果 */
+ int i;
+ int sc_def_card=100;
+
+ for(i=SC_STONE;i<=SC_BLIND;i++){
+ //対象に状態異常
+ if(i==SC_STONE || i==SC_FREEZE)
+ sc_def_card=sc_def_mdef;
+ else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
+ sc_def_card=sc_def_vit;
+ else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
+ sc_def_card=sc_def_int;
+ else if(i==SC_CURSE)
+ sc_def_card=sc_def_luk;
+
+ if(!sd->state.arrow_atk) {
+ if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
+ if(battle_config.battle_log)
+ printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
+ skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
+ }
+ }
+ else {
+ if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){
+ if(battle_config.battle_log)
+ printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
+ skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
+ }
+ }
+ //自分に状態異常
+ if(i==SC_STONE || i==SC_FREEZE)
+ sc_def_card=sc_def_mdef2;
+ else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
+ sc_def_card=sc_def_vit2;
+ else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
+ sc_def_card=sc_def_int2;
+ else if(i==SC_CURSE)
+ sc_def_card=sc_def_luk2;
+
+ if(!sd->state.arrow_atk) {
+ if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
+ if(battle_config.battle_log)
+ printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
+ skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
+ }
+ }
+ else {
+ if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
+ if(battle_config.battle_log)
+ printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
+ skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
+ }
+ }
+ }
+ }
+ return 0;
+}
+
+/*=========================================================================
+ スキル攻撃吹き飛ばし処理
+-------------------------------------------------------------------------*/
+int skill_blown( struct block_list *src, struct block_list *target,int count)
+{
+ int dx=0,dy=0,nx,ny;
+ int x=target->x,y=target->y;
+ int ret,prev_state=MS_IDLE;
+ int moveblock;
+ struct map_session_data *sd=NULL;
+ struct mob_data *md=NULL;
+ struct pet_data *pd=NULL;
+ struct skill_unit *su=NULL;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, target);
+
+ if(target->type==BL_PC){
+ nullpo_retr(0, sd=(struct map_session_data *)target);
+ }else if(target->type==BL_MOB){
+ nullpo_retr(0, md=(struct mob_data *)target);
+ }else if(target->type==BL_PET){
+ nullpo_retr(0, pd=(struct pet_data *)target);
+ }else if(target->type==BL_SKILL){
+ nullpo_retr(0, su=(struct skill_unit *)target);
+ }else return 0;
+
+ if(!(count&0x10000 && (sd||md||pd||su))){ /* 指定なしなら位置関係から方向を求める */
+ dx=target->x-src->x; dx=(dx>0)?1:((dx<0)?-1: 0);
+ dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0);
+ }
+ if(dx==0 && dy==0){
+ int dir=battle_get_dir(target);
+ if(dir>=0 && dir<8){
+ dx=-dirx[dir];
+ dy=-diry[dir];
+ }
+ }
+
+ ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
+ nx=ret>>16;
+ ny=ret&0xffff;
+ moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE);
+
+ if(count&0x20000) {
+ battle_stopwalking(target,1);
+ if(sd){
+ sd->to_x=nx;
+ sd->to_y=ny;
+ sd->walktimer = 1;
+ clif_walkok(sd);
+ clif_movechar(sd);
+ }
+ else if(md) {
+ md->to_x=nx;
+ md->to_y=ny;
+ prev_state = md->state.state;
+ md->state.state = MS_WALK;
+ clif_fixmobpos(md);
+ }
+ else if(pd) {
+ pd->to_x=nx;
+ pd->to_y=ny;
+ prev_state = pd->state.state;
+ pd->state.state = MS_WALK;
+ clif_fixpetpos(pd);
+ }
+ }
+ else
+ battle_stopwalking(target,2);
+
+ dx = nx - x;
+ dy = ny - y;
+
+ if(sd) /* 画面外に出たので消去 */
+ map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);
+ else if(md)
+ map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
+ else if(pd)
+ map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
+
+ if(su){
+ skill_unit_move_unit_group(su->group,target->m,dx,dy);
+ }else{
+// struct status_change *sc_data=battle_get_sc_data(target);
+ if(moveblock) map_delblock(target);
+ target->x=nx;
+ target->y=ny;
+ if(moveblock) map_addblock(target);
+/*ダンス中にエフェクトは移動しないらしい
+ if(sc_data && sc_data[SC_DANCING].timer!=-1){ //対象がダンス中なのでエフェクトも移動
+ struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2;
+ if(sg)
+ skill_unit_move_unit_group(sg,target->m,dx,dy);
+ }
+*/
+ }
+
+ if(sd) { /* 画面内に入ってきたので表示 */
+ map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd);
+ if(count&0x20000)
+ sd->walktimer = -1;
+ }
+ else if(md) {
+ map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
+ if(count&0x20000)
+ md->state.state = prev_state;
+ }
+ else if(pd) {
+ map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
+ if(count&0x20000)
+ pd->state.state = prev_state;
+ }
+
+ skill_unit_move(target,gettick(),(count&0xffff)+7); /* スキルユニットの判定 */
+
+ 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_change *sc_data;
+ int type,lv,damage;
+
+ rdamage = 0;
+ nullpo_retr(0, src);
+ nullpo_retr(0, dsrc);
+ nullpo_retr(0, bl);
+
+ sc_data = battle_get_sc_data(bl);
+
+//何もしない判定ここから
+ if(dsrc->m != bl->m) //対象が同じマップにいなければ何もしない
+ return 0;
+ if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※
+ return 0;
+ if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //術者?がPCですでに死んでいたら何もしない
+ return 0;
+ if(dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //術者?がPCですでに死んでいたら何もしない
+ return 0;
+ if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //対象がPCですでに死んでいたら何もしない
+ return 0;
+ if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *) bl))
+ return 0; // [MouseJstr]
+ if(sc_data && sc_data[SC_HIDING].timer != -1) { //ハイディング状態で
+ if(skill_get_pl(skillid) != 2) //スキルの属性が地属性でなければ何もしない
+ return 0;
+ }
+ if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない
+ return 0;
+ if(skillid == WZ_STORMGUST) { //使用スキルがストームガストで
+ if(sc_data && sc_data[SC_FREEZE].timer != -1) //凍結状態なら何もしない
+ return 0;
+ }
+ if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない
+ return 0;
+ if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //術者がPCでチャット中なら何もしない
+ return 0;
+ if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //術者がPCでチャット中なら何もしない
+ return 0;
+ if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0)
+ return 0;
+
+//何もしない判定ここまで
+
+ type=-1;
+ lv=(flag>>20)&0xf;
+ dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダメージ計算
+
+//マジックロッド処理ここから
+ if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //魔法攻撃でマジックロッド状態でsrc=dsrcなら
+ dmg.damage = dmg.damage2 = 0; //ダメージ0
+ if(bl->type == BL_PC) { //対象がPCの場合
+ int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸収
+ sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸収率計算
+ if(skillid == WZ_WATERBALL && skilllv > 1) //ウォーターボールLv1以上
+ sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
+ if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
+ else if(sp < 1) sp = 1; //1以下の場合は1
+ if(((struct map_session_data *)bl)->status.sp + sp > ((struct map_session_data *)bl)->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合
+ sp = ((struct map_session_data *)bl)->status.max_sp - ((struct map_session_data *)bl)->status.sp; //SPをMSP-現在SPにする
+ ((struct map_session_data *)bl)->status.sp = ((struct map_session_data *)bl)->status.max_sp; //現在のSPにMSPを代入
+ }
+ else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
+ ((struct map_session_data *)bl)->status.sp += sp;
+ clif_heal(((struct map_session_data *)bl)->fd,SP_SP,sp); //SP回復エフェクトの表示
+ ((struct map_session_data *)bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); //
+ }
+ clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示
+ }
+//マジックロッド処理ここまで
+
+ if(src->type==BL_PET) { // [Valaris]
+ dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), battle_get_element(bl) );
+ dmg.damage2=0;
+ }
+
+ damage = dmg.damage + dmg.damage2;
+
+ if(lv==15)
+ lv=-1;
+
+ if( flag&0xff00 )
+ type=(flag&0xff00)>>8;
+
+ if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※
+ dmg.blewcount = 0;
+
+ if(skillid == CR_GRANDCROSS) {//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(src->type == BL_PC) {
+ struct map_session_data *sd = (struct map_session_data *)src;
+ nullpo_retr(0, sd);
+//連打掌(MO_CHAINCOMBO)ここから
+ if(skillid == MO_CHAINCOMBO) {
+ int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); //基本ディレイの計算
+ if(damage < battle_get_hp(bl)) { //ダメージが対象のHPより小さい場合
+ if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&気球保持時は+300ms
+ delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
+
+ skill_status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ状態に
+ }
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay(src,delay); //コンボディレイパケットの送信
+ }
+//連打掌(MO_CHAINCOMBO)ここまで
+//猛龍拳(MO_COMBOFINISH)ここから
+ else if(skillid == MO_COMBOFINISH) {
+ int delay = 700 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
+ if(damage < battle_get_hp(bl)) {
+ //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms
+ //伏虎拳(CH_TIGERFIST)取得時も+300ms
+ if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
+ (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
+ (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1))
+ delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
+
+ skill_status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ状態に
+ }
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay(src,delay); //コンボディレイパケットの送信
+ }
+//猛龍拳(MO_COMBOFINISH)ここまで
+//伏虎拳(CH_TIGERFIST)ここから
+ else if(skillid == CH_TIGERFIST) {
+ int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
+ if(damage < battle_get_hp(bl)) {
+ if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩撃(CH_CHAINCRUSH)取得時は+300ms
+ delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
+
+ skill_status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ状態に
+ }
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay(src,delay); //コンボディレイパケットの送信
+ }
+//伏虎拳(CH_TIGERFIST)ここまで
+//連柱崩撃(CH_CHAINCRUSH)ここから
+ else if(skillid == CH_CHAINCRUSH) {
+ int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
+ if(damage < battle_get_hp(bl)) {
+ //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms
+ if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
+ delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
+
+ skill_status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ状態に
+ }
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay(src,delay); //コンボディレイパケットの送信
+ }
+//連柱崩撃(CH_CHAINCRUSH)ここまで
+ }
+//使用者がPCの場合の処理ここまで
+//武器スキル?ここから
+ //AppleGirl Was Here
+ if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah
+ if(bl->type == BL_PC) { //Blah Blah
+ struct map_session_data *tsd = (struct map_session_data *)bl;
+ if(tsd->magic_damage_return > 0) { //More Blah
+ rdamage += damage * tsd->magic_damage_return / 100;
+ if(rdamage < 1) rdamage = 1;
+ }
+ }
+ }
+ //Stop Here
+ if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc) { //武器スキル&ダメージあり&使用者と対象者が違う&src=dsrc
+ if(dmg.flag&BF_SHORT) { //近距離攻撃時?※
+ if(bl->type == BL_PC) { //対象がPCの時
+ struct map_session_data *tsd = (struct map_session_data *)bl;
+ nullpo_retr(0, tsd);
+ if(tsd->short_weapon_damage_return > 0) { //近距離攻撃跳ね返し?※
+ rdamage += damage * tsd->short_weapon_damage_return / 100;
+ if(rdamage < 1) rdamage = 1;
+ }
+ }
+ if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシールド時
+ rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算
+ if(rdamage < 1) rdamage = 1;
+ }
+ }
+ else if(dmg.flag&BF_LONG) { //遠距離攻撃時?※
+ if(bl->type == BL_PC) { //対象がPCの時
+ struct map_session_data *tsd = (struct map_session_data *)bl;
+ nullpo_retr(0, tsd);
+ if(tsd->long_weapon_damage_return > 0) { //遠距離攻撃跳ね返し?※
+ rdamage += damage * tsd->long_weapon_damage_return / 100;
+ if(rdamage < 1) rdamage = 1;
+ }
+ }
+ }
+ if(rdamage > 0)
+ clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
+ }
+//武器スキル?ここまで
+
+ switch(skillid){
+ case WZ_SIGHTRASHER:
+ clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, 5);
+ break;
+ case AS_SPLASHER:
+ clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
+ break;
+ case NPC_SELFDESTRUCTION:
+ case NPC_SELFDESTRUCTION2:
+ break;
+ default:
+ clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
+ }
+ if(dmg.blewcount > 0 && !map[src->m].flag.gvg) { /* 吹き飛ばし処理とそのパケット */
+ if(skillid == WZ_SIGHTRASHER)
+ skill_blown(src,bl,dmg.blewcount);
+ else
+ skill_blown(dsrc,bl,dmg.blewcount);
+ if(bl->type == BL_MOB)
+ clif_fixmobpos((struct mob_data *)bl);
+ else if(bl->type == BL_PET)
+ clif_fixpetpos((struct pet_data *)bl);
+ else
+ clif_fixpos(bl);
+ }
+
+ map_freeblock_lock();
+ /* 実際にダメージ処理を行う */
+ if(skillid != KN_BOWLINGBASH || flag)
+ battle_damage(src,bl,damage,0);
+ if(skillid == RG_INTIMIDATE && damage > 0 && !(battle_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
+ int s_lv = battle_get_lv(src),t_lv = battle_get_lv(bl);
+ int rate = 50 + skilllv * 5;
+ rate = rate + (s_lv - t_lv);
+ if(rand()%100 < rate)
+ skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
+ }
+ if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM)){
+ struct map_session_data *tsd = (struct map_session_data *)bl;
+ nullpo_retr(0, tsd);
+ if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id
+ && !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){
+ //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->cloneskill_lv && 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->cloneskill_lv=skilllv;
+ tsd->status.skill[skillid].id=skillid;
+ tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
+ skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
+ tsd->status.skill[skillid].flag=13;//cloneskill flag
+ clif_skillinfoblock(tsd);
+ }
+ }
+ /* ダメージがあるなら追加効果判定 */
+ if(bl->prev != NULL){
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ nullpo_retr(0, sd);
+ if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) {
+ if(damage > 0)
+ skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
+ if(bl->type==BL_MOB && src!=bl) /* スキル使用条件のMOBスキル */
+ {
+ struct mob_data *md=(struct mob_data *)bl;
+ nullpo_retr(0, md);
+ if(battle_config.mob_changetarget_byskill == 1)
+ {
+ int target;
+ target=md->target_id;
+ if(src->type == BL_PC)
+ md->target_id=src->id;
+ mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
+ md->target_id=target;
+ }
+ else
+ mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
+ }
+ }
+ }
+
+ if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
+ struct map_session_data *sd = (struct map_session_data *)src;
+ int hp = 0,sp = 0;
+ nullpo_retr(0, sd);
+ if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) {
+ hp += (dmg.damage * sd->hp_drain_per)/100;
+ if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
+ else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
+ }
+ if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) {
+ hp += (dmg.damage2 * sd->hp_drain_per_)/100;
+ if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
+ else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
+ }
+ if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) {
+ sp += (dmg.damage * sd->sp_drain_per)/100;
+ if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
+ else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
+ }
+ if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) {
+ sp += (dmg.damage2 * sd->sp_drain_per_)/100;
+ if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
+ else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
+ }
+ if(hp || sp) pc_heal(sd,hp,sp);
+ }
+
+ if((skillid != KN_BOWLINGBASH || flag) && rdamage > 0)
+ battle_damage(bl,src,rdamage,0);
+
+ if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) {
+ if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id)
+ battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1);
+ skill_status_change_end(bl,SC_AUTOCOUNTER,-1);
+ }
+
+ map_freeblock_unlock();
+
+ return (dmg.damage+dmg.damage2); /* 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。 */
+typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
+int skill_area_sub( struct block_list *bl,va_list ap )
+{
+ struct block_list *src;
+ int skill_id,skill_lv,flag;
+ unsigned int tick;
+ SkillFunc func;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
+ return 0;
+
+ src=va_arg(ap,struct block_list *); //ここではsrcの値を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 *c,x,y,range,sx[4],sy[4];
+ int t_range,tx[4],ty[4];
+ int i,r_flag,skillid;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, unit = (struct skill_unit *)bl);
+ nullpo_retr(0, c = va_arg(ap,int *));
+
+ if(bl->prev == NULL || bl->type != BL_SKILL)
+ return 0;
+
+ if(!unit->alive)
+ return 0;
+
+ x = va_arg(ap,int);
+ y = va_arg(ap,int);
+ range = va_arg(ap,int);
+ skillid = va_arg(ap,int);
+
+ if(skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) {
+ if(unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85)
+ return 0;
+ }
+ else if(skillid == AL_WARP) {
+ if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
+ return 0;
+ }
+ else if((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP) || skillid == HT_TALKIEBOX) {
+ if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
+ return 0;
+ }
+ else if(skillid == WZ_FIREPILLAR) {
+ if(unit->group->unit_id != 0x87)
+ return 0;
+ }
+ else return 0;
+ t_range=(unit->range!=0)? unit->range:unit->group->range;
+ tx[0] = tx[3] = unit->bl.x - t_range;
+ tx[1] = tx[2] = unit->bl.x + t_range;
+ ty[0] = ty[1] = unit->bl.y - t_range;
+ ty[2] = ty[3] = unit->bl.y + t_range;
+ sx[0] = sx[3] = x - range;
+ sx[1] = sx[2] = x + range;
+ sy[0] = sy[1] = y - range;
+ sy[2] = sy[3] = y + range;
+ for(i=r_flag=0;i<4;i++) {
+ if(sx[i] >= tx[0] && sx[i] <= tx[1] && sy[i] >= ty[0] && sy[i] <= ty[2]) {
+ r_flag = 1;
+ break;
+ }
+ if(tx[i] >= sx[0] && tx[i] <= sx[1] && ty[i] >= sy[0] && ty[i] <= sy[2]) {
+ r_flag = 1;
+ break;
+ }
+ }
+ if(r_flag) (*c)++;
+
+ return 0;
+}
+
+int skill_check_unit_range(int m,int x,int y,int range,int skillid)
+{
+ int c = 0;
+
+ map_foreachinarea(skill_check_unit_range_sub,m,x-10,y-10,x+10,y+10,BL_SKILL,&c,x,y,range,skillid);
+
+ return c;
+}
+
+static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
+{
+ int *c;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, c = va_arg(ap,int *));
+
+ if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
+ return 0;
+
+ if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
+ return 0;
+
+ (*c)++;
+
+ return 0;
+}
+
+int skill_check_unit_range2(int m,int x,int y,int range)
+{
+ int c = 0;
+
+ map_foreachinarea(skill_check_unit_range2_sub,m,x-range,y-range,x+range,y+range,0,&c);
+
+ return c;
+}
+
+/*=========================================================================
+ * 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 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+static int skill_timerskill(int tid, unsigned int tick, int id,int data )
+{
+ struct map_session_data *sd = NULL;
+ struct mob_data *md = NULL;
+ struct pet_data *pd = NULL;
+ struct block_list *src = map_id2bl(id),*target;
+ struct skill_timerskill *skl = NULL;
+ int range;
+
+ nullpo_retr(0, src);
+
+ if(src->prev == NULL)
+ return 0;
+
+ if(src->type == BL_PC) {
+ nullpo_retr(0, sd = (struct map_session_data *)src);
+ skl = &sd->skilltimerskill[data];
+ }
+ else if(src->type == BL_MOB) {
+ nullpo_retr(0, md = (struct mob_data *)src);
+ skl = &md->skilltimerskill[data];
+ }
+ else if(src->type == BL_PET) { // [Valaris]
+ nullpo_retr(0, pd = (struct pet_data *)src);
+ skl = &pd->skilltimerskill[data];
+ }
+
+ else
+ return 0;
+
+ nullpo_retr(0, skl);
+
+ skl->timer = -1;
+ if(skl->target_id) {
+ struct block_list tbl;
+ target = map_id2bl(skl->target_id);
+ if(skl->skill_id == RG_INTIMIDATE) {
+ if(target == NULL) {
+ target = &tbl; //初期化してないのにアドレス突っ込んでいいのかな?
+ target->type = BL_NUL;
+ target->m = src->m;
+ target->prev = target->next = NULL;
+ }
+ }
+ if(target == NULL)
+ return 0;
+ if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
+ return 0;
+ if(src->m != target->m)
+ return 0;
+ if(sd && pc_isdead(sd))
+ return 0;
+ if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE)
+ return 0;
+
+ switch(skl->skill_id) {
+ case TF_BACKSLIDING:
+ clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1);
+ break;
+ case RG_INTIMIDATE:
+ if(sd && !map[src->m].flag.noteleport) {
+ int x,y,i,j,c;
+ pc_randomwarp(sd,3);
+ for(i=0;i<16;i++) {
+ j = rand()%8;
+ x = sd->bl.x + dirx[j];
+ y = sd->bl.y + diry[j];
+ if((c=map_getcell(sd->bl.m,x,y)) != 1 && c != 5)
+ break;
+ }
+ if(i >= 16) {
+ x = sd->bl.x;
+ y = sd->bl.y;
+ }
+ if(target->prev != NULL) {
+ if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
+ pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3);
+ else if(target->type == BL_MOB)
+ mob_warp((struct mob_data *)target,-1,x,y,3);
+ }
+ }
+ else if(md && !map[src->m].flag.monster_noteleport) {
+ int x,y,i,j,c;
+ mob_warp(md,-1,-1,-1,3);
+ for(i=0;i<16;i++) {
+ j = rand()%8;
+ x = md->bl.x + dirx[j];
+ y = md->bl.y + diry[j];
+ if((c=map_getcell(md->bl.m,x,y)) != 1 && c != 5)
+ break;
+ }
+ if(i >= 16) {
+ x = md->bl.x;
+ y = md->bl.y;
+ }
+ if(target->prev != NULL) {
+ if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
+ pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3);
+ else if(target->type == BL_MOB)
+ mob_warp((struct mob_data *)target,-1,x,y,3);
+ }
+ }
+ break;
+
+ case BA_FROSTJOKE: /* 寒いジョーク */
+ case DC_SCREAM: /* スクリーム */
+ range=15; //視界全体
+ map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range,
+ src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick);
+ break;
+
+ default:
+ skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
+ break;
+ }
+ }
+ else {
+ if(src->m != skl->map)
+ return 0;
+ switch(skl->skill_id) {
+ case WZ_METEOR:
+ if(skl->type >= 0) {
+ skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0);
+ clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
+ }
+ else
+ skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
+ break;
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag)
+{
+ int i;
+
+ nullpo_retr(1, src);
+
+ if(src->type == BL_PC) {
+ struct map_session_data *sd = (struct map_session_data *)src;
+ nullpo_retr(1, sd);
+ for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
+ if(sd->skilltimerskill[i].timer == -1) {
+ sd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
+ sd->skilltimerskill[i].src_id = src->id;
+ sd->skilltimerskill[i].target_id = target;
+ sd->skilltimerskill[i].skill_id = skill_id;
+ sd->skilltimerskill[i].skill_lv = skill_lv;
+ sd->skilltimerskill[i].map = src->m;
+ sd->skilltimerskill[i].x = x;
+ sd->skilltimerskill[i].y = y;
+ sd->skilltimerskill[i].type = type;
+ sd->skilltimerskill[i].flag = flag;
+
+ return 0;
+ }
+ }
+ return 1;
+ }
+ else if(src->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)src;
+ nullpo_retr(1, md);
+ for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
+ if(md->skilltimerskill[i].timer == -1) {
+ md->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
+ md->skilltimerskill[i].src_id = src->id;
+ md->skilltimerskill[i].target_id = target;
+ md->skilltimerskill[i].skill_id = skill_id;
+ md->skilltimerskill[i].skill_lv = skill_lv;
+ md->skilltimerskill[i].map = src->m;
+ md->skilltimerskill[i].x = x;
+ md->skilltimerskill[i].y = y;
+ md->skilltimerskill[i].type = type;
+ md->skilltimerskill[i].flag = flag;
+
+ return 0;
+ }
+ }
+ return 1;
+ }
+ else if(src->type == BL_PET) { // [Valaris]
+ struct pet_data *pd = (struct pet_data *)src;
+ nullpo_retr(1, pd);
+ for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
+ if(pd->skilltimerskill[i].timer == -1) {
+ pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
+ pd->skilltimerskill[i].src_id = src->id;
+ pd->skilltimerskill[i].target_id = target;
+ pd->skilltimerskill[i].skill_id = skill_id;
+ pd->skilltimerskill[i].skill_lv = skill_lv;
+ pd->skilltimerskill[i].map = src->m;
+ pd->skilltimerskill[i].x = x;
+ pd->skilltimerskill[i].y = y;
+ pd->skilltimerskill[i].type = type;
+ pd->skilltimerskill[i].flag = flag;
+
+ return 0;
+ }
+ }
+ return 1;
+ }
+ return 1;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int skill_cleartimerskill(struct block_list *src)
+{
+ int i;
+
+ nullpo_retr(0, src);
+
+ if(src->type == BL_PC) {
+ struct map_session_data *sd = (struct map_session_data *)src;
+ nullpo_retr(0, sd);
+ for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
+ if(sd->skilltimerskill[i].timer != -1) {
+ delete_timer(sd->skilltimerskill[i].timer, skill_timerskill);
+ sd->skilltimerskill[i].timer = -1;
+ }
+ }
+ }
+ else if(src->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)src;
+ nullpo_retr(0, md);
+ for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
+ if(md->skilltimerskill[i].timer != -1) {
+ delete_timer(md->skilltimerskill[i].timer, skill_timerskill);
+ md->skilltimerskill[i].timer = -1;
+ }
+ }
+ }
+
+ return 0;
+}
+
+/* 範囲スキル使用処理小分けここまで
+ * -------------------------------------------------------------------------
+ */
+
+/*==========================================
+ * 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;
+ int i;
+
+ nullpo_retr(1, src);
+ nullpo_retr(1, bl);
+
+ if(src->type==BL_PC)
+ sd=(struct map_session_data *)src;
+ if(sd && pc_isdead(sd))
+ return 1;
+
+ if((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS) && src != bl)
+ bl = src;
+ if(bl->prev == NULL)
+ return 1;
+ if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
+ return 1;
+ 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 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 TF_POISON: /* インベナム */
+ case TF_SPRINKLESAND: /* 砂まき */
+ case AC_CHARGEARROW: /* チャージアロー */
+ case KN_SPEARSTAB: /* スピアスタブ */
+ case RG_RAID: /* サプライズアタック */
+ case RG_INTIMIDATE: /* インティミデイト */
+ case BA_MUSICALSTRIKE: /* ミュ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 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 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 PA_PRESSURE: /* プレッシャー */
+ case PA_SACRIFICE: /* サクリファイス */
+ case SN_SHARPSHOOTING: /* シャープシューティング */
+ case CG_ARROWVULCAN: /* アローバルカン */
+ case ASC_BREAKER: /* ソウルブレーカー */
+ case HW_MAGICCRASHER: /* マジッククラッシャー */
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+ case NPC_DARKBREATH:
+ clif_emotion(src,7);
+ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+ case MO_INVESTIGATE: /* 発勁 */
+ {
+ struct status_change *sc_data = battle_get_sc_data(src);
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if(sc_data[SC_BLADESTOP].timer != -1)
+ skill_status_change_end(src,SC_BLADESTOP,-1);
+ }
+ break;
+ case SN_FALCONASSAULT: /* ファルコンアサルト */
+ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+ case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
+ {
+ struct mob_data *md = (struct mob_data *)bl;
+ nullpo_retr(1, md);
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if(md->hp > 0){
+ skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
+ if(bl->type == BL_MOB)
+ clif_fixmobpos((struct mob_data *)bl);
+ else if(bl->type == BL_PET)
+ clif_fixpetpos((struct pet_data *)bl);
+ else
+ clif_fixpos(bl);
+ }
+ }
+ break;
+ case RG_BACKSTAP: /* バックスタブ */
+ {
+ int dir = map_calc_dir(src,bl->x,bl->y),t_dir = battle_get_dir(bl);
+ int dist = distance(src->x,src->y,bl->x,bl->y);
+ if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) {
+ struct status_change *sc_data = battle_get_sc_data(src);
+ if(sc_data && sc_data[SC_HIDING].timer != -1)
+ skill_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);
+ }
+ else if(src->type == BL_PC)
+ clif_skill_fail(sd,sd->skillid,0,0);
+ }
+ break;
+
+ case AM_ACIDTERROR: /* アシッドテラー */
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking)
+ pc_breakarmor((struct map_session_data *)bl);
+ break;
+ case MO_FINGEROFFENSIVE: /* 指弾 */
+ {
+ struct status_change *sc_data = battle_get_sc_data(src);
+
+ if(!battle_config.finger_offensive_type)
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ else {
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if(sd) {
+ for(i=1;i<sd->spiritball_old;i++)
+ skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag);
+ sd->canmove_tick = tick + (sd->spiritball_old-1)*200;
+ }
+ }
+ if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
+ skill_status_change_end(src,SC_BLADESTOP,-1);
+ }
+ break;
+ case MO_CHAINCOMBO: /* 連打掌 */
+ {
+ struct status_change *sc_data = battle_get_sc_data(src);
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
+ skill_status_change_end(src,SC_BLADESTOP,-1);
+ }
+ break;
+ case MO_COMBOFINISH: /* 猛龍拳 */
+ case CH_TIGERFIST: /* 伏虎拳 */
+ case CH_CHAINCRUSH: /* 連柱崩撃 */
+ case CH_PALMSTRIKE: /* 猛虎硬派山 */
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+ case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */
+ {
+ struct status_change *sc_data = battle_get_sc_data(src);
+
+ if(sd) {
+ struct walkpath_data wpd;
+ int dx,dy;
+
+ dx = bl->x - sd->bl.x;
+ dy = bl->y - sd->bl.y;
+ if(dx > 0) dx++;
+ else if(dx < 0) dx--;
+ if(dy > 0) dy++;
+ else if(dy < 0) dy--;
+ if(dx == 0 && dy == 0) dx++;
+ if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
+ dx = bl->x - sd->bl.x;
+ dy = bl->y - sd->bl.y;
+ if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ break;
+ }
+ }
+ sd->to_x = sd->bl.x + dx;
+ sd->to_y = sd->bl.y + dy;
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ clif_walkok(sd);
+ clif_movechar(sd);
+ if(dx < 0) dx = -dx;
+ if(dy < 0) dy = -dy;
+ sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
+ if(sd->canact_tick < sd->canmove_tick)
+ sd->canact_tick = sd->canmove_tick;
+ pc_movepos(sd,sd->to_x,sd->to_y);
+ skill_status_change_end(&sd->bl,SC_COMBO,-1);
+ }
+ else
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
+ if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
+ skill_status_change_end(src,SC_BLADESTOP,-1);
+ }
+ break;
+ /* 武器系範囲攻撃スキル */
+ case AC_SHOWER: /* アローシャワー */
+ case SM_MAGNUM: /* マグナムブレイク */
+ 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 ASC_METEORASSAULT: /* メテオアサルト */
+ case AS_SPLASHER: /* [Valaris] */
+ if(flag&1){
+ /* 個別にダメージを与える */
+ if(bl->id!=skill_area_temp[1]){
+ int dist=0;
+ if(skillid==SM_MAGNUM){ /* マグナムブレイクなら中心からの距離を計算 */
+ int dx=abs( bl->x - skill_area_temp[2] );
+ int dy=abs( bl->y - skill_area_temp[3] );
+ dist=((dx>dy)?dx:dy);
+ }
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
+ 0x0500|dist );
+ }
+ }else{
+ int ar=1;
+ int x=bl->x,y=bl->y;
+ if( skillid==SM_MAGNUM){
+ x=src->x;
+ y=src->y;
+ }else if(skillid==AC_SHOWER || skillid==ASC_METEORASSAULT) /* アローシャワー、メテオアサルト範囲5*5 */
+ ar=2;
+ else if(skillid==AS_SPLASHER) /* ベナムスプラッシャー範囲3*3 */
+ ar=1;
+ else if(skillid==NPC_SPLASHATTACK) /* スプラッシュアタックは範囲7*7 */
+ ar=3;
+ skill_area_temp[1]=bl->id;
+ skill_area_temp[2]=x;
+ skill_area_temp[3]=y;
+ /* まずターゲットに攻撃を加える */
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
+ /* 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_foreachinarea(skill_area_sub,
+ bl->m,x-ar,y-ar,x+ar,y+ar,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ break;
+
+ case 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 damage;
+ map_freeblock_lock();
+ damage = skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
+ if(damage > 0) {
+ 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>< */
+ c = skill_get_blewcount(skillid,skilllv);
+ if(map[bl->m].flag.gvg) c = 0;
+ for(i=0;i<c;i++){
+ skill_blown(src,bl,1);
+ if(bl->type == BL_MOB)
+ clif_fixmobpos((struct mob_data *)bl);
+ else if(bl->type == BL_PET)
+ clif_fixpetpos((struct pet_data *)bl);
+ else
+ clif_fixpos(bl);
+ skill_area_temp[0]=0;
+ map_foreachinarea(skill_area_sub,
+ bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY ,
+ skill_area_sub_count);
+ if(skill_area_temp[0]>1) break;
+ }
+ skill_area_temp[1]=bl->id;
+ skill_area_temp[2]=bl->x;
+ skill_area_temp[3]=bl->y;
+ /* 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_foreachinarea(skill_area_sub,
+ bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ battle_damage(src,bl,damage,1);
+ if(rdamage > 0)
+ battle_damage(bl,src,rdamage,0);
+ }
+ map_freeblock_unlock();
+ }
+ break;
+
+ case ALL_RESURRECTION: /* リザレクション */
+ case PR_TURNUNDEAD: /* ターンアンデッド */
+ if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ else {
+ map_freeblock_unlock();
+ return 1;
+ }
+ break;
+
+ /* 魔法系スキル */
+ case MG_SOULSTRIKE: /* ソウルストライク */
+ case 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 MG_FROSTDIVER: /* フロストダイバー */
+ case WZ_JUPITEL: /* ユピテルサンダー */
+ case NPC_MAGICALATTACK: /* MOB:魔法打撃攻撃 */
+ case PR_ASPERSIO: /* アスペルシオ */
+ skill_attack(BF_MAGIC,src,src,bl,skillid,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)
+ skill_status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0);
+ break;
+
+ case PR_BENEDICTIO: /* 聖体降福 */
+ if(battle_get_race(bl)==1 || battle_get_race(bl)==6)
+ 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]){
+ if(skillid==MG_FIREBALL){ /* ファイヤーボールなら中心からの距離を計算 */
+ int dx=abs( bl->x - skill_area_temp[2] );
+ int dy=abs( bl->y - skill_area_temp[3] );
+ skill_area_temp[0]=((dx>dy)?dx:dy);
+ }
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
+ skill_area_temp[0]| 0x0500);
+ }
+ }else{
+ int ar=(skillid==MG_NAPALMBEAT)?1:2;
+ skill_area_temp[1]=bl->id;
+ if(skillid==MG_NAPALMBEAT){ /* ナパームでは先に数える */
+ skill_area_temp[0]=0;
+ map_foreachinarea(skill_area_sub,
+ bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY ,
+ skill_area_sub_count);
+ }else{
+ skill_area_temp[0]=0;
+ skill_area_temp[2]=bl->x;
+ skill_area_temp[3]=bl->y;
+ }
+ /* まずターゲットに攻撃を加える */
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
+ skill_area_temp[0] );
+ /* 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_foreachinarea(skill_area_sub,
+ bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ break;
+
+ case HW_NAPALMVULCAN: // Fixed By SteelViruZ
+ if(flag&1){
+ if(bl->id!=skill_area_temp[1]){
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
+ skill_area_temp[0]);
+ }
+ }else{
+ int ar=(skillid==HW_NAPALMVULCAN)?1:2;
+ skill_area_temp[1]=bl->id;
+ if(skillid==HW_NAPALMVULCAN){
+ skill_area_temp[0]=0;
+ map_foreachinarea(skill_area_sub,
+ bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY ,
+ skill_area_sub_count);
+ }else{
+ skill_area_temp[0]=0;
+ skill_area_temp[2]=bl->x;
+ skill_area_temp[3]=bl->y;
+ }
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
+ skill_area_temp[0] );
+ map_foreachinarea(skill_area_sub,
+ bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ break;
+
+ case WZ_FROSTNOVA: /* フロストノヴァ */
+ skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+
+ case WZ_SIGHTRASHER:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
+ skill_status_change_end(src,SC_SIGHT,-1);
+ break;
+
+ /* その他 */
+ case HT_BLITZBEAT: /* ブリッツビート */
+ if(flag&1){
+ /* 個別にダメージを与える */
+ if(bl->id!=skill_area_temp[1])
+ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
+ }else{
+ skill_area_temp[0]=0;
+ skill_area_temp[1]=bl->id;
+ if(flag&0xf00000)
+ map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count);
+ /* まずターゲットに攻撃を加える */
+ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
+ /* 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_foreachinarea(skill_area_sub,
+ bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ break;
+
+ case CR_GRANDCROSS: /* グランドクロス */
+ /* スキルユニット配置 */
+ skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
+ if(sd)
+ sd->canmove_tick = tick + 1000;
+ else if(src->type == BL_MOB)
+ mob_changestate((struct mob_data *)src,MS_DELAY,1000);
+ break;
+
+ case TF_THROWSTONE: /* 石投げ */
+ case NPC_SMOKING: /* スモーキング */
+ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 );
+ break;
+
+ case NPC_SELFDESTRUCTION: /* 自爆 */
+ case NPC_SELFDESTRUCTION2: /* 自爆2 */
+ if(flag&1){
+ /* 個別にダメージを与える */
+ if(src->type==BL_MOB){
+ struct mob_data* mb = (struct mob_data*)src;
+ nullpo_retr(1, mb);
+ mb->hp=skill_area_temp[2];
+ if(bl->id!=skill_area_temp[1])
+ skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag );
+ mb->hp=1;
+ }
+ }else{
+ struct mob_data *md;
+ if((md=(struct mob_data *)src)){
+ skill_area_temp[1]=bl->id;
+ skill_area_temp[2]=battle_get_hp(src);
+ clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1);
+ map_foreachinarea(skill_area_sub,
+ bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ battle_damage(src,src,md->hp,0);
+ }
+ }
+ break;
+
+ /* HP吸収/HP吸収魔法 */
+ case NPC_BLOODDRAIN:
+ case NPC_ENERGYDRAIN:
+ {
+ int heal;
+ heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ if( heal > 0 ){
+ struct block_list tbl;
+ tbl.id = 0;
+ tbl.m = src->m;
+ tbl.x = src->x;
+ tbl.y = src->y;
+ clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1);
+ battle_heal(NULL,src,heal,0,0);
+ }
+ }
+ break;
+ case 0:
+ if(sd) {
+ if(flag&3){
+ if(bl->id!=skill_area_temp[1])
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
+ }
+ else{
+ int ar=sd->splash_range;
+ skill_area_temp[1]=bl->id;
+ map_foreachinarea(skill_area_sub,
+ bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0,
+ src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
+ skill_castend_damage_id);
+ }
+ }
+ break;
+
+ default:
+ map_freeblock_unlock();
+ return 1;
+ }
+ map_freeblock_unlock();
+
+ return 0;
+}
+
+/*==========================================
+ * スキル使用(詠唱完了、ID指定支援系)
+ *------------------------------------------
+ */
+int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
+{
+ struct map_session_data *sd=NULL;
+ struct map_session_data *dstsd=NULL;
+ struct mob_data *md=NULL;
+ struct mob_data *dstmd=NULL;
+ int i,abra_skillid=0,abra_skilllv;
+ int sc_def_vit,sc_def_mdef,strip_fix,strip_time,strip_per;
+ int sc_dex,sc_luk;
+ //クラスチェンジ用ボスモンスターID
+ int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
+ ,1157,1159,1190,1272,1312,1373,1492};
+ int poringclass[]={1002};
+
+ nullpo_retr(1, src);
+ nullpo_retr(1, bl);
+
+ if(src->type==BL_PC)
+ sd=(struct map_session_data *)src;
+ else if(src->type==BL_MOB)
+ md=(struct mob_data *)src;
+
+ sc_dex=battle_get_mdef(bl);
+ sc_luk=battle_get_luk(bl);
+ sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
+ //sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
+ sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3);
+ strip_fix = battle_get_dex(src) - battle_get_dex(bl);
+
+ if(bl->type==BL_PC){
+ nullpo_retr(1, dstsd=(struct map_session_data *)bl);
+ }else if(bl->type==BL_MOB){
+ nullpo_retr(1, dstmd=(struct mob_data *)bl);
+ if(sc_def_vit>50)
+ sc_def_vit=50;
+ if(sc_def_mdef>50)
+ sc_def_mdef=50;
+ }
+ if(sc_def_vit < 0)
+ sc_def_vit=0;
+ if(sc_def_mdef < 0)
+ sc_def_mdef=0;
+ if(strip_fix < 0)
+ strip_fix=0;
+
+ if(bl == NULL || bl->prev == NULL)
+ return 1;
+ if(sd && pc_isdead(sd))
+ return 1;
+ if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION)
+ return 1;
+ if(battle_get_class(bl) == 1288)
+ return 1;
+ if (skillnotok(skillid, (struct map_session_data *)bl)) // [MouseJstr]
+ return 0;
+
+ map_freeblock_lock();
+ switch(skillid)
+ {
+ case AL_HEAL: /* ヒール */
+ {
+ int heal=skill_calc_heal( src, skilllv );
+ int heal_get_jobexp;
+ int skill;
+ struct pc_base_job s_class;
+
+ if( dstsd && dstsd->special_state.no_magic_damage )
+ heal=0; /* 黄金蟲カード(ヒール量0) */
+ if (sd){
+ s_class = pc_calc_base_job(sd->status.class);
+ if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
+ heal += heal*(skill*2/100);
+ if(sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && 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
+ }
+
+
+ clif_skill_nodamage(src,bl,skillid,heal,1);
+ heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
+
+ // JOB経験値獲得
+ if(src->type == BL_PC && bl->type==BL_PC && heal > 0 && src != bl && 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((struct map_session_data *)src,0,heal_get_jobexp);
+ }
+ }
+ break;
+
+ case ALL_RESURRECTION: /* リザレクション */
+ if(bl->type==BL_PC){
+ int per=0;
+ struct map_session_data *tsd = (struct map_session_data*)bl;
+ nullpo_retr(1, tsd);
+ if( (map[bl->m].flag.pvp) && tsd->pvp_point<0 )
+ break; /* PVPで復活不可能状態 */
+
+ if(pc_isdead(tsd)){ /* 死亡判定 */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ switch(skilllv){
+ case 1: per=10; break;
+ case 2: per=30; break;
+ case 3: per=50; break;
+ case 4: per=80; break;
+ }
+ tsd->status.hp=tsd->status.max_hp*per/100;
+ if(tsd->status.hp<=0) tsd->status.hp=1;
+ if(tsd->special_state.restart_full_recover ){ /* オシリスカード */
+ tsd->status.hp=tsd->status.max_hp;
+ tsd->status.sp=tsd->status.max_sp;
+ }
+ pc_setstand(tsd);
+ if(battle_config.pc_invincible_time > 0)
+ pc_setinvincibletimer(tsd,battle_config.pc_invincible_time);
+ clif_updatestatus(tsd,SP_HP);
+ clif_resurrection(&tsd->bl,1);
+ if(src != bl && sd && battle_config.resurrection_exp > 0) {
+ int exp = 0,jexp = 0;
+ int lv = tsd->status.base_level - sd->status.base_level, jlv = tsd->status.job_level - sd->status.job_level;
+ if(lv > 0) {
+ exp = (int)((double)tsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
+ if(exp < 1) exp = 1;
+ }
+ if(jlv > 0) {
+ jexp = (int)((double)tsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
+ if(jexp < 1) jexp = 1;
+ }
+ if(exp > 0 || jexp > 0)
+ pc_gainexp(sd,exp,jexp);
+ }
+ }
+ }
+ break;
+
+ case AL_DECAGI: /* 速度減少 */
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ if( rand()%100 < (50+skilllv*3+(battle_get_lv(src)+battle_get_int(src)/5)-sc_def_mdef) ) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ }
+ break;
+
+ case AL_CRUCIS:
+ if(flag&1) {
+ int race = battle_get_race(bl),ele = battle_get_elem_type(bl);
+ if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) {
+ int slv=battle_get_lv(src),tlv=battle_get_lv(bl),rate;
+ rate = 25 + skilllv*2 + slv - tlv;
+ if(rand()%100 < rate)
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
+ }
+ }
+ else {
+ int range = 15;
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ map_foreachinarea(skill_area_sub,
+ src->m,src->x-range,src->y-range,src->x+range,src->y+range,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_nodamage_id);
+ }
+ break;
+
+ case PR_LEXDIVINA: /* レックスディビーナ */
+ {
+ struct status_change *sc_data = battle_get_sc_data(bl);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ if(sc_data && sc_data[SC_DIVINA].timer != -1)
+ skill_status_change_end(bl,SC_DIVINA,-1);
+ else if( rand()%100 < sc_def_vit ) {
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ }
+ }
+ break;
+ case SA_ABRACADABRA:
+ //require 1 yellow gemstone even with mistress card or Into the Abyss
+ if (pc_search_inventory(sd, 715) <= 0 ) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ break;
+ }
+ pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0);
+ //
+ do{
+ abra_skillid=skill_abra_dataset(skilllv);
+ }while(abra_skillid == 0);
+ abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ sd->skillitem=abra_skillid;
+ sd->skillitemlv=abra_skilllv;
+ clif_item_skill(sd,abra_skillid,abra_skilllv,"アブラカダブラ");
+ break;
+ case SA_COMA:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ if(dstsd){
+ dstsd->status.hp=1;
+ dstsd->status.sp=1;
+ clif_updatestatus(dstsd,SP_HP);
+ clif_updatestatus(dstsd,SP_SP);
+ }
+ if(dstmd) dstmd->hp=1;
+ break;
+ case SA_FULLRECOVERY:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp);
+ if(dstmd) dstmd->hp=battle_get_max_hp(&dstmd->bl);
+ break;
+ case SA_SUMMONMONSTER:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,"");
+ break;
+ case SA_LEVELUP:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0);
+ break;
+
+ case SA_INSTANTDEATH:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (sd) pc_damage(NULL,sd,sd->status.max_hp);
+ break;
+
+ case SA_QUESTION:
+ case SA_GRAVITY:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+ case SA_CLASSCHANGE:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(dstmd) mob_class_change(dstmd,changeclass);
+ break;
+ case SA_MONOCELL:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(dstmd) mob_class_change(dstmd,poringclass);
+ break;
+ case SA_DEATH:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp);
+ if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1);
+ break;
+ case SA_REVERSEORCISH:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800);
+ break;
+ case SA_FORTUNE:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(sd) pc_getzeny(sd,battle_get_lv(bl)*100);
+ break;
+ case SA_TAMINGMONSTER:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (dstmd){
+ for(i=0;i<MAX_PET_DB;i++){
+ if(dstmd->class == pet_db[i].class){
+ pet_catch_process1(sd,dstmd->class);
+ break;
+ }
+ }
+ }
+ break;
+ case AL_INCAGI: /* 速度増加 */
+ 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 */
+ case CR_PROVIDENCE: /* プロヴィデンス */
+ case CG_MARIONETTE: /* マリオネットコントロール */
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }else{
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
+ case SA_FROSTWEAPON:
+ case SA_LIGHTNINGLOADER:
+ case SA_SEISMICWEAPON:
+ if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ if(bl->type==BL_PC) {
+ struct map_session_data *sd2=(struct map_session_data *)bl;
+ if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
+ sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
+ sd2->sc_data[SC_ENCPOISON].timer!=-1) {
+ clif_skill_fail(sd,skillid,0,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ }
+ if(rand()%100 > (75+skilllv*1) && (skilllv != 5)) {
+ clif_skill_fail(sd,skillid,0,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ if(bl->type==BL_PC && battle_config.equipment_breaking) {
+ struct map_session_data *sd2=(struct map_session_data *)bl;
+ if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
+ pc_breakweapon(sd2);
+ }
+ break;
+ }
+ else {
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case PR_ASPERSIO: /* アスペルシオ */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ if(bl->type==BL_MOB)
+ break;
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ break;
+ case PR_KYRIE: /* キリエエレイソン */
+ clif_skill_nodamage(bl,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ break;
+ 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 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 SM_ENDURE: /* インデュア */
+ case MG_SIGHT: /* サイト */
+ case AL_RUWACH: /* ルアフ */
+ case MO_EXPLOSIONSPIRITS: // 爆裂波動
+ case MO_STEELBODY: // 金剛
+ case LK_AURABLADE: /* オーラブレード */
+ case LK_PARRYING: /* パリイング */
+ case LK_CONCENTRATION: /* コンセントレーション */
+ case LK_BERSERK: /* バーサーク */
+ case HP_ASSUMPTIO: /* */
+ 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 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 */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ break;
+ case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
+ if(bl->type==BL_PC) {
+ struct map_session_data *sd2=(struct map_session_data *)bl;
+ if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
+ sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
+ sd2->sc_data[SC_ENCPOISON].timer!=-1) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ break;
+ case LK_TENSIONRELAX: /* テンションリラックス */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ pc_setsit(sd);
+ clif_sitting(sd->fd,sd);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ break;
+ case MC_CHANGECART:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+ case AC_CONCENTRATION: /* 集中力向上 */
+ {
+ int range = 1;
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ map_foreachinarea( skill_status_change_timer_sub,
+ src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
+ src,SkillStatusChangeTable[skillid],tick);
+ }
+ break;
+ case SM_PROVOKE: /* プロボック */
+ {
+ struct status_change *sc_data = battle_get_sc_data(bl);
+
+ /* MVPmobと不死には効かない */
+ if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には効かない
+ {
+ map_freeblock_unlock();
+ return 1;
+ }
+
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+
+ if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
+ skill_castcancel(bl,0);
+ if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
+ && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
+ skill_castcancel(bl,0);
+
+ if(sc_data){
+ if(sc_data[SC_FREEZE].timer!=-1)
+ skill_status_change_end(bl,SC_FREEZE,-1);
+ if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
+ skill_status_change_end(bl,SC_STONE,-1);
+ if(sc_data[SC_SLEEP].timer!=-1)
+ skill_status_change_end(bl,SC_SLEEP,-1);
+ }
+
+ if(bl->type==BL_MOB) {
+ int range = skill_get_range(skillid,skilllv);
+ if(range < 0)
+ range = battle_get_range(src) - (range + 1);
+ mob_target((struct mob_data *)bl,src,range);
+ }
+ }
+ 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;
+ lv = (lv<0)?-lv:lv;
+ if((dstsd->bl.type!=BL_PC) // 相手はPCじゃないとだめ
+ ||(sd->bl.id == dstsd->bl.id) // 相手が自分はだめ
+ ||(lv > 10) // レベル差±10まで
+ ||(!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所属無しはだめ
+ ||((sd->status.party_id != dstsd->status.party_id) // 同じパーティーか、
+ ||(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ
+ ||(dstsd->status.class==14||dstsd->status.class==21
+ ||dstsd->status.class==4015||dstsd->status.class==4022)){ // クルセだめ
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+ for(i=0;i<skilllv;i++){
+ if(!sd->dev.val1[i]){ // 空きがあったら入れる
+ sd->dev.val1[i] = bl->id;
+ sd->dev.val2[i] = bl->id;
+ break;
+ }else if(i==skilllv-1){ // 空きがなかった
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_devotion(sd,bl->id);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
+ }
+ else clif_skill_fail(sd,skillid,0,0);
+ break;
+ case MO_CALLSPIRITS: // 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_BLADESTOP: // 白刃取り
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ break;
+ case MO_ABSORBSPIRITS: // 気奪
+ i=0;
+ if(sd && dstsd) {
+ if(sd == dstsd || map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg) {
+ if(dstsd->spiritball > 0) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ i = dstsd->spiritball * 7;
+ pc_delspiritball(dstsd,dstsd->spiritball,0);
+ if(i > 0x7FFF)
+ i = 0x7FFF;
+ if(sd->status.sp + i > sd->status.max_sp)
+ i = sd->status.max_sp - sd->status.sp;
+ }
+ }
+ }else if(sd && dstmd){ //対象がモンスターの場合
+ //20%の確率で対象のLv*2のSPを回復する。成功したときはターゲット(σ゚Д゚)σゲッツ!!
+ if(rand()%100<20){
+ i=2*mob_db[dstmd->class].lv;
+ mob_target(dstmd,src,0);
+ }
+ }
+ if(i){
+ sd->status.sp += i;
+ clif_heal(sd->fd,SP_SP,i);
+ }
+ else
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+
+ case AC_MAKINGARROW: /* 矢作成 */
+ if(sd) {
+ clif_arrow_create_list(sd);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case AM_PHARMACY: /* ポーション作成 */
+ if(sd) {
+ clif_skill_produce_mix_list(sd,32);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+ case WS_CREATECOIN: /* クリエイトコイン */
+ if(sd) {
+ clif_skill_produce_mix_list(sd,64);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+ case WS_CREATENUGGET: /* 塊製造 */
+ if(sd) {
+ clif_skill_produce_mix_list(sd,128);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+ case BS_HAMMERFALL: /* ハンマーフォール */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
+ break;
+ if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ }
+ break;
+
+ case RG_RAID: /* サプライズアタック */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ {
+ int x=bl->x,y=bl->y;
+ skill_area_temp[1]=bl->id;
+ skill_area_temp[2]=x;
+ skill_area_temp[3]=y;
+ map_foreachinarea(skill_area_sub,
+ bl->m,x-1,y-1,x+1,y+1,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除
+ break;
+
+ case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
+ {
+ int c,n=4,ar;
+ int dir = map_calc_dir(src,bl->x,bl->y);
+ struct square tc;
+ int x=bl->x,y=bl->y;
+ ar=skilllv/3;
+ skill_brandishspear_first(&tc,dir,x,y);
+ skill_brandishspear_dir(&tc,dir,4);
+ /* 範囲C */
+ if(skilllv == 10){
+ for(c=1;c<4;c++){
+ map_foreachinarea(skill_area_sub,
+ bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
+ skill_castend_damage_id);
+ }
+ }
+ /* 範囲BA */
+ if(skilllv > 6){
+ skill_brandishspear_dir(&tc,dir,-1);
+ n--;
+ }else{
+ skill_brandishspear_dir(&tc,dir,-2);
+ n-=2;
+ }
+
+ if(skilllv > 3){
+ for(c=0;c<5;c++){
+ map_foreachinarea(skill_area_sub,
+ bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
+ skill_castend_damage_id);
+ if(skilllv > 6 && n==3 && c==4){
+ skill_brandishspear_dir(&tc,dir,-1);
+ n--;c=-1;
+ }
+ }
+ }
+ /* 範囲@ */
+ for(c=0;c<10;c++){
+ if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
+ map_foreachinarea(skill_area_sub,
+ bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ }
+ break;
+
+ /* パーティスキル */
+ 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) ){
+ /* 個別の処理 */
+ clif_skill_nodamage(bl,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ }
+ else{
+ /* パーティ全体への処理 */
+ party_foreachsamemap(skill_area_sub,
+ sd,1,
+ src,skillid,skilllv,tick, flag|BCT_PARTY|1,
+ skill_castend_nodamage_id);
+ }
+ break;
+ case BS_ADRENALINE: /* アドレナリンラッシュ */
+ case BS_WEAPONPERFECT: /* ウェポンパーフェクション */
+ 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,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
+ }
+ else{
+ /* パーティ全体への処理 */
+ party_foreachsamemap(skill_area_sub,
+ sd,1,
+ src,skillid,skilllv,tick, flag|BCT_PARTY|1,
+ skill_castend_nodamage_id);
+ }
+ break;
+
+ /*(付加と解除が必要) */
+ case BS_MAXIMIZE: /* マキシマイズパワー */
+ case NV_TRICKDEAD: /* 死んだふり */
+ case CR_DEFENDER: /* ディフェンダー */
+ case CR_AUTOGUARD: /* オートガード */
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+ int sc=SkillStatusChangeTable[skillid];
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( tsc_data ){
+ if( tsc_data[sc].timer==-1 )
+ /* 付加する */
+ skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ else
+ /* 解除する */
+ skill_status_change_end(bl, sc, -1);
+ }
+ }
+ break;
+
+ case TF_HIDING: /* ハイディング */
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+ int sc=SkillStatusChangeTable[skillid];
+ clif_skill_nodamage(src,bl,skillid,-1,1);
+ if( tsc_data ){
+ if( tsc_data[sc].timer==-1 )
+ /* 付加する */
+ skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ else
+ /* 解除する */
+ skill_status_change_end(bl, sc, -1);
+ }
+ }
+ break;
+
+ case AS_CLOAKING: /* クローキング */
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+ int sc=SkillStatusChangeTable[skillid];
+ clif_skill_nodamage(src,bl,skillid,-1,1);
+ if( tsc_data ){
+ if( tsc_data[sc].timer==-1 )
+ /* 付加する */
+ skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ else
+ /* 解除する */
+ skill_status_change_end(bl, sc, -1);
+ }
+
+ skill_check_cloaking(bl);
+ }
+ break;
+
+ case ST_CHASEWALK: /* ハイディング */
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+ int sc=SkillStatusChangeTable[skillid];
+ clif_skill_nodamage(src,bl,skillid,-1,1);
+ if( tsc_data ){
+ if( tsc_data[sc].timer==-1 )
+ /* 付加する */
+ skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ else
+ /* 解除する */
+ skill_status_change_end(bl, sc, -1);
+ }
+ }
+ break;
+
+ /* 対地スキル */
+ case BD_LULLABY: /* 子守唄 */
+ case BD_RICHMANKIM: /* ニヨルドの宴 */
+ case BD_ETERNALCHAOS: /* 永遠の混沌 */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
+ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
+ case BD_ROKISWEIL: /* ロキの叫び */
+ case BD_INTOABYSS: /* 深淵の中に */
+ case BD_SIEGFRIED: /* 不死身のジークフリード */
+ case BA_DISSONANCE: /* 不協和音 */
+ case BA_POEMBRAGI: /* ブラギの詩 */
+ case BA_WHISTLE: /* 口笛 */
+ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
+ case BA_APPLEIDUN: /* イドゥンの林檎 */
+ case DC_UGLYDANCE: /* 自分勝手なダンス */
+ case DC_HUMMING: /* ハミング */
+ case DC_DONTFORGETME: /* 私を忘れないで… */
+ case DC_FORTUNEKISS: /* 幸運のキス */
+ case DC_SERVICEFORYOU: /* サービスフォーユー */
+ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
+ break;
+
+ case HP_BASILICA: /* バジリカ */
+ case PA_GOSPEL: /* ゴスペル */
+ skill_clear_unitgroup(src);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
+ break;
+
+ case BD_ADAPTATION: /* アドリブ */
+ {
+ struct status_change *sc_data = battle_get_sc_data(src);
+ if(sc_data && sc_data[SC_DANCING].timer!=-1){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_stop_dancing(src,0);
+ }
+ }
+ break;
+
+ case BA_FROSTJOKE: /* 寒いジョーク */
+ case DC_SCREAM: /* スクリーム */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag);
+ break;
+
+ case TF_STEAL: // スティール
+ if(sd) {
+ if(pc_steal_item(sd,bl))
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ else
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ }
+ break;
+
+ case RG_STEALCOIN: // スティールコイン
+ if(sd) {
+ if(pc_steal_coin(sd,bl)) {
+ int range = skill_get_range(skillid,skilllv);
+ if(range < 0)
+ range = battle_get_range(src) - (range + 1);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ mob_target((struct mob_data *)bl,src,range);
+ }
+ else
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ }
+ break;
+
+ case MG_STONECURSE: /* ストーンカース */
+ if (bl->type==BL_MOB && battle_get_mode(bl)&0x20) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ break;
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ if( rand()%100 < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
+ skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ else if(sd)
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+
+ case NV_FIRSTAID: /* 応急手当 */
+ clif_skill_nodamage(src,bl,skillid,5,1);
+ battle_heal(NULL,bl,5,0,0);
+ break;
+
+ case AL_CURE: /* キュアー */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ skill_status_change_end(bl, SC_SILENCE , -1 );
+ skill_status_change_end(bl, SC_BLIND , -1 );
+ skill_status_change_end(bl, SC_CONFUSION, -1 );
+ if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇効果
+ skill_status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
+ }
+ break;
+
+ case TF_DETOXIFY: /* 解毒 */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_end(bl, SC_POISON , -1 );
+ break;
+
+ case PR_STRECOVERY: /* リカバリー */
+ {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ skill_status_change_end(bl, SC_FREEZE , -1 );
+ skill_status_change_end(bl, SC_STONE , -1 );
+ skill_status_change_end(bl, SC_SLEEP , -1 );
+ skill_status_change_end(bl, SC_STAN , -1 );
+ if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇効果
+ int blind_time;
+ //blind_time=30-battle_get_vit(bl)/10-battle_get_int/15;
+ blind_time=30*(100-(battle_get_int(bl)+battle_get_vit(bl))/2)/100;
+ if(rand()%100 < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10)))
+ skill_status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
+ }
+ if(dstmd){
+ dstmd->attacked_id=0;
+ dstmd->target_id=0;
+ dstmd->state.targettype = NONE_ATTACKABLE;
+ dstmd->state.skillstate=MSS_IDLE;
+ dstmd->next_walktime=tick+rand()%3000+3000;
+ }
+ }
+ break;
+
+ case WZ_ESTIMATION: /* モンスター情報 */
+ if(src->type==BL_PC){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_estimation((struct map_session_data *)src,bl);
+ }
+ break;
+
+ case MC_IDENTIFY: /* アイテム鑑定 */
+ if(sd)
+ clif_item_identify_list(sd);
+ break;
+
+ case BS_REPAIRWEAPON: /* 武器修理 */
+ if(sd)
+//動作しないのでとりあえずコメントアウト
+// clif_item_repair_list(sd);
+ break;
+
+ case MC_VENDING: /* 露店開設 */
+ if(sd)
+ clif_openvendingreq(sd,2+sd->skilllv);
+ break;
+
+ case AL_TELEPORT: /* テレポート */
+ if( sd ){
+ if(map[sd->bl.m].flag.noteleport){ /* テレポ禁止 */
+ clif_skill_teleportmessage(sd,0);
+ break;
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( sd->skilllv==1 )
+ clif_skill_warppoint(sd,sd->skillid,"Random","","","");
+ else{
+ clif_skill_warppoint(sd,sd->skillid,"Random",
+ sd->status.save_point.map,"","");
+ }
+ }else if( bl->type==BL_MOB )
+ mob_warp((struct mob_data *)bl,-1,-1,-1,3);
+ break;
+
+ case AL_HOLYWATER: /* アクアベネディクタ */
+ if(sd) {
+ int eflag;
+ struct item item_tmp;
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = 523;
+ item_tmp.identify = 1;
+ if(battle_config.holywater_name_input) {
+ item_tmp.card[0] = 0xfe;
+ item_tmp.card[1] = 0;
+ *((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */
+ }
+ eflag = pc_additem(sd,&item_tmp,1);
+ if(eflag) {
+ clif_additem(sd,0,0,eflag);
+ map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+ }
+ break;
+ case TF_PICKSTONE:
+ if(sd) {
+ int eflag;
+ struct item item_tmp;
+ struct block_list tbl;
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ memset(&item_tmp,0,sizeof(item_tmp));
+ memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
+ item_tmp.nameid = 7049;
+ item_tmp.identify = 1;
+ tbl.id = 0;
+ clif_takeitem(&sd->bl,&tbl);
+ eflag = pc_additem(sd,&item_tmp,1);
+ if(eflag) {
+ clif_additem(sd,0,0,eflag);
+ map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+ }
+ break;
+
+ case RG_STRIPWEAPON: /* ストリップウェポン */
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+
+ if(tsc_data && tsc_data[SC_CP_WEAPON].timer != -1 )
+ break;
+ strip_per = 5+2*skilllv+strip_fix/5;
+ strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
+ if(rand()%100 < strip_per){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
+ if(dstsd){
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0002){
+ pc_unequipitem(dstsd,i,0);
+ break;
+ }
+ }
+ }
+ }
+ }
+ break;
+
+ case RG_STRIPSHIELD: /* ストリップシールド */
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+
+ if(tsc_data && tsc_data[SC_CP_SHIELD].timer != -1 )
+ break;
+ strip_per = 5+2*skilllv+strip_fix/5;
+ strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
+ if(rand()%100 < strip_per){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
+ if(dstsd){
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0020){
+ pc_unequipitem(dstsd,i,0);
+ break;
+ }
+ }
+ }
+ }
+ }
+ break;
+
+ case RG_STRIPARMOR: /* ストリップアーマー */
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+
+ if(tsc_data && tsc_data[SC_CP_ARMOR].timer != -1 )
+ break;
+ strip_per = 5+2*skilllv+strip_fix/5;
+ strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
+ if(rand()%100 < strip_per){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
+ if(dstsd){
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0010){
+ pc_unequipitem(dstsd,i,0);
+ break;
+ }
+ }
+ }
+ }
+ }
+ break;
+ case RG_STRIPHELM: /* ストリップヘルム */
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+
+ if(tsc_data && tsc_data[SC_CP_HELM].timer != -1 )
+ break;
+ strip_per = 5+2*skilllv+strip_fix/5;
+ strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
+ if(rand()%100 < strip_per){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
+ if(dstsd){
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0100){
+ pc_unequipitem(dstsd,i,0);
+ break;
+ }
+ }
+ }
+ }
+ }
+ break;
+ /* PotionPitcher */
+ case AM_POTIONPITCHER: /* ポーションピッチャー */
+ {
+ struct block_list tbl;
+ int i,x,hp = 0,sp = 0;
+ if(sd) {
+ if(sd==dstsd) { // cancel use on oneself
+ map_freeblock_unlock();
+ return 1;
+ }
+ x = skilllv%11 - 1;
+ i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
+ if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+ if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+ sd->state.potionpitcher_flag = 1;
+ sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0;
+ sd->skilltarget = bl->id;
+ run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
+ pc_delitem(sd,i,skill_db[skillid].amount[x],0);
+ sd->state.potionpitcher_flag = 0;
+ if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) {
+ hp = battle_get_max_hp(bl) * sd->potion_per_hp / 100;
+ hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
+ if(dstsd) {
+ sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
+ sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER) + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
+ }
+ }
+ else {
+ if(sd->potion_hp > 0) {
+ hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
+ hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
+ if(dstsd)
+ hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
+ }
+ if(sd->potion_sp > 0) {
+ sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER) + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
+ sp = sp * (100 + (battle_get_int(bl)<<1)) / 100;
+ if(dstsd)
+ sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
+ }
+ }
+ }
+ else {
+ hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
+ hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
+ if(dstsd)
+ hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
+ }
+ tbl.id = 0;
+ tbl.m = src->m;
+ tbl.x = src->x;
+ tbl.y = src->y;
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(hp > 0 || (hp <= 0 && sp <= 0))
+ clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
+ if(sp > 0)
+ clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
+ battle_heal(src,bl,hp,sp,0);
+ }
+ break;
+ case AM_CP_WEAPON:
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1)
+ skill_status_change_end(bl, SC_STRIPWEAPON, -1 );
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ }
+ break;
+ case AM_CP_SHIELD:
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1)
+ skill_status_change_end(bl, SC_STRIPSHIELD, -1 );
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ }
+ break;
+ case AM_CP_ARMOR:
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(tsc_data && tsc_data[SC_STRIPARMOR].timer != -1)
+ skill_status_change_end(bl, SC_STRIPARMOR, -1 );
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ }
+ break;
+ case AM_CP_HELM:
+ {
+ struct status_change *tsc_data = battle_get_sc_data(bl);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(tsc_data && tsc_data[SC_STRIPHELM].timer != -1)
+ skill_status_change_end(bl, SC_STRIPHELM, -1 );
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ }
+ break;
+ case SA_DISPELL: /* ディスペル */
+ {
+ int i;
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ for(i=0;i<136;i++){
+ if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50
+ || i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR
+ || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR
+ || i==SC_CP_HELM || i==SC_COMBO)
+ continue;
+ skill_status_change_end(bl,i,-1);
+ }
+ }
+ break;
+
+ case TF_BACKSLIDING: /* バックステップ */
+ battle_stopwalking(src,1);
+ skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
+ if(src->type == BL_MOB)
+ clif_fixmobpos((struct mob_data *)src);
+ else if(src->type == BL_PET)
+ clif_fixpetpos((struct pet_data *)src);
+ else if(src->type == BL_PC)
+ clif_fixpos(src);
+ skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag);
+ break;
+
+ case SA_CASTCANCEL:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_castcancel(src,1);
+ if(sd) {
+ int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
+ sp = sp * (90 - (skilllv-1)*20) / 100;
+ if(sp < 0) sp = 0;
+ pc_heal(sd,0,-sp);
+ }
+ break;
+ case SA_SPELLBREAKER: // スペルブレイカー
+ {
+ struct status_change *sc_data = battle_get_sc_data(bl);
+ int sp;
+ if(sc_data && sc_data[SC_MAGICROD].timer != -1) {
+ if(dstsd) {
+ sp = skill_get_sp(skillid,skilllv);
+ sp = sp * sc_data[SC_MAGICROD].val2 / 100;
+ if(sp > 0x7fff) sp = 0x7fff;
+ else if(sp < 1) sp = 1;
+ if(dstsd->status.sp + sp > dstsd->status.max_sp) {
+ sp = dstsd->status.max_sp - dstsd->status.sp;
+ dstsd->status.sp = dstsd->status.max_sp;
+ }
+ else
+ dstsd->status.sp += sp;
+ clif_heal(dstsd->fd,SP_SP,sp);
+ }
+ clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1);
+ if(sd) {
+ sp = sd->status.max_sp/5;
+ if(sp < 1) sp = 1;
+ pc_heal(sd,0,-sp);
+ }
+ }
+ else {
+ int bl_skillid=0,bl_skilllv=0;
+ if(bl->type == BL_PC) {
+ if(dstsd && dstsd->skilltimer != -1) {
+ bl_skillid = dstsd->skillid;
+ bl_skilllv = dstsd->skilllv;
+ }
+ }
+ else if(bl->type == BL_MOB) {
+ if(dstmd && dstmd->skilltimer != -1) {
+ bl_skillid = dstmd->skillid;
+ bl_skilllv = dstmd->skilllv;
+ }
+ }
+ if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_castcancel(bl,0);
+ sp = skill_get_sp(bl_skillid,bl_skilllv);
+ if(dstsd)
+ pc_heal(dstsd,0,-sp);
+ if(sd) {
+ sp = sp*(25*(skilllv-1))/100;
+ if(skilllv > 1 && sp < 1) sp = 1;
+ if(sp > 0x7fff) sp = 0x7fff;
+ else if(sp < 1) sp = 1;
+ if(sd->status.sp + sp > sd->status.max_sp) {
+ sp = sd->status.max_sp - sd->status.sp;
+ sd->status.sp = sd->status.max_sp;
+ }
+ else
+ sd->status.sp += sp;
+ clif_heal(sd->fd,SP_SP,sp);
+ }
+ }
+ else if(sd)
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ }
+ break;
+ case SA_MAGICROD:
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ break;
+ case SA_AUTOSPELL: /* オートスペル */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(sd)
+ clif_autospell(sd,skilllv);
+ else {
+ int maxlv=1,spellid=0;
+ static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
+ if(skilllv >= 10) {
+ spellid = MG_FROSTDIVER;
+ maxlv = skilllv - 9;
+ }
+ else if(skilllv >=8) {
+ spellid = MG_FIREBALL;
+ maxlv = skilllv - 7;
+ }
+ else if(skilllv >=5) {
+ spellid = MG_SOULSTRIKE;
+ maxlv = skilllv - 4;
+ }
+ else if(skilllv >=2) {
+ int i = rand()%3;
+ spellid = spellarray[i];
+ maxlv = skilllv - 1;
+ }
+ else if(skilllv > 0) {
+ spellid = MG_NAPALMBEAT;
+ maxlv = 3;
+ }
+ if(spellid > 0)
+ skill_status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
+ skill_get_time(SA_AUTOSPELL,skilllv),0);
+ }
+ break;
+
+ /* ランダム属性変化、水属性変化、地、火、風 */
+ case NPC_ATTRICHANGE:
+ case NPC_CHANGEWATER:
+ case NPC_CHANGEGROUND:
+ case NPC_CHANGEFIRE:
+ case NPC_CHANGEWIND:
+ /* 毒、聖、念、闇 */
+ case NPC_CHANGEPOISON:
+ case NPC_CHANGEHOLY:
+ case NPC_CHANGEDARKNESS:
+ case NPC_CHANGETELEKINESIS:
+ if(md){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ md->def_ele=skill_get_pl(skillid);
+ if(md->def_ele==0) /* ランダム変化、ただし、*/
+ md->def_ele=rand()%10; /* 不死属性は除く */
+ md->def_ele+=(1+rand()%4)*20; /* 属性レベルはランダム */
+ }
+ break;
+
+ case NPC_PROVOCATION:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(md)
+ clif_pet_performance(src,mob_db[md->class].skill[md->skillidx].val[0]);
+ break;
+
+ case NPC_HALLUCINATION:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ break;
+
+ case NPC_KEEPING:
+ case NPC_BARRIER:
+ {
+ int skill_time = skill_get_time(skillid,skilllv);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
+ mob_changestate((struct mob_data *)src,MS_DELAY,skill_time);
+ }
+ break;
+
+ case NPC_DARKBLESSING:
+ {
+ int sc_def = 100 - battle_get_mdef(bl);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ if(battle_get_elem_type(bl) == 7 || battle_get_race(bl) == 6)
+ break;
+ if(rand()%100 < sc_def*(50+skilllv*5)/100) {
+ if(dstsd) {
+ int hp = battle_get_hp(bl)-1;
+ pc_heal(dstsd,-hp,0);
+ }
+ else if(dstmd)
+ dstmd->hp = 1;
+ }
+ }
+ break;
+
+ case NPC_SELFDESTRUCTION: /* 自爆 */
+ case NPC_SELFDESTRUCTION2: /* 自爆2 */
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0);
+ break;
+ case NPC_LICK:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
+ break;
+ if(dstsd)
+ pc_heal(dstsd,0,-100);
+ if(rand()%100 < (skilllv*5)*sc_def_vit/100)
+ skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case NPC_SUICIDE: /* 自決 */
+ if(src && bl && md){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ mob_damage(NULL,md,md->hp,0);
+ }
+ break;
+
+ case NPC_SUMMONSLAVE: /* 手下召喚 */
+ case NPC_SUMMONMONSTER: /* MOB召喚 */
+ if(md && !md->master_id){
+ mob_summonslave(md,mob_db[md->class].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0);
+ }
+ break;
+
+ case NPC_TRANSFORMATION:
+ case NPC_METAMORPHOSIS:
+ if(md)
+ mob_class_change(md,mob_db[md->class].skill[md->skillidx].val);
+ break;
+
+ case NPC_EMOTION: /* エモーション */
+ if(md)
+ clif_emotion(&md->bl,mob_db[md->class].skill[md->skillidx].val[0]);
+ break;
+
+ case NPC_DEFENDER:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+
+ case WE_MALE: /* 君だけは護るよ */
+ if(sd && dstsd){
+ int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
+ int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15%
+ clif_skill_nodamage(src,bl,skillid,gain_hp,1);
+ battle_heal(NULL,bl,gain_hp,0,0);
+ }
+ break;
+ case WE_FEMALE: /* あなたの為に犠牲になります */
+ if(sd && dstsd){
+ int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
+ int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15%
+ clif_skill_nodamage(src,bl,skillid,gain_sp,1);
+ battle_heal(NULL,bl,0,gain_sp,0);
+ }
+ break;
+
+ case WE_CALLPARTNER: /* あなたに会いたい */
+ if(sd && dstsd){
+ if(map[sd->bl.m].flag.nomemo){
+ clif_skill_teleportmessage(sd,1);
+ return 0;
+ }
+ if((dstsd = pc_get_partner(sd)) == NULL){
+ clif_skill_fail(sd,skillid,0,0);
+ return 0;
+ }
+ skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
+ }
+ break;
+
+ case PF_HPCONVERSION: /* ライフ置き換え */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(sd){
+ int conv_hp=0,conv_sp=0;
+ conv_hp=sd->status.hp/10; //基本はHPの10%
+ sd->status.hp -= conv_hp; //HPを減らす
+ conv_sp=conv_hp*20*skilllv/100;
+ conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp;
+ sd->status.sp += conv_sp; //SPを増やす
+ pc_heal(sd,-conv_hp,conv_sp);
+ clif_heal(sd->fd,SP_SP,conv_sp);
+ }
+ 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[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
+ (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) &&
+ (su->group->unit_id != 0x92)){ //罠を取り返す
+ if(sd){
+ if(battle_config.skill_removetrap_type == 1){
+ for(i=0;i<10;i++) {
+ if(skill_db[su->group->skill_id].itemid[i] > 0){
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
+ item_tmp.identify = 1;
+ if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
+ clif_additem(sd,0,0,flag);
+ map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+ }
+ }
+ }else{
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = 1065;
+ item_tmp.identify = 1;
+ if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
+ clif_additem(sd,0,0,flag);
+ map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+ }
+
+ }
+ if(su->group->unit_id == 0x91 && su->group->val2){
+ struct block_list *target=map_id2bl(su->group->val2);
+ if(target && (target->type == BL_PC || target->type == BL_MOB))
+ skill_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 0x8f: /* ブラストマイン */
+ case 0x90: /* スキッドトラップ */
+ case 0x93: /* ランドマイン */
+ case 0x94: /* ショックウェーブトラップ */
+ case 0x95: /* サンドマン */
+ case 0x96: /* フラッシャー */
+ case 0x97: /* フリージングトラップ */
+ case 0x98: /* クレイモアートラップ */
+ case 0x99: /* トーキーボックス */
+ su->group->unit_id = 0x8c;
+ clif_changelook(bl,LOOK_BASE,su->group->unit_id);
+ su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
+ su->limit=DIFF_TICK(tick+1500,su->group->tick);
+ }
+ }
+ }
+ break;
+ case BD_ENCORE: /* アンコール */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(sd)
+ skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
+ break;
+ case AS_SPLASHER: /* ベナムスプラッシャー */
+ if((double)battle_get_max_hp(bl)*2/3 < battle_get_hp(bl)) //HPが2/3以上残っていたら失敗
+ return 1;
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 );
+ break;
+ case PF_MINDBREAKER: /* プロボック */
+ {
+ struct status_change *sc_data = battle_get_sc_data(bl);
+
+ /* MVPmobと不死には効かない */
+ if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には効かない
+ {
+ map_freeblock_unlock();
+ return 1;
+ }
+
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+
+ if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
+ skill_castcancel(bl,0);
+ if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
+ && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
+ skill_castcancel(bl,0);
+
+ if(sc_data){
+ if(sc_data[SC_FREEZE].timer!=-1)
+ skill_status_change_end(bl,SC_FREEZE,-1);
+ if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
+ skill_status_change_end(bl,SC_STONE,-1);
+ if(sc_data[SC_SLEEP].timer!=-1)
+ skill_status_change_end(bl,SC_SLEEP,-1);
+ }
+
+ if(bl->type==BL_MOB) {
+ int range = skill_get_range(skillid,skilllv);
+ if(range < 0)
+ range = battle_get_range(src) - (range + 1);
+ mob_target((struct mob_data *)bl,src,range);
+ }
+ }
+ break;
+
+
+
+
+
+
+ case RG_CLEANER: //AppleGirl
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ {
+ struct skill_unit *su=NULL;
+ if((bl->type==BL_SKILL) &&
+ (su=(struct skill_unit *)bl) &&
+ (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
+ (su->group->unit_id == 0xb0)){ //罠を取り返す
+ if(sd)
+ skill_delunit(su);
+ }
+ }
+ break;
+ default:
+ printf("Unknown skill used:%d\n",skillid);
+ map_freeblock_unlock();
+ return 1;
+ }
+
+ map_freeblock_unlock();
+ return 0;
+}
+
+/*==========================================
+ * スキル使用(詠唱完了、ID指定)
+ *------------------------------------------
+ */
+int skill_castend_id( int tid, unsigned int tick, int id,int data )
+{
+ struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
+ struct block_list *bl;
+ int range,inf2;
+
+ nullpo_retr(0, sd);
+
+ if( sd->bl.prev == NULL ) //prevが無いのはありなの?
+ return 0;
+
+ if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* タイマIDの確認 */
+ return 0;
+ if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
+ sd->speed = sd->prev_speed;
+ clif_updatestatus(sd,SP_SPEED);
+ }
+ if(sd->skillid != SA_CASTCANCEL)
+ sd->skilltimer=-1;
+
+ if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) {
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ if(sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+
+ if(sd->skillid == PR_LEXAETERNA) {
+ struct status_change *sc_data = battle_get_sc_data(bl);
+ if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ else if(sd->skillid == RG_BACKSTAP) {
+ int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = battle_get_dir(bl);
+ int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y);
+ if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+
+ inf2 = skill_get_inf2(sd->skillid);
+ if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) && // 彼我敵対関係チェック
+ battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) {
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ if(inf2 & 0xC00 && sd->bl.id != bl->id) {
+ int fail_flag = 1;
+ if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
+ fail_flag = 0;
+ if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == battle_get_guild_id(bl))
+ fail_flag = 0;
+ if(fail_flag) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+
+ range = skill_get_range(sd->skillid,sd->skilllv);
+ if(range < 0)
+ range = battle_get_range(&sd->bl) - (range + 1);
+ range += battle_config.pc_skill_add_range;
+ if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
+ (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
+ (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
+ (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST))
+ range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2);
+ if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
+ if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ if(!skill_check_condition(sd,1)) { /* 使用条件チェック */
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ sd->skillitem = sd->skillitemlv = -1;
+ if(battle_config.skill_out_range_consume) {
+ if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ return 0;
+ }
+ }
+
+ if(battle_config.pc_skill_log)
+ printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
+ pc_stop_walking(sd,0);
+
+ switch( skill_get_nk(sd->skillid) )
+ {
+ /* 攻撃系/吹き飛ばし系 */
+ case 0: case 2:
+ skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
+ break;
+ case 1:/* 支援系 */
+ if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
+ skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
+ else
+ skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * スキル使用(詠唱完了、場所指定の実際の処理)
+ *------------------------------------------
+ */
+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;
+ int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
+
+ nullpo_retr(0, src);
+
+ if(src->type==BL_PC){
+ nullpo_retr(0, sd=(struct map_session_data *)src);
+ }
+ if( skillid != WZ_METEOR &&
+ skillid != WZ_SIGHTRASHER &&
+ skillid != AM_CANNIBALIZE &&
+ skillid != AM_SPHEREMINE)
+ clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+
+ if (skillnotok(skillid, sd)) // [MouseJstr]
+ return 0;
+
+ switch(skillid)
+ {
+ case PR_BENEDICTIO: /* 聖体降福 */
+ skill_area_temp[1]=src->id;
+ map_foreachinarea(skill_area_sub,
+ src->m,x-1,y-1,x+1,y+1,0,
+ src,skillid,skilllv,tick, flag|BCT_NOENEMY|1,
+ skill_castend_nodamage_id);
+ map_foreachinarea(skill_area_sub,
+ src->m,x-1,y-1,x+1,y+1,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ break;
+
+ case BS_HAMMERFALL: /* ハンマーフォール */
+ skill_area_temp[1]=src->id;
+ skill_area_temp[2]=x;
+ skill_area_temp[3]=y;
+ map_foreachinarea(skill_area_sub,
+ src->m,x-2,y-2,x+2,y+2,0,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|2,
+ skill_castend_nodamage_id);
+ break;
+
+ case HT_DETECTING: /* ディテクティング */
+ {
+ const int range=7;
+ map_foreachinarea( skill_status_change_timer_sub,
+ src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
+ src,SC_SIGHT,tick);
+ }
+ break;
+
+ case MG_SAFETYWALL: /* セイフティウォール */
+ case MG_FIREWALL: /* ファイヤーウォール */
+ case MG_THUNDERSTORM: /* サンダーストーム */
+ case AL_PNEUMA: /* ニューマ */
+ case WZ_ICEWALL: /* アイスウォール */
+ case WZ_FIREPILLAR: /* ファイアピラー */
+ case WZ_SIGHTRASHER:
+ case WZ_QUAGMIRE: /* クァグマイア */
+ case WZ_VERMILION: /* ロードオブヴァーミリオン */
+ case WZ_FROSTNOVA: /* フロストノヴァ */
+ case WZ_STORMGUST: /* ストームガスト */
+ case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
+ case PR_SANCTUARY: /* サンクチュアリ */
+ case PR_MAGNUS: /* マグヌスエクソシズム */
+ case CR_GRANDCROSS: /* グランドクロス */
+ case HT_SKIDTRAP: /* スキッドトラップ */
+ case HT_LANDMINE: /* ランドマイン */
+ case HT_ANKLESNARE: /* アンクルスネア */
+ case HT_SHOCKWAVE: /* ショックウェーブトラップ */
+ case HT_SANDMAN: /* サンドマン */
+ 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 */
+ case HT_CLAYMORETRAP: /* クレイモアートラップ */
+ case AS_VENOMDUST: /* ベノムダスト */
+ case AM_DEMONSTRATION: /* デモンストレーション */
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ case PF_FOGWALL: /* フォグウォール */
+ case HT_TALKIEBOX: /* トーキーボックス */
+ skill_unitsetting(src,skillid,skilllv,x,y,0);
+ break;
+
+ case RG_GRAFFITI: /* Graffiti [Valaris] */
+ skill_clear_unitgroup(src);
+ skill_unitsetting(src,skillid,skilllv,x,y,0);
+ break;
+
+ case SA_VOLCANO: /* ボルケーノ */
+ case SA_DELUGE: /* デリュージ */
+ case SA_VIOLENTGALE: /* バイオレントゲイル */
+ case SA_LANDPROTECTOR: /* ランドプロテクター */
+ skill_clear_element_field(src);//既に自分が発動している属性場をクリア
+ skill_unitsetting(src,skillid,skilllv,x,y,0);
+ break;
+
+ case WZ_METEOR: //メテオストーム
+ {
+ int flag=0;
+ for(i=0;i<2+(skilllv>>1);i++) {
+ int j=0, c;
+ do {
+ tmpx = x + (rand()%7 - 3);
+ tmpy = y + (rand()%7 - 3);
+ if(tmpx < 0)
+ tmpx = 0;
+ else if(tmpx >= map[src->m].xs)
+ tmpx = map[src->m].xs - 1;
+ if(tmpy < 0)
+ tmpy = 0;
+ else if(tmpy >= map[src->m].ys)
+ tmpy = map[src->m].ys - 1;
+ j++;
+ } while(((c=map_getcell(src->m,tmpx,tmpy))==1 || c==5) && j<100);
+ if(j >= 100)
+ continue;
+ if(flag==0){
+ clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
+ flag=1;
+ }
+ if(i > 0)
+ skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag);
+ x1 = tmpx;
+ y1 = tmpy;
+ }
+ skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag);
+ }
+ break;
+
+ case AL_WARP: /* ワープポータル */
+ if(sd) {
+ if(map[sd->bl.m].flag.noteleport) /* テレポ禁止 */
+ break;
+ clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map,
+ (sd->skilllv>1)?sd->status.memo_point[0].map:"",
+ (sd->skilllv>2)?sd->status.memo_point[1].map:"",
+ (sd->skilllv>3)?sd->status.memo_point[2].map:"");
+ }
+ break;
+ case MO_BODYRELOCATION:
+ if(sd){
+ pc_movepos(sd,x,y);
+ }else if( src->type==BL_MOB )
+ mob_warp((struct mob_data *)src,-1,x,y,0);
+ break;
+ case AM_CANNIBALIZE: // バイオプラント
+ if(sd){
+ int mx,my,id=0;
+ struct mob_data *md;
+
+ mx = x;// + (rand()%10 - 5);
+ my = y;// + (rand()%10 - 5);
+ id=mob_once_spawn(sd,"this",mx,my,"--ja--",1118,1,"");
+ if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
+ md->master_id=sd->bl.id;
+ md->hp=2210+skilllv*200;
+ md->state.special_mob_ai=1;
+ md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
+ }
+ clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ }
+ break;
+ case AM_SPHEREMINE: // スフィアーマイン
+ if(sd){
+ int mx,my,id=0;
+ struct mob_data *md;
+
+ mx = x;// + (rand()%10 - 5);
+ my = y;// + (rand()%10 - 5);
+ id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,"");
+ if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
+ md->master_id=sd->bl.id;
+ md->hp=1000+skilllv*200;
+ md->state.special_mob_ai=2;
+ md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
+ }
+ clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ }
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * スキル使用(詠唱完了、map指定)
+ *------------------------------------------
+ */
+int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
+{
+ int x=0,y=0;
+
+ nullpo_retr(0, sd);
+ if( sd->bl.prev == NULL || pc_isdead(sd) )
+ return 0;
+
+ if(skillnotok(skill_num, sd))
+ return 0;
+
+ if( sd->opt1>0 || sd->status.option&2 )
+ return 0;
+ //スキルが使えない状態異常中
+ if(sd->sc_data){
+ if( sd->sc_data[SC_DIVINA].timer!=-1 ||
+ sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
+ sd->sc_data[SC_AUTOCOUNTER].timer != -1 ||
+ sd->sc_data[SC_STEELBODY].timer != -1 ||
+ sd->sc_data[SC_DANCING].timer!=-1 ||
+ sd->sc_data[SC_BERSERK].timer != -1 )
+ return 0;
+ }
+
+ if( skill_num != sd->skillid) /* 不正パケットらしい */
+ return 0;
+
+ pc_stopattack(sd);
+
+ if(battle_config.pc_skill_log)
+ printf("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
+ pc_stop_walking(sd,0);
+
+ if(strcmp(map,"cancel")==0)
+ return 0;
+
+ switch(skill_num){
+ case AL_TELEPORT: /* テレポート */
+ if(strcmp(map,"Random")==0)
+ pc_randomwarp(sd,3);
+ else
+ pc_setpos(sd,sd->status.save_point.map,
+ sd->status.save_point.x,sd->status.save_point.y,3);
+ break;
+
+ case AL_WARP: /* ワープポータル */
+ {
+ const struct point *p[]={
+ &sd->status.save_point,&sd->status.memo_point[0],
+ &sd->status.memo_point[1],&sd->status.memo_point[2],
+ };
+ struct skill_unit_group *group;
+ int i;
+ int maxcount=0;
+
+ if((maxcount = skill_get_maxcount(sd->skillid)) > 0) {
+ int c;
+ for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
+ if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
+ c++;
+ }
+ if(c >= maxcount) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->canact_tick = gettick();
+ sd->canmove_tick = gettick();
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+
+ for(i=0;i<sd->skilllv;i++){
+ if(strcmp(map,p[i]->map)==0){
+ x=p[i]->x;
+ y=p[i]->y;
+ break;
+ }
+ }
+ if(x==0 || y==0) /* 不正パケット? */
+ return 0;
+
+ if(!skill_check_condition(sd,3))
+ return 0;
+ if((group=skill_unitsetting(&sd->bl,sd->skillid,sd->skilllv,sd->skillx,sd->skilly,0))==NULL)
+ return 0;
+ group->valstr=(char *)aCalloc(24,sizeof(char));
+ memcpy(group->valstr,map,24);
+ group->val2=(x<<16)|y;
+ }
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * スキルユニット設定処理
+ *------------------------------------------
+ */
+struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
+{
+ struct skill_unit_group *group;
+ int i,count=1,limit=10000,val1=0,val2=0;
+ int target=BCT_ENEMY,interval=1000,range=0;
+ int dir=0,aoe_diameter=0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
+
+ nullpo_retr(0, src);
+
+ switch(skillid){ /* 設定 */
+
+ case MG_SAFETYWALL: /* セイフティウォール */
+ limit=skill_get_time(skillid,skilllv);
+ val2=skilllv+1;
+ interval = -1;
+ target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
+ break;
+
+ case MG_FIREWALL: /* ファイヤーウォール */
+ if(src->x == x && src->y == y)
+ dir = 2;
+ else
+ dir=map_calc_dir(src,x,y);
+ if(dir&1) count=5;
+ else count=3;
+ limit=skill_get_time(skillid,skilllv);
+ val2=4+skilllv;
+ interval=1;
+ break;
+
+ case AL_PNEUMA: /* ニューマ */
+ limit=skill_get_time(skillid,skilllv);
+ interval = -1;
+ target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
+ count = 9;
+ break;
+
+ case AL_WARP: /* ワープポータル */
+ target=BCT_ALL;
+ val1=skilllv+6;
+ if(flag==0)
+ limit=2000;
+ else
+ limit=skill_get_time(skillid,skilllv);
+ break;
+
+ case PR_SANCTUARY: /* サンクチュアリ */
+ count=21;
+ limit=skill_get_time(skillid,skilllv);
+ val1=skilllv+3;
+ val2=(skilllv>6)?777:skilllv*100;
+ target=BCT_ALL;
+ range=1;
+ break;
+
+ case PR_MAGNUS: /* マグヌスエクソシズム */
+ count=33;
+ limit=skill_get_time(skillid,skilllv);
+ interval=3000;
+ break;
+
+ case WZ_FIREPILLAR: /* ファイアーピラー */
+ if(flag==0)
+ limit=skill_get_time(skillid,skilllv);
+ else
+ limit=1000;
+ interval=2000;
+ val1=skilllv+2;
+ range=1;
+ break;
+
+ case MG_THUNDERSTORM: /* サンダーストーム */
+ limit=500;
+ range=1;
+ break;
+
+ case WZ_FROSTNOVA: /* フロストノヴァ */
+ limit=500;
+ range=5;
+ break;
+ case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
+ limit=500;
+ range=2;
+ break;
+
+ case WZ_METEOR: /* メテオストーム */
+ limit=500;
+ range=3;
+ break;
+
+ case WZ_SIGHTRASHER:
+ limit=500;
+ count=41;
+ break;
+
+ case WZ_VERMILION: /* ロードオブヴァーミリオン */
+ limit=4100;
+ interval=1000;
+ range=6;
+ break;
+
+ case WZ_ICEWALL: /* アイスウォール */
+ limit=skill_get_time(skillid,skilllv);
+ count=5;
+ break;
+
+ case WZ_STORMGUST: /* ストームガスト */
+ limit=4600;
+ interval=450;
+ range=5;
+ break;
+
+ case WZ_QUAGMIRE: /* クァグマイア */
+ limit=skill_get_time(skillid,skilllv);
+ interval=200;
+ count=25;
+ break;
+
+ 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_SANDMAN: /* サンドマン */
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ 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 */
+ case HT_CLAYMORETRAP: /* クレイモアートラップ */
+ limit=skill_get_time(skillid,skilllv);
+ range=1;
+ break;
+
+ case HT_TALKIEBOX: /* トーキーボックス */
+ limit=skill_get_time(skillid,skilllv);
+ range=1;
+ target=BCT_ALL;
+ break;
+
+ case HT_SHOCKWAVE: /* ショックウェーブトラップ */
+ limit=skill_get_time(skillid,skilllv);
+ range=1;
+ val1=skilllv*15+10;
+ break;
+
+ case AS_VENOMDUST: /* ベノムダスト */
+ limit=skill_get_time(skillid,skilllv);
+ interval=1000;
+ count=5;
+ break;
+
+ case CR_GRANDCROSS: /* グランドクロス */
+ count=29;
+ limit=1000;
+ interval=300;
+ break;
+
+ case SA_VOLCANO: /* ボルケーノ */
+ case SA_DELUGE: /* デリュージ */
+ case SA_VIOLENTGALE: /* バイオレントゲイル */
+ limit=skill_get_time(skillid,skilllv);
+ count=skilllv<=2?25:(skilllv<=4?49:81);
+ target=BCT_ALL;
+ break;
+
+ case SA_LANDPROTECTOR: /* グランドクロス */
+ limit=skill_get_time(skillid,skilllv); // changed to get duration from cast_db (moonsoul)
+ val1=skilllv*15+10;
+ aoe_diameter=skilllv+skilllv%2+5;
+ target=BCT_ALL;
+ count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
+ break;
+
+ case BD_LULLABY: /* 子守唄 */
+ case BD_ETERNALCHAOS: /* エターナルカオス */
+ case BD_ROKISWEIL: /* ロキの叫び */
+ count=81;
+ limit=skill_get_time(skillid,skilllv);
+ range=5;
+ target=BCT_ALL;
+ break;
+ case BD_RICHMANKIM:
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
+ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
+ case BD_INTOABYSS: /* 深淵の中に */
+ case BD_SIEGFRIED: /* 不死身のジークフリード */
+ count=81;
+ limit=skill_get_time(skillid,skilllv);
+ range=5;
+ target=BCT_PARTY;
+ break;
+
+ case BA_WHISTLE: /* 口笛 */
+ count=49;
+ limit=skill_get_time(skillid,skilllv);
+ range=5;
+ target=BCT_NOENEMY;
+ if(src->type == BL_PC)
+ val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
+ val2 = ((battle_get_agi(src)/10)&0xffff)<<16;
+ val2 |= (battle_get_luk(src)/10)&0xffff;
+ break;
+ case DC_HUMMING: /* ハミング */
+ count=49;
+ limit=skill_get_time(skillid,skilllv);
+ range=5;
+ target=BCT_NOENEMY;
+ if(src->type == BL_PC)
+ val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
+ val2 = battle_get_dex(src)/10;
+ break;
+
+ case BA_DISSONANCE: /* 不協和音 */
+ case DC_UGLYDANCE: /* 自分勝手なダンス */
+ count=49;
+ limit=skill_get_time(skillid,skilllv);
+ range=5;
+ target=BCT_ENEMY;
+ break;
+
+ case DC_DONTFORGETME: /* 私を忘れないで… */
+ count=49;
+ limit=skill_get_time(skillid,skilllv);
+ range=5;
+ target=BCT_ENEMY;
+ if(src->type == BL_PC)
+ val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
+ val2 = ((battle_get_str(src)/20)&0xffff)<<16;
+ val2 |= (battle_get_agi(src)/10)&0xffff;
+ break;
+ case BA_POEMBRAGI: /* ブラギの詩 */
+ count=49;
+ limit=skill_get_time(skillid,skilllv);
+ range=5;
+ target=BCT_NOENEMY;
+ if(src->type == BL_PC)
+ val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
+ val2 = ((battle_get_dex(src)/10)&0xffff)<<16;
+ val2 |= (battle_get_int(src)/5)&0xffff;
+ break;
+ case BA_APPLEIDUN: /* イドゥンの林檎 */
+ count=49;
+ limit=skill_get_time(skillid,skilllv);
+ range=5;
+ target=BCT_NOENEMY;
+ if(src->type == BL_PC)
+ val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16;
+ else
+ val1 = 0;
+ val1 |= (battle_get_vit(src))&0xffff;
+ val2 = 0;//回復用タイムカウンタ(6秒毎に1増加)
+ break;
+ case DC_SERVICEFORYOU: /* サービスフォーユー */
+ count=49;
+ limit=skill_get_time(skillid,skilllv);
+ range=5;
+ target=BCT_PARTY;
+ if(src->type == BL_PC)
+ val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
+ val2 = battle_get_int(src)/10;
+ break;
+ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
+ count=49;
+ limit=skill_get_time(skillid,skilllv);
+ range=5;
+ target=BCT_NOENEMY;
+ if(src->type == BL_PC)
+ val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
+ val2 = battle_get_agi(src)/20;
+ break;
+ case DC_FORTUNEKISS: /* 幸運のキス */
+ count=49;
+ limit=skill_get_time(skillid,skilllv);
+ range=5;
+ target=BCT_NOENEMY;
+ if(src->type == BL_PC)
+ val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
+ val2 = battle_get_luk(src)/10;
+ break;
+ case AM_DEMONSTRATION: /* デモンストレーション */
+ limit=skill_get_time(skillid,skilllv);
+ interval=1000;
+ range=1;
+ target=BCT_ENEMY;
+ break;
+ case WE_CALLPARTNER: /* あなたに逢いたい */
+ limit=skill_get_time(skillid,skilllv);
+ range=-1;
+ break;
+
+ case HP_BASILICA: /* バジリカ */
+ limit=skill_get_time(skillid,skilllv);
+ target=BCT_ALL;
+ range=3;
+ //Fix to prevent the priest from walking while Basilica is up.
+ battle_stopwalking(src,1);
+ skill_status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0);
+ break;
+ case PA_GOSPEL: /* ゴスペル */
+ count=49;
+ target=BCT_PARTY;
+ limit=skill_get_time(skillid,skilllv);
+ break;
+ case PF_FOGWALL: /* フォグウォール */
+ count=15;
+ limit=skill_get_time(skillid,skilllv);
+ break;
+ case RG_GRAFFITI: /* Graffiti */
+ count=1; // Leave this at 1 [Valaris]
+ limit=600000; // Time length [Valaris]
+ break;
+ };
+
+ nullpo_retr(NULL, group=skill_initunitgroup(src,count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
+ group->limit=limit;
+ group->val1=val1;
+ group->val2=val2;
+ group->target_flag=target;
+ group->interval=interval;
+ group->range=range;
+ if(skillid==HT_TALKIEBOX ||
+ skillid==RG_GRAFFITI){
+ group->valstr=calloc(80, 1);
+ if(group->valstr==NULL){
+ printf("skill_castend_map: out of memory !\n");
+ exit(1);
+ }
+ memcpy(group->valstr,talkie_mes,80);
+ }
+ for(i=0;i<count;i++){
+ struct skill_unit *unit;
+ int ux=x,uy=y,val1=skilllv,val2=0,limit=group->limit,alive=1;
+ int range=group->range;
+ switch(skillid){ /* 設定 */
+ case AL_PNEUMA: /* ニューマ */
+ {
+ static const int dx[9]={-1, 0, 1,-1, 0, 1,-1, 0, 1};
+ static const int dy[9]={-1,-1,-1, 0, 0, 0, 1, 1, 1};
+ ux+=dx[i];
+ uy+=dy[i];
+ }
+ break;
+ case MG_FIREWALL: /* ファイヤーウォール */
+ {
+ if(dir&1){ /* 斜め配置 */
+ static const int dx[][5]={
+ { 1,1,0,0,-1 }, { -1,-1,0,0,1 },
+ },dy[][5]={
+ { 1,0,0,-1,-1 }, { 1,0,0,-1,-1 },
+ };
+ ux+=dx[(dir>>1)&1][i];
+ uy+=dy[(dir>>1)&1][i];
+ }else{ /* 上下配置 */
+ if(dir%4==0) /* 上下 */
+ ux+=i-1;
+ else /* 左右 */
+ uy+=i-1;
+ }
+ val2=group->val2;
+ }
+ break;
+
+ case PR_SANCTUARY: /* サンクチュアリ */
+ {
+ static const int dx[]={
+ -1,0,1, -2,-1,0,1,2, -2,-1,0,1,2, -2,-1,0,1,2, -1,0,1 };
+ static const int dy[]={
+ -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0, 1,1,1,1,1, 2,2,2, };
+ ux+=dx[i];
+ uy+=dy[i];
+ }
+ break;
+
+ case PR_MAGNUS: /* マグヌスエクソシズム */
+ {
+ static const int dx[]={ -1,0,1, -1,0,1, -3,-2,-1,0,1,2,3,
+ -3,-2,-1,0,1,2,3, -3,-2,-1,0,1,2,3, -1,0,1, -1,0,1, };
+ static const int dy[]={
+ -3,-3,-3, -2,-2,-2, -1,-1,-1,-1,-1,-1,-1,
+ 0,0,0,0,0,0,0, 1,1,1,1,1,1,1, 2,2,2, 3,3,3 };
+ ux+=dx[i];
+ uy+=dy[i];
+ }
+ break;
+
+ case WZ_SIGHTRASHER:
+ {
+ static const int dx[]={
+ -5, 0, 5, -4, 0, 4, -3, 0, 3, -2, 0, 2, -1, 0, 1, -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, -1, 0, 1, -2, 0, 2, -3, 0, 3, -4, 0, 4, -5, 0, 5 };
+ static const int dy[]={
+ -5,-5,-5, -4,-4,-4, -3,-3,-3, -2,-2,-2, -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5 };
+ ux+=dx[i];
+ uy+=dy[i];
+ }
+ break;
+
+ case WZ_ICEWALL: /* アイスウォール */
+ {
+ 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};
+ if(skilllv <= 1)
+ val1 = 500;
+ else
+ val1 = 200 + 200*skilllv;
+ if(src->x == x && src->y == y)
+ dir = 2;
+ else
+ dir=map_calc_dir(src,x,y);
+ ux+=(2-i)*diry[dir];
+ uy+=(i-2)*dirx[dir];
+ }
+ break;
+
+ case WZ_QUAGMIRE: /* クァグマイア */
+ ux+=(i%5-2);
+ uy+=(i/5-2);
+ if(i==12)
+ range=2;
+ else
+ range=-1;
+
+ break;
+
+ case AS_VENOMDUST: /* ベノムダスト */
+ {
+ static const int dx[]={-1,0,0,0,1};
+ static const int dy[]={0,-1,0,1,0};
+ ux+=dx[i];
+ uy+=dy[i];
+ }
+ break;
+
+ case CR_GRANDCROSS: /* グランドクロス */
+ {
+ static const int dx[]={
+ 0, 0, -1,0,1, -2,-1,0,1,2, -4,-3,-2,-1,0,1,2,3,4, -2,-1,0,1,2, -1,0,1, 0, 0, };
+ static const int dy[]={
+ -4, -3, -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0,0,0,0,0, 1,1,1,1,1, 2,2,2, 3, 4, };
+ ux+=dx[i];
+ uy+=dy[i];
+ }
+ break;
+ case SA_VOLCANO: /* ボルケーノ */
+ case SA_DELUGE: /* デリュージ */
+ case SA_VIOLENTGALE: /* バイオレントゲイル */
+ {
+ int u_range=0,central=0;
+ if(skilllv<=2){
+ u_range=2;
+ central=12;
+ }else if(skilllv<=4){
+ u_range=3;
+ central=24;
+ }else if(skilllv>=5){
+ u_range=4;
+ central=40;
+ }
+ ux+=(i%(u_range*2+1)-u_range);
+ uy+=(i/(u_range*2+1)-u_range);
+
+ if(i==central)
+ range=u_range;//中央のユニットの効果範囲は全範囲
+ else
+ range=-1;//中央以外のユニットは飾り
+ }
+ break;
+ case SA_LANDPROTECTOR: /* ランドプロテクター */
+ {
+ int u_range=0;
+
+ if(skilllv<=2) u_range=3;
+ else if(skilllv<=4) u_range=4;
+ else if(skilllv>=5) u_range=5;
+
+ ux+=(i%(u_range*2+1)-u_range);
+ uy+=(i/(u_range*2+1)-u_range);
+
+ range=0;
+ }
+ break;
+
+ /* ダンスなど */
+ case BD_LULLABY: /* 子守歌 */
+ case BD_RICHMANKIM: /* ニヨルドの宴 */
+ case BD_ETERNALCHAOS: /* 永遠の混沌 */
+ case BD_DRUMBATTLEFIELD:/* 戦太鼓の響き */
+ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
+ case BD_ROKISWEIL: /* ロキの叫び */
+ case BD_INTOABYSS: /* 深淵の中に */
+ case BD_SIEGFRIED: /* 不死身のジークフリード */
+ ux+=(i%9-4);
+ uy+=(i/9-4);
+ if(i==40)
+ range=4; /* 中心の場合は範囲を4にオーバーライド */
+ else
+ range=-1; /* 中心じゃない場合は範囲を-1にオーバーライド */
+ break;
+ case BA_DISSONANCE: /* 不協和音 */
+ case BA_WHISTLE: /* 口笛 */
+ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
+ case BA_POEMBRAGI: /* ブラギの詩 */
+ case BA_APPLEIDUN: /* イドゥンの林檎 */
+ case DC_UGLYDANCE: /* 自分勝手なダンス */
+ case DC_HUMMING: /* ハミング */
+ case DC_DONTFORGETME: /* 私を忘れないで… */
+ case DC_FORTUNEKISS: /* 幸運のキス */
+ case DC_SERVICEFORYOU: /* サービスフォーユー */
+ ux+=(i%7-3);
+ uy+=(i/7-3);
+ if(i==40)
+ range=4; /* 中心の場合は範囲を4にオーバーライド */
+ else
+ range=-1; /* 中心じゃない場合は範囲を-1にオーバーライド */
+ break;
+ case PA_GOSPEL: /* ゴスペル */
+ ux+=(i%7-3);
+ uy+=(i/7-3);
+ break;
+ case PF_FOGWALL: /* フォグウォール */
+ ux+=(i%5-2);
+ uy+=(i/5-1);
+ break;
+ case RG_GRAFFITI: /* Graffiti [Valaris] */
+ ux+=(i%5-2);
+ uy+=(i/5-2);
+ break;
+ }
+ //直上スキルの場合設置座標上にランドプロテクターがないかチェック
+ if(range<=0)
+ map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive);
+
+ if(skillid==WZ_ICEWALL && alive){
+ val2=map_getcell(src->m,ux,uy);
+ if(val2==5 || val2==1)
+ alive=0;
+ else {
+ map_setcell(src->m,ux,uy,5);
+ clif_changemapcell(src->m,ux,uy,5,0);
+ }
+ }
+
+ if(alive){
+ nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
+ unit->val1=val1;
+ unit->val2=val2;
+ unit->limit=limit;
+ unit->range=range;
+ }
+ }
+ 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 skill_unit_group_tickset *ts;
+ struct map_session_data *srcsd=NULL;
+ int diff,goflag,splash_count=0;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, bl);
+
+ if( bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl) ) )
+ return 0;
+
+ nullpo_retr(0, sg=src->group);
+ nullpo_retr(0, ss=map_id2bl(sg->src_id));
+
+ if(ss->type == BL_PC)
+ nullpo_retr(0, srcsd=(struct map_session_data *)ss);
+ if(srcsd && srcsd->chatID)
+ return 0;
+
+ if( bl->type!=BL_PC && bl->type!=BL_MOB )
+ return 0;
+ nullpo_retr(0, ts=skill_unitgrouptickset_search( bl, sg->group_id));
+ diff=DIFF_TICK(tick,ts->tick);
+ goflag=(diff>sg->interval || diff<0);
+ if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっていたら3HITしない
+ goflag = (diff>sg->interval*map_count_oncell(bl->m,bl->x,bl->y) || diff<0);
+
+ //対象がLP上に居る場合は無効
+ map_foreachinarea(skill_landprotector,bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,0,&goflag);
+
+ if(!goflag)
+ return 0;
+ ts->tick=tick;
+ ts->group_id=sg->group_id;
+
+ switch(sg->unit_id){
+ case 0x83: /* サンクチュアリ */
+ {
+ int race=battle_get_race(bl);
+ int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;
+
+ if( battle_get_hp(bl)>=battle_get_max_hp(bl) && !damage_flag)
+ break;
+
+ if((sg->val1--)<=0){
+ skill_delunitgroup(sg);
+ return 0;
+ }
+ if(!damage_flag) {
+ int heal=sg->val2;
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage)
+ heal=0; /* 黄金蟲カード(ヒール量0) */
+ clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
+ battle_heal(NULL,bl,heal,0,0);
+ }
+ else
+ skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ }
+ break;
+
+ case 0x84: /* マグヌスエクソシズム */
+ {
+ int race=battle_get_race(bl);
+ int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;
+
+ if(!damage_flag)
+ return 0;
+ skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ }
+ break;
+
+ case 0x85: /* ニューマ */
+ {
+ struct skill_unit *unit2;
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int type=SC_PNEUMA;
+ if(sc_data && sc_data[type].timer==-1)
+ skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
+ else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
+ if(DIFF_TICK(sg->tick,unit2->group->tick)>0 )
+ skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
+ ts->tick-=sg->interval;
+ }
+ }
+ break;
+ case 0x7e: /* セイフティウォール */
+ {
+ struct skill_unit *unit2;
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int type=SC_SAFETYWALL;
+ if(sc_data && sc_data[type].timer==-1)
+ skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
+ else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
+ if(sg->val1 < unit2->group->val1 )
+ skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
+ ts->tick-=sg->interval;
+ }
+ }
+ break;
+
+ case 0x86: /* ロードオブヴァーミリオン(&ストームガスト &グランドクロス) */
+ skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+
+ case 0x7f: /* ファイヤーウォール */
+ if( (src->val2--)>0)
+ skill_attack(BF_MAGIC,ss,&src->bl,bl,
+ sg->skill_id,sg->skill_lv,tick,0);
+ if( src->val2<=0 )
+ skill_delunit(src);
+ break;
+
+ case 0x87: /* ファイアーピラー(発動前) */
+ skill_delunit(src);
+ skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
+ break;
+
+ case 0x88: /* ファイアーピラー(発動後) */
+ if(DIFF_TICK(tick,sg->tick) < 150)
+ skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+
+ case 0x90: /* スキッドトラップ */
+ {
+ int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv);
+ if(map[bl->m].flag.gvg) c = 0;
+ for(i=0;i<c;i++)
+ skill_blown(&src->bl,bl,1|0x30000);
+ sg->unit_id = 0x8c;
+ clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
+ sg->limit=DIFF_TICK(tick,sg->tick)+1500;
+ }
+ break;
+
+ case 0x93: /* ランドマイン */
+ skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ sg->unit_id = 0x8c;
+ clif_changelook(&src->bl,LOOK_BASE,0x88);
+ sg->limit=DIFF_TICK(tick,sg->tick)+1500;
+ break;
+
+ case 0x8f: /* ブラストマイン */
+ case 0x94: /* ショックウェーブトラップ */
+ case 0x95: /* サンドマン */
+ case 0x96: /* フラッシャー */
+ case 0x97: /* フリージングトラップ */
+ case 0x98: /* クレイモアートラップ */
+ map_foreachinarea(skill_count_target,src->bl.m
+ ,src->bl.x-src->range,src->bl.y-src->range
+ ,src->bl.x+src->range,src->bl.y+src->range
+ ,0,&src->bl,&splash_count);
+ map_foreachinarea(skill_trap_splash,src->bl.m
+ ,src->bl.x-src->range,src->bl.y-src->range
+ ,src->bl.x+src->range,src->bl.y+src->range
+ ,0,&src->bl,tick,splash_count);
+ sg->unit_id = 0x8c;
+ clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
+ sg->limit=DIFF_TICK(tick,sg->tick)+1500;
+ break;
+
+ case 0x91: /* アンクルスネア */
+ {
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){
+ int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
+ int sec=skill_get_time2(sg->skill_id,sg->skill_lv) - (double)battle_get_agi(bl)*0.1;
+ if(battle_get_mode(bl)&0x20)
+ sec = sec/5;
+ battle_stopwalking(bl,1);
+ skill_status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
+
+ if(moveblock) map_delblock(bl);
+ bl->x = src->bl.x;
+ bl->y = src->bl.y;
+ if(moveblock) map_addblock(bl);
+ if(bl->type == BL_MOB)
+ clif_fixmobpos((struct mob_data *)bl);
+ else if(bl->type == BL_PET)
+ clif_fixpetpos((struct pet_data *)bl);
+ else
+ clif_fixpos(bl);
+ clif_01ac(&src->bl);
+ sg->limit=DIFF_TICK(tick,sg->tick) + sec;
+ sg->val2=bl->id;
+ }
+ }
+ break;
+
+ case 0x80: /* ワープポータル(発動後) */
+ if(bl->type==BL_PC){
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ if(sd && src->bl.m == bl->m && src->bl.x == bl->x && src->bl.y == bl->y && src->bl.x == sd->to_x && src->bl.y == sd->to_y) {
+ if( battle_config.chat_warpportal || !sd->chatID ){
+ if((sg->val1--)>0){
+ pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3);
+ if(sg->src_id == bl->id ||( strcmp(map[src->bl.m].name,sg->valstr) == 0 && src->bl.x == (sg->val2>>16) && src->bl.y == (sg->val2&0xffff) ))
+ skill_delunitgroup(sg);
+ }else
+ skill_delunitgroup(sg);
+ }
+ }
+ }else if(bl->type==BL_MOB && battle_config.mob_warpportal){
+ int m=map_mapname2mapid(sg->valstr);
+ struct mob_data *md;
+ md=(struct mob_data *)bl;
+ mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
+ }
+ break;
+
+ case 0x8e: /* クァグマイア */
+ {
+ int type=SkillStatusChangeTable[sg->skill_id];
+ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
+ break;
+ if( battle_get_sc_data(bl)[type].timer==-1 )
+ skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ }
+ break;
+ case 0x92: /* ベノムダスト */
+ {
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int type=SkillStatusChangeTable[sg->skill_id];
+ if( sc_data && sc_data[type].timer==-1 )
+ skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ }
+ break;
+ case 0x9a: /* ボルケーノ */
+ case 0x9b: /* デリュージ */
+ case 0x9c: /* バイオレントゲイル */
+ {
+ struct skill_unit *unit2;
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int type=SkillStatusChangeTable[sg->skill_id];
+ if(sc_data && sc_data[type].timer==-1)
+ skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
+ if( DIFF_TICK(sg->tick,unit2->group->tick)>0 )
+ skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ ts->tick-=sg->interval;
+ }
+ } break;
+
+ case 0x9e: /* 子守唄 */
+ case 0x9f: /* ニヨルドの宴 */
+ case 0xa0: /* 永遠の混沌 */
+ case 0xa1: /* 戦太鼓の響き */
+ case 0xa2: /* ニーベルングの指輪 */
+ case 0xa3: /* ロキの叫び */
+ case 0xa4: /* 深淵の中に */
+ case 0xa5: /* 不死身のジークフリード */
+ case 0xa6: /* 不協和音 */
+ case 0xa7: /* 口笛 */
+ case 0xa8: /* 夕陽のアサシンクロス */
+ case 0xa9: /* ブラギの詩 */
+ case 0xab: /* 自分勝手なダンス */
+ case 0xac: /* ハミング */
+ case 0xad: /* 私を忘れないで… */
+ case 0xae: /* 幸運のキス */
+ case 0xaf: /* サービスフォーユー */
+ case 0xb4:
+ {
+ struct skill_unit *unit2;
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int type=SkillStatusChangeTable[sg->skill_id];
+ if(sg->src_id == bl->id)
+ break;
+ if(sc_data && sc_data[type].timer==-1)
+ skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
+ (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
+ if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
+ skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
+ (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ ts->tick-=sg->interval;
+ }
+ } break;
+
+ case 0xaa: /* イドゥンの林檎 */
+ {
+ struct skill_unit *unit2;
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int type=SkillStatusChangeTable[sg->skill_id];
+ if(sg->src_id == bl->id)
+ break;
+ if( sc_data && sc_data[type].timer==-1)
+ skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
+ (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ else if((unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
+ if( DIFF_TICK(sg->tick,unit2->group->tick)>0 )
+ skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
+ (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ ts->tick-=sg->interval;
+ }
+ } break;
+
+ case 0xb1: /* デモンストレーション */
+ skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
+ pc_breakweapon((struct map_session_data *)bl);
+ break;
+ case 0x99: /* トーキーボックス */
+ if(sg->src_id == bl->id) //自分が踏んでも発動しない
+ break;
+ if(sg->val2==0){
+ clif_talkiebox(&src->bl,sg->valstr);
+ sg->unit_id = 0x8c;
+ clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
+ sg->limit=DIFF_TICK(tick,sg->tick)+5000;
+ sg->val2=-1; //踏んだ
+ }
+ break;
+ case 0xb2: /* あなたを_会いたいです */
+ case 0xb3: /* ゴスペル */
+ case 0xb6: /* フォグウォール */
+ //とりあえず何もしない
+ break;
+
+
+
+
+
+
+ case 0xb7: /* スパイダーウェッブ */
+ if(sg->val2==0){
+ int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
+ skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
+ if(moveblock) map_delblock(bl);
+ bl->x = (&src->bl)->x;
+ bl->y = (&src->bl)->y;
+ if(moveblock) map_addblock(bl);
+ if(bl->type == BL_MOB)
+ clif_fixmobpos((struct mob_data *)bl);
+ else if(bl->type == BL_PET)
+ clif_fixpetpos((struct pet_data *)bl);
+ else
+ clif_fixpos(bl);
+ clif_01ac(&src->bl);
+ sg->limit=DIFF_TICK(tick,sg->tick) + skill_get_time2(sg->skill_id,sg->skill_lv);
+ sg->val2=bl->id;
+ }
+ break;
+
+/* default:
+ if(battle_config.error_log)
+ printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
+ break;*/
+ }
+ if(bl->type==BL_MOB && ss!=bl) /* スキル使用条件のMOBスキル */
+ {
+ if(battle_config.mob_changetarget_byskill == 1)
+ {
+ int target=((struct mob_data *)bl)->target_id;
+ if(ss->type == BL_PC)
+ ((struct mob_data *)bl)->target_id=ss->id;
+ mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
+ ((struct mob_data *)bl)->target_id=target;
+ }
+ else
+ mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
+ }
+
+ return 0;
+}
+/*==========================================
+ * スキルユニットから離脱する(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;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, bl);
+ nullpo_retr(0, sg=src->group);
+
+ if( bl->prev==NULL || !src->alive )
+ return 0;
+
+ if( bl->type!=BL_PC && bl->type!=BL_MOB )
+ return 0;
+
+ switch(sg->unit_id){
+ case 0x7e: /* セイフティウォール */
+ case 0x85: /* ニューマ */
+ case 0x8e: /* クァグマイア */
+ {
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int type=
+ (sg->unit_id==0x85)?SC_PNEUMA:
+ ((sg->unit_id==0x7e)?SC_SAFETYWALL:
+ SC_QUAGMIRE);
+ if((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
+ sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){
+ skill_status_change_end(bl,type,-1);
+ }
+ } break;
+
+ case 0x91: /* アンクルスネア */
+ {
+ struct block_list *target=map_id2bl(sg->val2);
+ if( target && target==bl ){
+ skill_status_change_end(bl,SC_ANKLE,-1);
+ sg->limit=DIFF_TICK(tick,sg->tick)+1000;
+ }
+ }
+ break;
+ case 0xb5:
+ case 0xb8:
+ {
+ struct block_list *target=map_id2bl(sg->val2);
+ if( target==bl )
+ skill_status_change_end(bl,SC_SPIDERWEB,-1);
+ sg->limit=DIFF_TICK(tick,sg->tick)+1000;
+ }
+ break;
+ case 0xb6:
+ {
+ struct block_list *target=map_id2bl(sg->val2);
+ if( target==bl )
+ skill_status_change_end(bl,SC_FOGWALL,-1);
+ sg->limit=DIFF_TICK(tick,sg->tick)+1000;
+ }
+ break;
+ case 0x9a: /* ボルケーノ */
+ case 0x9b: /* デリュージ */
+ case 0x9c: /* バイオレントゲイル */
+ {
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ struct skill_unit *su;
+ int type=SkillStatusChangeTable[sg->skill_id];
+ if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){
+ skill_status_change_end(bl,type,-1);
+ }
+ }
+ break;
+
+ case 0x9e: /* 子守唄 */
+ case 0x9f: /* ニヨルドの宴 */
+ case 0xa0: /* 永遠の混沌 */
+ case 0xa1: /* 戦太鼓の響き */
+ case 0xa2: /* ニーベルングの指輪 */
+ case 0xa3: /* ロキの叫び */
+ case 0xa4: /* 深淵の中に */
+ case 0xa5: /* 不死身のジークフリード */
+ case 0xa6: /* 不協和音 */
+ case 0xa7: /* 口笛 */
+ case 0xa8: /* 夕陽のアサシンクロス */
+ case 0xa9: /* ブラギの詩 */
+ case 0xaa: /* イドゥンの林檎 */
+ case 0xab: /* 自分勝手なダンス */
+ case 0xac: /* ハミング */
+ case 0xad: /* 私を忘れないで… */
+ case 0xae: /* 幸運のキス */
+ case 0xaf: /* サービスフォーユー */
+ case 0xb4:
+ {
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ struct skill_unit *su;
+ int type=SkillStatusChangeTable[sg->skill_id];
+ if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){
+ skill_status_change_end(bl,type,-1);
+ }
+ }
+ break;
+ case 0xb7: /* スパイダーウェッブ */
+ {
+ struct block_list *target=map_id2bl(sg->val2);
+ if( target && target==bl )
+ skill_status_change_end(bl,SC_SPIDERWEB,-1);
+ sg->limit=DIFF_TICK(tick,sg->tick)+1000;
+ }
+ break;
+
+/* default:
+ if(battle_config.error_log)
+ printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
+ break;*/
+ }
+ skill_unitgrouptickset_delete(bl,sg->group_id);
+ return 0;
+}
+/*==========================================
+ * スキルユニットの削除イベント
+ *------------------------------------------
+ */
+int skill_unit_ondelete(struct skill_unit *src,struct block_list *bl,unsigned int tick)
+{
+ struct skill_unit_group *sg;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, bl);
+ nullpo_retr(0, sg = src->group);
+
+ if( bl->prev==NULL || !src->alive )
+ return 0;
+
+ if( bl->type!=BL_PC && bl->type!=BL_MOB )
+ return 0;
+
+ switch(sg->unit_id){
+ case 0x85: /* ニューマ */
+ case 0x7e: /* セイフティウォール */
+ case 0x8e: /* クァグマイヤ */
+ case 0x9a: /* ボルケーノ */
+ case 0x9b: /* デリュージ */
+ case 0x9c: /* バイオレントゲイル */
+ case 0x9e: /* 子守唄 */
+ case 0x9f: /* ニヨルドの宴 */
+ case 0xa0: /* 永遠の混沌 */
+ case 0xa1: /* 戦太鼓の響き */
+ case 0xa2: /* ニーベルングの指輪 */
+ case 0xa3: /* ロキの叫び */
+ case 0xa4: /* 深淵の中に */
+ case 0xa5: /* 不死身のジークフリード */
+ case 0xa6: /* 不協和音 */
+ case 0xa7: /* 口笛 */
+ case 0xa8: /* 夕陽のアサシンクロス */
+ case 0xa9: /* ブラギの詩 */
+ case 0xaa: /* イドゥンの林檎 */
+ case 0xab: /* 自分勝手なダンス */
+ case 0xac: /* ハミング */
+ case 0xad: /* 私を忘れないで… */
+ case 0xae: /* 幸運のキス */
+ case 0xaf: /* サービスフォーユー */
+ case 0xb4:
+ return skill_unit_onout(src,bl,tick);
+
+/* default:
+ if(battle_config.error_log)
+ printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
+ break;*/
+ }
+ skill_unitgrouptickset_delete(bl,sg->group_id);
+ return 0;
+}
+/*==========================================
+ * スキルユニットの限界イベント
+ *------------------------------------------
+ */
+int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
+{
+ struct skill_unit_group *sg;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, sg=src->group);
+
+ switch(sg->unit_id){
+ case 0x81: /* ワープポータル(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->valstr=calloc(24, 1);
+ if(group->valstr==NULL){
+ printf("skill_unit_onlimit: out of memory !\n");
+ exit(1);
+ }
+ memcpy(group->valstr,sg->valstr,24);
+ group->val2=sg->val2;
+ }
+ break;
+
+ case 0x8d: /* アイスウォール */
+ map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2);
+ clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
+ break;
+ case 0xb2: /* あなたに会いたい */
+ {
+ struct map_session_data *sd = NULL;
+ struct map_session_data *p_sd = NULL;
+ if((sd = (struct map_session_data *)(map_id2bl(sg->src_id))) == NULL)
+ return 0;
+ if((p_sd = pc_get_partner(sd)) == NULL)
+ return 0;
+
+ pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3);
+ }
+ break;
+ }
+ return 0;
+}
+/*==========================================
+ * スキルユニットのダメージイベント
+ *------------------------------------------
+ */
+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);
+
+ switch(sg->unit_id){
+ case 0x8d: /* アイスウォール */
+ src->val1-=damage;
+ break;
+ case 0x8f: /* ブラストマイン */
+ case 0x98: /* クレイモアートラップ */
+ skill_blown(bl,&src->bl,2); //吹き飛ばしてみる
+ break;
+ default:
+ damage = 0;
+ break;
+ }
+ return damage;
+}
+
+
+/*---------------------------------------------------------------------------- */
+
+/*==========================================
+ * スキル使用(詠唱完了、場所指定)
+ *------------------------------------------
+ */
+int skill_castend_pos( int tid, unsigned int tick, int id,int data )
+{
+ struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
+ int range,maxcount;
+
+ nullpo_retr(0, sd);
+
+ if( sd->bl.prev == NULL )
+ return 0;
+ if( sd->skilltimer != tid ) /* タイマIDの確認 */
+ return 0;
+ if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
+ sd->speed = sd->prev_speed;
+ clif_updatestatus(sd,SP_SPEED);
+ }
+ sd->skilltimer=-1;
+ if(pc_isdead(sd)) {
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+
+ if(battle_config.pc_skill_reiteration == 0) {
+ range = -1;
+ switch(sd->skillid) {
+ case MG_SAFETYWALL:
+ case WZ_FIREPILLAR:
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case HT_TALKIEBOX:
+ case AL_WARP:
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ case RG_GRAFFITI: /* グラフィティ */
+ range = 0;
+ break;
+ case AL_PNEUMA:
+ range = 1;
+ break;
+ }
+ if(range >= 0) {
+ if(skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,range,sd->skillid) > 0) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ }
+ if(battle_config.pc_skill_nofootset) {
+ range = -1;
+ switch(sd->skillid) {
+ case WZ_FIREPILLAR:
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case HT_TALKIEBOX:
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ case WZ_ICEWALL:
+ range = 1;
+ break;
+ case AL_WARP:
+ range = 0;
+ break;
+ }
+ if(range >= 0) {
+ if(skill_check_unit_range2(sd->bl.m,sd->skillx,sd->skilly,range) > 0) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ }
+
+ if(battle_config.pc_land_skill_limit) {
+ maxcount = skill_get_maxcount(sd->skillid);
+ if(maxcount > 0) {
+ int i,c;
+ for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
+ if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
+ c++;
+ }
+ if(c >= maxcount) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ }
+
+ range = skill_get_range(sd->skillid,sd->skilllv);
+ if(range < 0)
+ range = battle_get_range(&sd->bl) - (range + 1);
+ range += battle_config.pc_skill_add_range;
+ if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
+ if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ if(!skill_check_condition(sd,1)) { /* 使用条件チェック */
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ sd->skillitem = sd->skillitemlv = -1;
+ if(battle_config.skill_out_range_consume) {
+ if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ return 0;
+ }
+ }
+
+ if(battle_config.pc_skill_log)
+ printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
+ pc_stop_walking(sd,0);
+
+ skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
+
+ return 0;
+}
+
+/*==========================================
+ * 範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;
+ struct block_list *src;
+ struct map_session_data *sd;
+ struct map_session_data *ssd;
+ struct pc_base_job s_class;
+ struct pc_base_job ss_class;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, sd=(struct map_session_data*)bl);
+ nullpo_retr(0, src=va_arg(ap,struct block_list *));
+ nullpo_retr(0, c=va_arg(ap,int *));
+ nullpo_retr(0, ssd=(struct map_session_data*)src);
+
+ s_class = pc_calc_base_job(sd->status.class);
+ //チェックしない設定ならcにありえない大きな数字を返して終了
+ if(!battle_config.player_skill_partner_check){ //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
+ (*c)=99;
+ return 0;
+ }
+
+ ;
+ ss_class = pc_calc_base_job(ssd->status.class);
+
+ switch(ssd->skillid){
+ case PR_BENEDICTIO: /* 聖体降福 */
+ if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 ||
+ sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) &&
+ (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10)
+ (*c)++;
+ break;
+ case BD_LULLABY: /* 子守歌 */
+ case BD_RICHMANKIM: /* ニヨルドの宴 */
+ case BD_ETERNALCHAOS: /* 永遠の混沌 */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
+ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
+ case BD_ROKISWEIL: /* ロキの叫び */
+ case BD_INTOABYSS: /* 深淵の中に */
+ case BD_SIEGFRIED: /* 不死身のジークフリード */
+ case BD_RAGNAROK: /* 神々の黄昏 */
+ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
+ if(sd != ssd &&
+ ((ssd->status.class==19 && sd->status.class==20) ||
+ (ssd->status.class==20 && sd->status.class==19) ||
+ (ssd->status.class==4020 && sd->status.class==4021) ||
+ (ssd->status.class==4021 && sd->status.class==4020) ||
+ (ssd->status.class==20 && sd->status.class==4020) ||
+ (ssd->status.class==19 && sd->status.class==4021)) &&
+ pc_checkskill(sd,ssd->skillid) > 0 &&
+ (*c)==0 &&
+ sd->status.party_id == ssd->status.party_id &&
+ !pc_issit(sd) &&
+ sd->sc_data[SC_DANCING].timer==-1
+ )
+ (*c)=pc_checkskill(sd,ssd->skillid);
+ break;
+ }
+ return 0;
+}
+/*==========================================
+ * 範囲内キャラ存在確認判定後スキル使用処理(foreachinarea)
+ *------------------------------------------
+ */
+
+static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
+{
+ int *c;
+ struct block_list *src;
+ struct map_session_data *sd;
+ struct map_session_data *ssd;
+ struct pc_base_job s_class;
+ struct pc_base_job ss_class;
+ int skillid,skilllv;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, sd=(struct map_session_data*)bl);
+ nullpo_retr(0, src=va_arg(ap,struct block_list *));
+ nullpo_retr(0, c=va_arg(ap,int *));
+ nullpo_retr(0, ssd=(struct map_session_data*)src);
+
+ s_class = pc_calc_base_job(sd->status.class);
+
+ //チェックしない設定ならcにありえない大きな数字を返して終了
+ if(!battle_config.player_skill_partner_check){ //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
+ (*c)=99;
+ return 0;
+ }
+
+ ss_class = pc_calc_base_job(ssd->status.class);
+ skillid=ssd->skillid;
+ skilllv=ssd->skilllv;
+ switch(skillid){
+ case PR_BENEDICTIO: /* 聖体降福 */
+ if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 ||
+ sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) &&
+ (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
+ sd->status.sp -= 10;
+ pc_calcstatus(sd,0);
+ (*c)++;
+ }
+ break;
+ case BD_LULLABY: /* 子守歌 */
+ case BD_RICHMANKIM: /* ニヨルドの宴 */
+ case BD_ETERNALCHAOS: /* 永遠の混沌 */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
+ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
+ case BD_ROKISWEIL: /* ロキの叫び */
+ case BD_INTOABYSS: /* 深淵の中に */
+ case BD_SIEGFRIED: /* 不死身のジークフリード */
+ case BD_RAGNAROK: /* 神々の黄昏 */
+ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
+ if(sd != ssd && //本人以外で
+ ((ssd->status.class==19 && sd->status.class==20) ||
+ (ssd->status.class==20 && sd->status.class==19) ||
+ (ssd->status.class==4020 && sd->status.class==4021) ||
+ (ssd->status.class==4021 && sd->status.class==4020) ||
+ (ssd->status.class==20 && sd->status.class==4020) ||
+ (ssd->status.class==19 && sd->status.class==4021)) && //自分がダンサーならバードで
+ pc_checkskill(sd,skillid) > 0 && //スキルを持っていて
+ (*c)==0 && //最初の一人で
+ sd->status.party_id == ssd->status.party_id && //パーティーが同じで
+ !pc_issit(sd) && //座ってない
+ sd->sc_data[SC_DANCING].timer==-1 //ダンス中じゃない
+ ){
+ ssd->sc_data[SC_DANCING].val4=bl->id;
+ clif_skill_nodamage(bl,src,skillid,skilllv,1);
+ skill_status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0);
+ sd->skillid_dance=sd->skillid=skillid;
+ sd->skilllv_dance=sd->skilllv=skilllv;
+ (*c)++;
+ }
+ break;
+ }
+ return 0;
+}
+/*==========================================
+ * 範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;
+}
+
+/*==========================================
+ * スキル使用条件(偽で使用失敗)
+ *------------------------------------------
+ */
+int skill_check_condition(struct map_session_data *sd,int type)
+{
+ int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
+ int index[10],itemid[10],amount[10];
+
+ nullpo_retr(0, sd);
+
+ if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) {
+ sd->skillitem = sd->skillitemlv = -1;
+ return 1;
+ }
+
+ if( sd->opt1>0) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ if(pc_is90overweight(sd)) {
+ clif_skill_fail(sd,sd->skillid,9,0);
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+
+ if(sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) {
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ if(sd->skillid == AM_PHARMACY && sd->state.produce_flag == 1) {
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+
+ if(sd->skillitem == sd->skillid) { /* アイテムの場合無条件成功 */
+ if(type&1)
+ sd->skillitem = sd->skillitemlv = -1;
+ return 1;
+ }
+ if( sd->opt1>0 ){
+ clif_skill_fail(sd,sd->skillid,0,0);
+ return 0;
+ }
+ if(sd->sc_data){
+ if( sd->sc_data[SC_DIVINA].timer!=-1 ||
+ sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
+ (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
+ sd->sc_data[SC_STEELBODY].timer != -1 ||
+ sd->sc_data[SC_BERSERK].timer != -1
+ ){
+ clif_skill_fail(sd,sd->skillid,0,0);
+ return 0; /* 状態異常や沈黙など */
+ }
+ }
+ skill = sd->skillid;
+ lv = sd->skilllv;
+ hp=skill_get_hp(skill, lv); /* 消費HP */
+ sp=skill_get_sp(skill, lv); /* 消費SP */
+ if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance)
+ sp=sp/2; //アンコール時はSP消費が半分
+ hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
+ sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
+ zeny = skill_get_zeny(skill,lv);
+ weapon = skill_db[skill].weapon;
+ state = skill_db[skill].state;
+ spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
+ mhp=skill_get_mhp(skill, lv); /* 消費HP */
+ for(i=0;i<10;i++) {
+ itemid[i] = skill_db[skill].itemid[i];
+ amount[i] = skill_db[skill].amount[i];
+ }
+ if(mhp > 0)
+ hp += (sd->status.max_hp * mhp)/100;
+ if(hp_rate > 0)
+ hp += (sd->status.hp * hp_rate)/100;
+ else
+ hp += (sd->status.max_hp * abs(hp_rate))/100;
+ if(sp_rate > 0)
+ sp += (sd->status.sp * sp_rate)/100;
+ else
+ sp += (sd->status.max_sp * abs(sp_rate))/100;
+ if(sd->dsprate!=100)
+ sp=sp*sd->dsprate/100; /* 消費SP修正 */
+
+ switch(skill) {
+ case SA_CASTCANCEL:
+ if(sd->skilltimer == -1) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case BS_MAXIMIZE: /* マキシマイズパワー */
+ case NV_TRICKDEAD: /* 死んだふり */
+ case TF_HIDING: /* ハイディング */
+ case AS_CLOAKING: /* クローキング */
+ case CR_AUTOGUARD: /* オートガード */
+ case CR_DEFENDER: /* ディフェンダー */
+ case ST_CHASEWALK:
+ if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
+ return 1; /* 解除する場合はSP消費しない */
+ break;
+ case AL_TELEPORT:
+ case AL_WARP:
+ if(map[sd->bl.m].flag.noteleport) {
+ clif_skill_teleportmessage(sd,0);
+ return 0;
+ }
+ break;
+ case MO_CALLSPIRITS: /* 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
+ if (sd->spiritball > 0 && sd->spiritball < spiritball) {
+ spiritball = sd->spiritball;
+ sd->spiritball_old = sd->spiritball;
+ }
+ else sd->spiritball_old = lv;
+ break;
+ case MO_CHAINCOMBO: //連打掌
+ if(sd->sc_data[SC_BLADESTOP].timer==-1){
+ if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
+ return 0;
+ }
+ break;
+ case MO_COMBOFINISH: //猛龍拳
+ if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
+ return 0;
+ break;
+ case CH_TIGERFIST: //伏虎拳
+ if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH)
+ return 0;
+ break;
+ case CH_CHAINCRUSH: //連柱崩撃
+ if(sd->sc_data[SC_COMBO].timer == -1)
+ return 0;
+ if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
+ return 0;
+ break;
+ case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
+ if((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)
+ spiritball--;
+ break;
+ case BD_ADAPTATION: /* アドリブ */
+ {
+ struct skill_unit_group *group=NULL;
+ if(sd->sc_data[SC_DANCING].timer==-1 || ((group=(struct skill_unit_group*)sd->sc_data[SC_DANCING].val2) && (skill_get_time(sd->sc_data[SC_DANCING].val1,group->skill_lv) - sd->sc_data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以上のみ?
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ break;
+ case PR_BENEDICTIO: /* 聖体降福 */
+ {
+ int range=1;
+ int c=0;
+ if(!(type&1)){
+ map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
+ if(c<2){
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }else{
+ map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
+ }
+ }
+ break;
+ case WE_CALLPARTNER: /* あなたに逢いたい */
+ if(!sd->status.partner_id){
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case AM_CANNIBALIZE: /* バイオプラント */
+ case AM_SPHEREMINE: /* スフィアーマイン */
+ if(type&1){
+ int c=0;
+ int maxcount=skill_get_maxcount(skill);
+ int mob_class=(skill==AM_CANNIBALIZE)?1118:1142;
+ if(battle_config.pc_land_skill_limit && maxcount>0) {
+ map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c );
+ if(c >= maxcount){
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ }
+ break;
+ case MG_FIREWALL: /* ファイアーウォール */
+ /* 数制限 */
+ if(battle_config.pc_land_skill_limit) {
+ int maxcount = skill_get_maxcount(skill);
+ if(maxcount > 0) {
+ int i,c;
+ for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
+ if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
+ c++;
+ }
+ if(c >= maxcount) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ }
+ break;
+ }
+
+ if(!(type&2)){
+ if( hp>0 && sd->status.hp < hp) { /* HPチェック */
+ clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */
+ return 0;
+ }
+ if( sp>0 && sd->status.sp < sp) { /* SPチェック */
+ clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */
+ return 0;
+ }
+ if( zeny>0 && sd->status.zeny < zeny) {
+ clif_skill_fail(sd,skill,5,0);
+ return 0;
+ }
+ if(!(weapon & (1<<sd->status.weapon) ) ) {
+ clif_skill_fail(sd,skill,6,0);
+ return 0;
+ }
+ if( spiritball > 0 && sd->spiritball < spiritball) {
+ clif_skill_fail(sd,skill,0,0); // 氣球不足
+ return 0;
+ }
+ }
+
+ switch(state) {
+ case ST_HIDING:
+ if(!(sd->status.option&2)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_CLOAKING:
+ if(!(sd->status.option&4)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_HIDDEN:
+ if(!pc_ishiding(sd)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_RIDING:
+ if(!pc_isriding(sd)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_FALCON:
+ if(!pc_isfalcon(sd)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_CART:
+ if(!pc_iscarton(sd)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_SHIELD:
+ if(sd->status.shield <= 0) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_SIGHT:
+ if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_EXPLOSIONSPIRITS:
+ if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_RECOV_WEIGHT_RATE:
+ if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_MOVE_ENABLE:
+ {
+ struct walkpath_data wpd;
+ if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ break;
+ case ST_WATER:
+ if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y) != 3 && (sd->sc_data[SC_DELUGE].timer==-1)){ //水場判定
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ }
+
+ for(i=0;i<10;i++) {
+ int x = lv%11 - 1;
+ index[i] = -1;
+ if(itemid[i] <= 0)
+ continue;
+ if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone)
+ continue;
+ if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1)
+ continue;
+ if(skill == AM_POTIONPITCHER && i != x)
+ continue;
+
+ index[i] = pc_search_inventory(sd,itemid[i]);
+ if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
+ if(itemid[i] == 716 || itemid[i] == 717)
+ clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
+ else
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+
+ if(!(type&1))
+ return 1;
+
+ if(skill != AM_POTIONPITCHER) {
+ if(skill == AL_WARP && !(type&2))
+ return 1;
+ for(i=0;i<10;i++) {
+ if(index[i] >= 0)
+ pc_delitem(sd,index[i],amount[i],0); // アイテム消費
+ }
+ }
+
+ if(type&2)
+ return 1;
+
+ if(sp > 0) { // SP消費
+ sd->status.sp-=sp;
+ clif_updatestatus(sd,SP_SP);
+ }
+ if(hp > 0) { // HP消費
+ sd->status.hp-=hp;
+ clif_updatestatus(sd,SP_HP);
+ }
+ if(zeny > 0) // Zeny消費
+ pc_payzeny(sd,zeny);
+ if(spiritball > 0) // 氣球消費
+ pc_delspiritball(sd,spiritball,0);
+
+
+ return 1;
+}
+
+/*==========================================
+ * 詠唱時間計算
+ *------------------------------------------
+ */
+int skill_castfix( struct block_list *bl, int time )
+{
+ struct map_session_data *sd;
+ struct mob_data *md; // [Valaris]
+ struct status_change *sc_data;
+ int dex;
+ int castrate=100;
+ int skill,lv,castnodex;
+
+ nullpo_retr(0, bl);
+
+ if(bl->type==BL_MOB){ // Crash fix [Valaris]
+ md=(struct mob_data*)bl;
+ skill = md->skillid;
+ lv = md->skilllv;
+ }
+
+ else {
+ sd=(struct map_session_data*)bl;
+ skill = sd->skillid;
+ lv = sd->skilllv;
+ }
+
+ sc_data = battle_get_sc_data(bl);
+ dex=battle_get_dex(bl);
+
+ if (skill > MAX_SKILL_DB || skill < 0)
+ return 0;
+
+ castnodex=skill_get_castnodex(skill, lv);
+
+ if(time==0)
+ return 0;
+ if(castnodex > 0 && bl->type==BL_PC)
+ castrate=((struct map_session_data *)bl)->castrate;
+ else if (castnodex <= 0 && bl->type==BL_PC) {
+ castrate=((struct map_session_data *)bl)->castrate;
+ time=time*castrate*(battle_config.castrate_dex_scale - dex)/(battle_config.castrate_dex_scale * 100);
+ time=time*battle_config.cast_rate/100;
+ }
+
+ /* サフラギウム */
+ if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 ){
+ time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100;
+ skill_status_change_end( bl, SC_SUFFRAGIUM, -1);
+ }
+ /* ブラギの詩 */
+ if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 )
+ time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
+ +(sc_data[SC_POEMBRAGI].val3>>16)))/100;
+
+ return (time>0)?time:0;
+}
+/*==========================================
+ * ディレイ計算
+ *------------------------------------------
+ */
+int skill_delayfix( struct block_list *bl, int time )
+{
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+
+ sc_data = battle_get_sc_data(bl);
+ if(time<=0)
+ return 0;
+
+ if(bl->type == BL_PC) {
+ if( battle_config.delay_dependon_dex ) /* dexの影響を計算する */
+ time=time*(battle_config.castrate_dex_scale - battle_get_dex(bl))/battle_config.castrate_dex_scale;
+ time=time*battle_config.delay_rate/100;
+ }
+
+ /* ブラギの詩 */
+ if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 )
+ time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
+ +(sc_data[SC_POEMBRAGI].val3&0xffff)))/100;
+
+ return (time>0)?time:0;
+}
+
+/*==========================================
+ * スキル使用(ID指定)
+ *------------------------------------------
+ */
+int skill_use_id( struct map_session_data *sd, int target_id,
+ int skill_num, int skill_lv)
+{
+ unsigned int tick;
+ int casttime=0,delay=0,skill,range;
+ struct map_session_data* target_sd=NULL;
+ int forcecast=0;
+ struct block_list *bl;
+ struct status_change *sc_data;
+ tick=gettick();
+
+ nullpo_retr(0, sd);
+
+ if( (bl=map_id2bl(target_id)) == NULL ){
+/* if(battle_config.error_log)
+ printf("skill target not found %d\n",target_id); */
+ return 0;
+ }
+ if(sd->bl.m != bl->m || pc_isdead(sd))
+ return 0;
+
+ if(skillnotok(skill_num, sd)) // [MouseJstr]
+ return 0;
+
+ sc_data=sd->sc_data;
+
+ /* 沈黙や異常(ただし、グリムなどの判定をする) */
+ if( sd->opt1>0 )
+ return 0;
+ if(sd->sc_data){
+ if(sc_data[SC_CHASEWALK].timer != -1) return 0;
+ if(sc_data[SC_VOLCANO].timer != -1){
+ if(skill_num==WZ_ICEWALL) return 0;
+ }
+ if(sc_data[SC_ROKISWEIL].timer!=-1){
+ if(skill_num==BD_ADAPTATION) return 0;
+ }
+ if( sd->sc_data[SC_DIVINA].timer!=-1 ||
+ sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
+ (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
+ sd->sc_data[SC_STEELBODY].timer != -1 ||
+ sd->sc_data[SC_BERSERK].timer != -1 ){
+ return 0; /* 状態異常や沈黙など */
+ }
+
+ if(sc_data[SC_BLADESTOP].timer != -1){
+ int lv = sc_data[SC_BLADESTOP].val1;
+ if(sc_data[SC_BLADESTOP].val2==1) return 0;//白羽された側なのでダメ
+ if(lv==1) return 0;
+ if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0;
+ if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0;
+ if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0;
+ if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0;
+ }
+ }
+
+ if(sd->status.option&4 && skill_num==TF_HIDING)
+ return 0;
+ if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID )
+ return 0;
+
+ if(map[sd->bl.m].flag.gvg){ //GvGで使用できないスキル
+ switch(skill_num){
+ case SM_ENDURE:
+ case AL_TELEPORT:
+ case AL_WARP:
+ case WZ_ICEWALL:
+ case TF_BACKSLIDING:
+ case LK_BERSERK:
+ case HP_BASILICA:
+ case ST_CHASEWALK:
+ return 0;
+ }
+ }
+
+ /* 演奏/ダンス中 */
+ if( sc_data && sc_data[SC_DANCING].timer!=-1 ){
+// if(battle_config.pc_skill_log)
+// printf("dancing! %d\n",skill_num);
+ if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //合奏中はアドリブ以外不可
+ return 0;
+ if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){
+ return 0;
+ }
+ }
+
+ if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id)
+ return 0;
+ //直前のスキルが何か覚える必要のあるスキル
+ switch(skill_num){
+ case SA_CASTCANCEL:
+ if(sd->skillid != skill_num){ //キャストキャンセル自体は覚えない
+ sd->skillid_old = sd->skillid;
+ sd->skilllv_old = sd->skilllv;
+ break;
+ }
+ case BD_ENCORE: /* アンコール */
+ if(!sd->skillid_dance){ //前回使用した踊りがないとだめ
+ clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ }else{
+ sd->skillid_old = skill_num;
+ }
+ break;
+ }
+
+ sd->skillid = skill_num;
+ sd->skilllv = skill_lv;
+
+ switch(skill_num){ //事前にレベルが変わったりするスキル
+ case BD_LULLABY: /* 子守歌 */
+ case BD_RICHMANKIM: /* ニヨルドの宴 */
+ case BD_ETERNALCHAOS: /* 永遠の混沌 */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
+ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
+ case BD_ROKISWEIL: /* ロキの叫び */
+ case BD_INTOABYSS: /* 深淵の中に */
+ case BD_SIEGFRIED: /* 不死身のジークフリード */
+ case BD_RAGNAROK: /* 神々の黄昏 */
+ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
+ {
+ int range=1;
+ int c=0;
+ map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
+ if(c<1){
+ clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ }else if(c==99){ //相方不要設定だった
+ ;
+ }else{
+ sd->skilllv=(c + skill_lv)/2;
+ }
+ }
+ break;
+ }
+
+ if(!skill_check_condition(sd,0)) return 0;
+
+ /* 射程と障害物チェック */
+ range = skill_get_range(skill_num,skill_lv);
+ if(range < 0)
+ range = battle_get_range(&sd->bl) - (range + 1);
+ if(!battle_check_range(&sd->bl,bl,range) )
+ return 0;
+
+ if(bl->type==BL_PC) {
+ target_sd=(struct map_session_data*)bl;
+ if(target_sd && skill_num == ALL_RESURRECTION && !pc_isdead(target_sd))
+ return 0;
+ }
+ if((skill_num != MO_CHAINCOMBO &&
+ skill_num != MO_COMBOFINISH &&
+ skill_num != MO_EXTREMITYFIST &&
+ skill_num != CH_TIGERFIST &&
+ skill_num != CH_CHAINCRUSH) ||
+ (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) )
+ pc_stopattack(sd);
+
+ casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
+ if(skill_num != SA_MAGICROD)
+ delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
+ sd->state.skillcastcancel = skill_db[skill_num].castcancel;
+
+ switch(skill_num){ /* 何か特殊な処理が必要 */
+// case AL_HEAL: /* ヒール */
+// if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
+// forcecast=1; /* ヒールアタックなら詠唱エフェクト有り */
+// break;
+ case ALL_RESURRECTION: /* リザレクション */
+ if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))){ /* 敵がアンデッドなら */
+ forcecast=1; /* ターンアンデットと同じ詠唱時間 */
+ casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
+ }
+ break;
+ case MO_FINGEROFFENSIVE: /* 指弾 */
+ casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
+ break;
+ case MO_CHAINCOMBO: /*連打掌*/
+ target_id = sd->attacktarget;
+ if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){
+ struct block_list *tbl;
+ if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //ターゲットがいない?
+ return 0;
+ target_id = tbl->id;
+ }
+ break;
+ case MO_COMBOFINISH: /*猛龍拳*/
+ case CH_TIGERFIST: /* 伏虎拳 */
+ case CH_CHAINCRUSH: /* 連柱崩撃 */
+ target_id = sd->attacktarget;
+ break;
+
+// -- moonsoul (altered to allow proper usage of extremity from new champion combos)
+//
+ case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
+ if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) {
+ casttime = 0;
+ target_id = sd->attacktarget;
+ }
+ forcecast=1;
+ break;
+ case SA_MAGICROD:
+ case SA_SPELLBREAKER:
+ forcecast=1;
+ break;
+ case WE_MALE:
+ case WE_FEMALE:
+ {
+ struct map_session_data *p_sd = NULL;
+ if((p_sd = pc_get_partner(sd)) == NULL)
+ return 0;
+ target_id = p_sd->bl.id;
+ //rangeをもう1回検査
+ range = skill_get_range(skill_num,skill_lv);
+ if(range < 0)
+ range = battle_get_range(&sd->bl) - (range + 1);
+ if(!battle_check_range(&sd->bl,&p_sd->bl,range) ){
+ return 0;
+ }
+ }
+ break;
+ case AS_SPLASHER: /* ベナムスプラッシャー */
+ {
+ struct status_change *t_sc_data = battle_get_sc_data(bl);
+ if(t_sc_data && t_sc_data[SC_POISON].timer==-1){
+ clif_skill_fail(sd,skill_num,0,10);
+ return 0;
+ }
+ }
+ break;
+ case PF_MEMORIZE: /* メモライズ */
+ casttime = 12000;
+ break;
+
+ }
+
+ //メモライズ状態ならキャストタイムが1/3
+ if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
+ casttime = casttime/3;
+ if((--sc_data[SC_MEMORIZE].val2)<=0)
+ skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
+ }
+
+ if(battle_config.pc_skill_log)
+ printf("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",sd->bl.id,target_id,skill_num,skill_lv,casttime);
+
+// if(sd->skillitem == skill_num)
+// casttime = delay = 0;
+
+ if( casttime>0 || forcecast ){ /* 詠唱が必要 */
+ struct mob_data *md;
+ clif_skillcasting( &sd->bl,
+ sd->bl.id, target_id, 0,0, skill_num,casttime);
+
+ /* 詠唱反応モンスター */
+ if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class].mode&0x10 &&
+ md->state.state!=MS_ATTACK && sd->invincible_timer == -1){
+ md->target_id=sd->bl.id;
+ md->state.targettype = ATTACKABLE;
+ md->min_chase=13;
+ }
+ }
+
+ if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
+ sd->state.skillcastcancel=0;
+
+ sd->skilltarget = target_id;
+/* sd->cast_target_bl = bl; */
+ sd->skillx = 0;
+ sd->skilly = 0;
+ sd->canact_tick = tick + casttime + delay;
+ sd->canmove_tick = tick;
+ if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
+ skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
+ if(casttime > 0) {
+ sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 );
+ if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
+ sd->prev_speed = sd->speed;
+ sd->speed = sd->speed*(175 - skill*5)/100;
+ clif_updatestatus(sd,SP_SPEED);
+ }
+ else
+ pc_stop_walking(sd,0);
+ }
+ else {
+ if(skill_num != SA_CASTCANCEL)
+ sd->skilltimer = -1;
+ skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
+ }
+
+ //マジックパワーの効果終了
+ if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
+ skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1);
+
+ return 0;
+}
+
+/*==========================================
+ * スキル使用(場所指定)
+ *------------------------------------------
+ */
+int skill_use_pos( struct map_session_data *sd,
+ int skill_x, int skill_y, int skill_num, int skill_lv)
+{
+ struct block_list bl;
+ struct status_change *sc_data;
+ unsigned int tick;
+ int casttime=0,delay=0,skill,range;
+
+ nullpo_retr(0, sd);
+
+ if(pc_isdead(sd))
+ return 0;
+
+ if (skillnotok(skill_num, sd)) // [MoueJstr]
+ return 0;
+
+ if(skill_num==WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp) { // noicewall flag [Valaris]
+ clif_skill_fail(sd,sd->skillid,0,0);
+ return 0;
+ }
+
+ sc_data=sd->sc_data;
+
+ if( sd->opt1>0 )
+ return 0;
+ if(sc_data){
+ if( sc_data[SC_DIVINA].timer!=-1 ||
+ sc_data[SC_ROKISWEIL].timer!=-1 ||
+ sc_data[SC_AUTOCOUNTER].timer != -1 ||
+ sc_data[SC_STEELBODY].timer != -1 ||
+ sc_data[SC_DANCING].timer!=-1 ||
+ sc_data[SC_BERSERK].timer != -1 )
+ return 0; /* 状態異常や沈黙など */
+ }
+
+ if(sd->status.option&2)
+ return 0;
+
+ if(map[sd->bl.m].flag.gvg && (skill_num == SM_ENDURE || skill_num == AL_TELEPORT || skill_num == AL_WARP ||
+ skill_num == WZ_ICEWALL || skill_num == TF_BACKSLIDING))
+ return 0;
+
+ sd->skillid = skill_num;
+ sd->skilllv = skill_lv;
+ sd->skillx = skill_x;
+ sd->skilly = skill_y;
+ if(!skill_check_condition(sd,0)) return 0;
+
+ /* 射程と障害物チェック */
+ bl.type = BL_NUL;
+ bl.m = sd->bl.m;
+ bl.x = skill_x;
+ bl.y = skill_y;
+ range = skill_get_range(skill_num,skill_lv);
+ if(range < 0)
+ range = battle_get_range(&sd->bl) - (range + 1);
+ if(!battle_check_range(&sd->bl,&bl,range) )
+ return 0;
+
+ pc_stopattack(sd);
+
+ casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
+ delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
+ sd->state.skillcastcancel = skill_db[skill_num].castcancel;
+
+ if(battle_config.pc_skill_log)
+ printf("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",sd->bl.id,skill_x,skill_y,skill_num,skill_lv,casttime);
+
+// if(sd->skillitem == skill_num)
+// casttime = delay = 0;
+ //メモライズ状態ならキャストタイムが1/3
+ if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
+ casttime = casttime/3;
+ if((--sc_data[SC_MEMORIZE].val2)<=0)
+ skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
+ }
+
+ if( casttime>0 ) /* 詠唱が必要 */
+ clif_skillcasting( &sd->bl,
+ sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
+
+ if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
+ sd->state.skillcastcancel=0;
+
+ sd->skilltarget = 0;
+/* sd->cast_target_bl = NULL; */
+ tick=gettick();
+ sd->canact_tick = tick + casttime + delay;
+ sd->canmove_tick = tick;
+ if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1)
+ skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
+ if(casttime > 0) {
+ sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 );
+ if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
+ sd->prev_speed = sd->speed;
+ sd->speed = sd->speed*(175 - skill*5)/100;
+ clif_updatestatus(sd,SP_SPEED);
+ }
+ else
+ pc_stop_walking(sd,0);
+ }
+ else {
+ sd->skilltimer = -1;
+ skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
+ }
+ //マジックパワーの効果終了
+ if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
+ skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1);
+
+ return 0;
+}
+
+/*==========================================
+ * スキル詠唱キャンセル
+ *------------------------------------------
+ */
+int skill_castcancel(struct block_list *bl,int type)
+{
+ int inf;
+ int ret=0;
+
+ nullpo_retr(0, bl);
+
+ if(bl->type==BL_PC){
+ struct map_session_data *sd=(struct map_session_data *)bl;
+ unsigned long tick=gettick();
+ nullpo_retr(0, sd);
+ sd->canact_tick=tick;
+ sd->canmove_tick = tick;
+ if( sd->skilltimer!=-1){
+ if(pc_checkskill(sd,SA_FREECAST) > 0) {
+ sd->speed = sd->prev_speed;
+ clif_updatestatus(sd,SP_SPEED);
+ }
+ if(!type) {
+ if((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32)
+ ret=delete_timer( sd->skilltimer, skill_castend_pos );
+ else
+ ret=delete_timer( sd->skilltimer, skill_castend_id );
+ if(ret<0)
+ printf("delete timer error : skillid : %d\n",sd->skillid);
+ }
+ else {
+ if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32)
+ ret=delete_timer( sd->skilltimer, skill_castend_pos );
+ else
+ ret=delete_timer( sd->skilltimer, skill_castend_id );
+ if(ret<0)
+ printf("delete timer error : skillid : %d\n",sd->skillid_old);
+ }
+ sd->skilltimer=-1;
+ clif_skillcastcancel(bl);
+ }
+
+ return 0;
+ }else if(bl->type==BL_MOB){
+ struct mob_data *md=(struct mob_data *)bl;
+ nullpo_retr(0, md);
+ if( md->skilltimer!=-1 ){
+ if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32)
+ ret=delete_timer( md->skilltimer, mobskill_castend_pos );
+ else
+ ret=delete_timer( md->skilltimer, mobskill_castend_id );
+ md->skilltimer=-1;
+ clif_skillcastcancel(bl);
+ }
+ if(ret<0)
+ printf("delete timer error : skillid : %d\n",md->skillid);
+ return 0;
+ }
+ return 1;
+}
+/*=========================================
+ * ブランディッシュスピア 初期範囲決定
+ *----------------------------------------
+ */
+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;
+ }
+ }
+}
+
+/*==========================================
+ * ディボーション 有効確認
+ *------------------------------------------
+ */
+void skill_devotion(struct map_session_data *md,int target)
+{
+ // 総確認
+ int n;
+
+ nullpo_retv(md);
+
+ for(n=0;n<5;n++){
+ if(md->dev.val1[n]){
+ struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
+ // 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる
+ if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){
+ skill_devotion_end(md,sd,n);
+ }
+ }
+ }
+}
+void skill_devotion2(struct block_list *bl,int crusader)
+{
+ // 被ディボーションが歩いた時の距離チェック
+ struct map_session_data *sd = map_id2sd(crusader);
+
+ nullpo_retv(bl);
+
+ if(sd) skill_devotion3(&sd->bl,bl->id);
+}
+int skill_devotion3(struct block_list *bl,int target)
+{
+ // クルセが歩いた時の距離チェック
+ struct map_session_data *md;
+ struct map_session_data *sd;
+ int n,r=0;
+
+ nullpo_retr(1, bl);
+
+ if( (md = (struct map_session_data *)bl) == NULL || (sd = map_id2sd(target)) == NULL )
+ return 1;
+ else
+ r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y);
+
+ if(pc_checkskill(sd,CR_DEVOTION)+6 < r){ // 許容範囲を超えてた
+ for(n=0;n<5;n++)
+ if(md->dev.val1[n]==target)
+ md->dev.val2[n]=0; // 離れた時は、糸を切るだけ
+ clif_devotion(md,sd->bl.id);
+ return 1;
+ }
+ return 0;
+}
+
+void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target)
+{
+ // クルセと被ディボキャラのリセット
+ nullpo_retv(md);
+ nullpo_retv(sd);
+
+ md->dev.val1[target]=md->dev.val2[target]=0;
+ if(sd && sd->sc_data){
+ // skill_status_change_end(sd->bl,SC_DEVOTION,-1);
+ sd->sc_data[SC_DEVOTION].val1=0;
+ sd->sc_data[SC_DEVOTION].val2=0;
+ clif_status_change(&sd->bl,SC_DEVOTION,0);
+ clif_devotion(md,sd->bl.id);
+ }
+}
+/*==========================================
+ * オートスペル
+ *------------------------------------------
+ */
+int skill_autospell(struct map_session_data *sd,int skillid)
+{
+ int skilllv;
+ int maxlv=1,lv;
+
+ nullpo_retr(0, sd);
+
+ skilllv = pc_checkskill(sd,SA_AUTOSPELL);
+
+ if(skillid==MG_NAPALMBEAT) maxlv=3;
+ else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
+ if(skilllv==2) maxlv=1;
+ else if(skilllv==3) maxlv=2;
+ else if(skilllv>=4) maxlv=3;
+ }
+ else if(skillid==MG_SOULSTRIKE){
+ if(skilllv==5) maxlv=1;
+ else if(skilllv==6) maxlv=2;
+ else if(skilllv>=7) maxlv=3;
+ }
+ else if(skillid==MG_FIREBALL){
+ if(skilllv==8) maxlv=1;
+ else if(skilllv>=9) maxlv=2;
+ }
+ else if(skillid==MG_FROSTDIVER) maxlv=1;
+ else return 0;
+
+ if(maxlv > (lv=pc_checkskill(sd,skillid)))
+ maxlv = lv;
+
+ skill_status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv
+ skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い・・・?
+ return 0;
+}
+
+/*==========================================
+ * ギャングスターパラダイス判定処理(foreachinarea)
+ *------------------------------------------
+ */
+
+static int skill_gangster_count(struct block_list *bl,va_list ap)
+{
+ int *c;
+ struct map_session_data *sd;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ sd=(struct map_session_data*)bl;
+ c=va_arg(ap,int *);
+
+ if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
+ (*c)++;
+ return 0;
+}
+
+static int skill_gangster_in(struct block_list *bl,va_list ap)
+{
+ struct map_session_data *sd;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ sd=(struct map_session_data*)bl;
+ if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
+ sd->state.gangsterparadise=1;
+ return 0;
+}
+
+static int skill_gangster_out(struct block_list *bl,va_list ap)
+{
+ struct map_session_data *sd;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ sd=(struct map_session_data*)bl;
+ if(sd && sd->state.gangsterparadise)
+ sd->state.gangsterparadise=0;
+ return 0;
+}
+
+int skill_gangsterparadise(struct map_session_data *sd ,int type)
+{
+ int range=1;
+ int c=0;
+
+ nullpo_retr(0, sd);
+
+ if(pc_checkskill(sd,RG_GANGSTER) <= 0)
+ return 0;
+
+ if(type==1) {/* 座った時の処理 */
+ map_foreachinarea(skill_gangster_count,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
+ if(c > 0) {/*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_foreachinarea(skill_gangster_in,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC);
+ sd->state.gangsterparadise = 1;
+ }
+ return 0;
+ }
+ else if(type==0) {/* 立ち上がったときの処理 */
+ map_foreachinarea(skill_gangster_count,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
+ if(c < 1)
+ map_foreachinarea(skill_gangster_out,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC);
+ sd->state.gangsterparadise = 0;
+ return 0;
+ }
+ return 0;
+}
+/*==========================================
+ * 寒いジョーク・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);
+ tick=va_arg(ap,unsigned int);
+
+ if(src == bl)//自分には効かない
+ return 0;
+
+ 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) {
+ if(rand()%100 < 10)//PTメンバにも低確率でかかる(とりあえず10%)
+ skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ *アブラカダブラの使用スキル決定(決定スキルがダメなら0を返す)
+ *------------------------------------------
+ */
+int skill_abra_dataset(int skilllv)
+{
+ int skill = rand()%331;
+ //dbに基づくレベル・確率判定
+ if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0;
+ //NPCスキルはダメ
+ if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0;
+ //演奏スキルはダメ
+ if(skill_is_danceskill(skill)) return 0;
+
+ return skill;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+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);
+ tick=va_arg(ap,unsigned int);
+ flag=va_arg(ap,int);
+ type=va_arg(ap,int);
+
+ if(battle_check_target(dsrc,bl,type) > 0)
+ skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
+
+ return 0;
+}
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int skill_clear_element_field(struct block_list *bl)
+{
+ struct mob_data *md=NULL;
+ struct map_session_data *sd=NULL;
+ int i,skillid;
+
+ nullpo_retr(0, bl);
+
+ if(bl->type==BL_MOB)
+ md=(struct mob_data *)bl;
+ if(bl->type==BL_PC)
+ sd=(struct map_session_data *)bl;
+
+ for(i=0;i<MAX_MOBSKILLUNITGROUP;i++){
+ if(sd){
+ skillid=sd->skillunit[i].skill_id;
+ if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
+ skill_delunitgroup(&sd->skillunit[i]);
+ }else if(md){
+ skillid=md->skillunit[i].skill_id;
+ if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
+ skill_delunitgroup(&md->skillunit[i]);
+ }
+ }
+ return 0;
+}
+/*==========================================
+ * ランドプロテクターチェック(foreachinarea)
+ *------------------------------------------
+ */
+int skill_landprotector(struct block_list *bl, va_list ap )
+{
+ int skillid;
+ int *alive;
+ struct skill_unit *unit;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ skillid=va_arg(ap,int);
+ alive=va_arg(ap,int *);
+ if((unit=(struct skill_unit *)bl) == NULL)
+ return 0;
+
+ if(skillid==SA_LANDPROTECTOR){
+ skill_delunit(unit);
+ }else{
+ if(alive && unit->group->skill_id==SA_LANDPROTECTOR)
+ (*alive)=0;
+ }
+ return 0;
+}
+/*==========================================
+ * イドゥンの林檎の回復処理(foreachinarea)
+ *------------------------------------------
+ */
+int skill_idun_heal(struct block_list *bl, va_list ap )
+{
+ struct skill_unit *unit;
+ struct skill_unit_group *sg;
+ int heal;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, unit = va_arg(ap,struct skill_unit *));
+ nullpo_retr(0, sg = unit->group);
+
+ heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2;
+
+ if(bl->type == BL_SKILL || bl->id == sg->src_id)
+ return 0;
+
+ if(bl->type == BL_PC || bl->type == BL_MOB){
+ clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1);
+ battle_heal(NULL,bl,heal,0,0);
+ }
+ return 0;
+}
+
+/*==========================================
+ * 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;
+ int *c;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ if((src = va_arg(ap,struct block_list *)) == NULL)
+ return 0;
+ if((c = va_arg(ap,int *)) == NULL)
+ return 0;
+ if(battle_check_target(src,bl,BCT_ENEMY) > 0)
+ (*c)++;
+ return 0;
+}
+/*==========================================
+ * トラップ範囲処理(foreachinarea)
+ *------------------------------------------
+ */
+int skill_trap_splash(struct block_list *bl, va_list ap )
+{
+ struct block_list *src;
+ int tick;
+ int splash_count;
+ struct skill_unit *unit;
+ struct skill_unit_group *sg;
+ struct block_list *ss;
+ int i;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, src = va_arg(ap,struct block_list *));
+ nullpo_retr(0, unit = (struct skill_unit *)src);
+ nullpo_retr(0, sg = unit->group);
+ nullpo_retr(0, ss = map_id2bl(sg->src_id));
+
+ tick = va_arg(ap,int);
+ splash_count = va_arg(ap,int);
+
+ if(battle_check_target(src,bl,BCT_ENEMY) > 0){
+ switch(sg->unit_id){
+ case 0x95: /* サンドマン */
+ case 0x96: /* フラッシャー */
+ case 0x94: /* ショックウェーブトラップ */
+ skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
+ break;
+ case 0x8f: /* ブラストマイン */
+ case 0x98: /* クレイモアートラップ */
+ for(i=0;i<splash_count;i++){
+ skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
+ }
+ case 0x97: /* フリージングトラップ */
+ skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
+ break;
+ default:
+ break;
+ }
+ }
+
+ return 0;
+}
+/*----------------------------------------------------------------------------
+ * ステータス異常
+ *----------------------------------------------------------------------------
+ */
+
+/*==========================================
+ * ステータス異常タイマー範囲処理
+ *------------------------------------------
+ */
+int skill_status_change_timer_sub(struct block_list *bl, va_list ap )
+{
+ struct block_list *src;
+ int type;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, src=va_arg(ap,struct block_list*));
+ type=va_arg(ap,int);
+ tick=va_arg(ap,unsigned int);
+
+ if(bl->type!=BL_PC && bl->type!=BL_MOB)
+ return 0;
+
+ switch( type ){
+ case SC_SIGHT: /* サイト */
+ case SC_CONCENTRATE:
+ if( (*battle_get_option(bl))&6 ){
+ skill_status_change_end( bl, SC_HIDING, -1);
+ skill_status_change_end( bl, SC_CLOAKING, -1);
+ }
+ break;
+ case SC_RUWACH: /* ルアフ */
+ if( (*battle_get_option(bl))&6 ){
+ skill_status_change_end( bl, SC_HIDING, -1);
+ skill_status_change_end( bl, SC_CLOAKING, -1);
+ if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
+ struct status_change *sc_data = battle_get_sc_data(bl);
+ skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0);
+ }
+ }
+ break;
+ }
+ return 0;
+}
+
+/*==========================================
+ * ステータス異常終了
+ *------------------------------------------
+ */
+int skill_status_change_end(struct block_list* bl, int type, int tid)
+{
+ struct status_change* sc_data;
+ int opt_flag=0, calc_flag = 0;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+
+ nullpo_retr(0, bl);
+ if(bl->type!=BL_PC && bl->type!=BL_MOB) {
+ if(battle_config.error_log)
+ printf("skill_status_change_end: neither MOB nor PC !\n");
+ return 0;
+ }
+ nullpo_retr(0, sc_data = battle_get_sc_data(bl));
+ nullpo_retr(0, sc_count = battle_get_sc_count(bl));
+ nullpo_retr(0, option = battle_get_option(bl));
+ nullpo_retr(0, opt1 = battle_get_opt1(bl));
+ nullpo_retr(0, opt2 = battle_get_opt2(bl));
+ nullpo_retr(0, opt3 = battle_get_opt3(bl));
+
+ if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {
+
+ if (tid == -1) // タイマから呼ばれていないならタイマ削除をする
+ delete_timer(sc_data[type].timer,skill_status_change_timer);
+
+ /* 該当の異常を正常に戻す */
+ sc_data[type].timer=-1;
+ (*sc_count)--;
+
+ switch(type){ /* 異常の種類ごとの処理 */
+ case SC_PROVOKE: /* プロボック */
+ case SC_CONCENTRATE: /* 集中力向上 */
+ case SC_BLESSING: /* ブレッシング */
+ case SC_ANGELUS: /* アンゼルス */
+ case SC_INCREASEAGI: /* 速度上昇 */
+ case SC_DECREASEAGI: /* 速度減少 */
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
+ case SC_HIDING:
+ case SC_TWOHANDQUICKEN: /* 2HQ */
+ case SC_ADRENALINE: /* アドレナリンラッシュ */
+ case SC_ENCPOISON: /* エンチャントポイズン */
+ case SC_IMPOSITIO: /* インポシティオマヌス */
+ case SC_GLORIA: /* グロリア */
+ case SC_LOUD: /* ラウドボイス */
+ case SC_QUAGMIRE: /* クァグマイア */
+ case SC_PROVIDENCE: /* プロヴィデンス */
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
+ case SC_VOLCANO:
+ case SC_DELUGE:
+ case SC_VIOLENTGALE:
+ case SC_ETERNALCHAOS: /* エターナルカオス */
+ case SC_DRUMBATTLE: /* 戦太鼓の響き */
+ case SC_NIBELUNGEN: /* ニーベルングの指輪 */
+ case SC_SIEGFRIED: /* 不死身のジークフリード */
+ case SC_WHISTLE: /* 口笛 */
+ case SC_ASSNCROS: /* 夕陽のアサシンクロス */
+ case SC_HUMMING: /* ハミング */
+ case SC_DONTFORGETME: /* 私を忘れないで */
+ case SC_FORTUNE: /* 幸運のキス */
+ case SC_SERVICE4U: /* サービスフォーユー */
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ case SC_STEELBODY: // 金剛
+ case SC_DEFENDER:
+ case SC_SPEEDPOTION0: /* 増速ポーション */
+ case SC_SPEEDPOTION1:
+ case SC_SPEEDPOTION2:
+ case SC_APPLEIDUN: /* イドゥンの林檎 */
+ case SC_RIDING:
+ case SC_BLADESTOP_WAIT:
+ case SC_AURABLADE: /* オーラブレード */
+ case SC_PARRYING: /* パリイング */
+ case SC_CONCENTRATION: /* コンセントレーション */
+ case SC_TENSIONRELAX: /* テンションリラックス */
+ case SC_ASSUMPTIO: /* アシャンプティオ */
+ case SC_WINDWALK: /* ウインドウォーク */
+ case SC_TRUESIGHT: /* トゥルーサイト */
+ case SC_SPIDERWEB: /* スパイダーウェッブ */
+ case SC_MAGICPOWER: /* 魔法力増幅 */
+ case SC_CHASEWALK:
+ case SC_ATKPOT: /* attack potion [Valaris] */
+ case SC_MATKPOT: /* magic attack potion [Valaris] */
+ case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
+ case SC_MELTDOWN: /* メルトダウン */
+ calc_flag = 1;
+ break;
+ case SC_BERSERK: /* バーサーク */
+ calc_flag = 1;
+ clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */
+ break;
+ case SC_DEVOTION: /* ディボーション */
+ {
+ struct map_session_data *md = map_id2sd(sc_data[type].val1);
+ sc_data[type].val1=sc_data[type].val2=0;
+ skill_devotion(md,bl->id);
+ calc_flag = 1;
+ }
+ break;
+ case SC_BLADESTOP:
+ {
+ struct status_change *t_sc_data = battle_get_sc_data((struct block_list *)sc_data[type].val4);
+ //片方が切れたので相手の白刃状態が切れてないのなら解除
+ if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
+ skill_status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);
+
+ if(sc_data[type].val2==2)
+ clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
+ }
+ break;
+ case SC_DANCING:
+ {
+ struct map_session_data *dsd;
+ struct status_change *d_sc_data;
+ if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){
+ d_sc_data = dsd->sc_data;
+ //合奏で相手がいる場合相手のval4を0にする
+ if(d_sc_data && d_sc_data[type].timer!=-1)
+ d_sc_data[type].val4=0;
+ }
+ }
+ calc_flag = 1;
+ break;
+ case SC_GRAFFITI:
+ {
+ struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id
+ if(sg)
+ skill_delunitgroup(sg);
+ }
+ break;
+ case SC_NOCHAT: //チャット禁止状態
+ {
+ struct map_session_data *sd=NULL;
+ if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
+ sd->status.manner = 0;
+ clif_updatestatus(sd,SP_MANNER);
+ }
+ }
+ break;
+ case SC_SPLASHER: /* ベナムスプラッシャー */
+ {
+ struct block_list *src=map_id2bl(sc_data[type].val3);
+ if(src && tid!=-1){
+ //自分にダメージ&周囲3*3にダメージ
+ skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
+ }
+ }
+ break;
+ case SC_SELFDESTRUCTION: /* 自爆 */
+ {
+ //自分のダメージは0にして
+ struct mob_data *md=NULL;
+ if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
+ skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
+ }
+ break;
+ /* option1 */
+ case SC_FREEZE:
+ sc_data[type].val3 = 0;
+ break;
+
+ /* option2 */
+ case SC_POISON: /* 毒 */
+ case SC_BLIND: /* 暗黒 */
+ case SC_CURSE:
+ calc_flag = 1;
+ break;
+ }
+
+ if(bl->type==BL_PC && type<SC_SENDMAX)
+ clif_status_change(bl,type,0); /* アイコン消去 */
+
+ switch(type){ /* 正常に戻るときなにか処理が必要 */
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STAN:
+ case SC_SLEEP:
+ *opt1 = 0;
+ opt_flag = 1;
+ break;
+
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ *opt2 &= ~(1<<(type-SC_POISON));
+ opt_flag = 1;
+ break;
+
+ case SC_SIGNUMCRUCIS:
+ *opt2 &= ~0x40;
+ opt_flag = 1;
+ break;
+
+ case SC_HIDING:
+ case SC_CLOAKING:
+ *option &= ~((type == SC_HIDING) ? 2 : 4);
+ opt_flag = 1 ;
+ break;
+
+ case SC_CHASEWALK:
+ *option &= ~16388;
+ opt_flag = 1 ;
+ break;
+
+ case SC_SIGHT:
+ *option &= ~1;
+ opt_flag = 1;
+ break;
+ case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
+ *option &= ~4096;
+ opt_flag = 1;
+ break;
+ case SC_RUWACH:
+ *option &= ~8192;
+ opt_flag = 1;
+ break;
+
+ //opt3
+ case SC_TWOHANDQUICKEN: /* 2HQ */
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
+ case SC_CONCENTRATION: /* コンセントレーション */
+ *opt3 &= ~1;
+ break;
+ case SC_OVERTHRUST: /* オーバースラスト */
+ *opt3 &= ~2;
+ break;
+ case SC_ENERGYCOAT: /* エナジーコート */
+ *opt3 &= ~4;
+ break;
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ *opt3 &= ~8;
+ break;
+ case SC_STEELBODY: // 金剛
+ *opt3 &= ~16;
+ break;
+ case SC_BLADESTOP: /* 白刃取り */
+ *opt3 &= ~32;
+ break;
+ case SC_BERSERK: /* バーサーク */
+ *opt3 &= ~128;
+ break;
+ case SC_MARIONETTE: /* マリオネットコントロール */
+ *opt3 &= ~1024;
+ break;
+ case SC_ASSUMPTIO: /* アスムプティオ */
+ *opt3 &= ~2048;
+ break;
+ }
+
+ if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC) { // by [Yor]
+ *opt2 |= STATE_BLIND;
+ opt_flag = 1;
+ }
+
+ if(opt_flag) /* optionの変更を伝える */
+ clif_changeoption(bl);
+
+ if (bl->type == BL_PC && calc_flag)
+ pc_calcstatus((struct map_session_data *)bl,0); /* ステータス再計算 */
+ }
+
+ return 0;
+}
+/*==========================================
+ * ステータス異常終了タイマー
+ *------------------------------------------
+ */
+int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
+{
+ int type=data;
+ struct block_list *bl;
+ struct map_session_data *sd=NULL;
+ struct status_change *sc_data;
+ //short *sc_count; //使ってない?
+
+ if( (bl=map_id2bl(id)) == NULL )
+ return 0; //該当IDがすでに消滅しているというのはいかにもありそうなのでスルーしてみる
+ nullpo_retr(0, sc_data=battle_get_sc_data(bl));
+
+ if(bl->type==BL_PC)
+ sd=(struct map_session_data *)bl;
+
+ //sc_count=battle_get_sc_count(bl); //使ってない?
+
+ if(sc_data[type].timer != tid) {
+ if(battle_config.error_log)
+ printf("skill_status_change_timer %d != %d\n",tid,sc_data[type].timer);
+ }
+
+ switch(type){ /* 特殊な処理になる場合 */
+ case SC_MAXIMIZEPOWER: /* マキシマイズパワー */
+ case SC_CLOAKING:
+ if(sd){
+ if( sd->status.sp > 0 ){ /* SP切れるまで持続 */
+ sd->status.sp--;
+ clif_updatestatus(sd,SP_SP);
+ sc_data[type].timer=add_timer( /* タイマー再設定 */
+ sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_CHASEWALK:
+ if(sd){
+ if( sd->status.sp > 19+sc_data[SC_CHASEWALK].val1*3){
+ sd->status.sp-=(19+(sc_data[SC_CHASEWALK].val1*3)); // update sp cost [Celest]
+ clif_updatestatus(sd,SP_SP);
+ sc_data[type].timer=add_timer( /* タイマー再設定 */
+ sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_HIDING: /* ハイディング */
+ if(sd){ /* SPがあって、時間制限の間は持続 */
+ if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
+ if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
+ sd->status.sp--;
+ clif_updatestatus(sd,SP_SP);
+ }
+ sc_data[type].timer=add_timer( /* タイマー再設定 */
+ 1000+tick, skill_status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SIGHT: /* サイト */
+ {
+ const int range=7;
+ map_foreachinarea( skill_status_change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
+ bl,type,tick);
+
+ if( (--sc_data[type].val2)>0 ){
+ sc_data[type].timer=add_timer( /* タイマー再設定 */
+ 250+tick, skill_status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+ case SC_RUWACH: /* ルアフ */
+ {
+ const int range=5;
+ map_foreachinarea( skill_status_change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
+ bl,type,tick);
+
+ if( (--sc_data[type].val2)>0 ){
+ sc_data[type].timer=add_timer( /* タイマー再設定 */
+ 250+tick, skill_status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
+ {
+ int race = battle_get_race(bl);
+ if(race == 6 || battle_check_undead(race,battle_get_elem_type(bl))) {
+ sc_data[type].timer=add_timer(1000*600+tick,skill_status_change_timer, bl->id, data );
+ return 0;
+ }
+ }
+ break;
+
+ case SC_PROVOKE: /* プロボック/オートバーサーク */
+ if(sc_data[type].val2!=0){ /* オートバーサーク(1秒ごとにHPチェック) */
+ if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */
+ break;
+ sc_data[type].timer=add_timer( 1000+tick,skill_status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_WATERBALL: /* ウォーターボール */
+ {
+ struct block_list *target=map_id2bl(sc_data[type].val2);
+ if(target==NULL || target->prev==NULL)
+ break;
+ skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0);
+ if((--sc_data[type].val3)>0) {
+ sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data );
+ return 0;
+ }
+ }
+ break;
+
+ case SC_ENDURE: /* インデュア */
+ if(sd && sd->special_state.infinite_endure) {
+ sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
+ sc_data[type].val2=1;
+ return 0;
+ }
+ break;
+
+ case SC_DISSONANCE: /* 不協和音 */
+ if( (--sc_data[type].val2)>0){
+ struct skill_unit *unit=
+ (struct skill_unit *)sc_data[type].val4;
+ struct block_list *src;
+
+ if(!unit || !unit->group)
+ break;
+ src=map_id2bl(unit->group->src_id);
+ if(!src)
+ break;
+ skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
+ sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
+ skill_status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_LULLABY: /* 子守唄 */
+ if( (--sc_data[type].val2)>0){
+ struct skill_unit *unit=
+ (struct skill_unit *)sc_data[type].val4;
+ if(!unit || !unit->group || unit->group->src_id==bl->id)
+ break;
+ skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
+ sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick,
+ skill_status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_STONE:
+ if(sc_data[type].val2 != 0) {
+ short *opt1 = battle_get_opt1(bl);
+ sc_data[type].val2 = 0;
+ sc_data[type].val4 = 0;
+ battle_stopwalking(bl,1);
+ if(opt1) {
+ *opt1 = 1;
+ clif_changeoption(bl);
+ }
+ sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
+ return 0;
+ }
+ else if( (--sc_data[type].val3) > 0) {
+ int hp = battle_get_max_hp(bl);
+ if((++sc_data[type].val4)%5 == 0 && battle_get_hp(bl) > hp>>2) {
+ hp = hp/100;
+ if(hp < 1) hp = 1;
+ if(bl->type == BL_PC)
+ pc_heal((struct map_session_data *)bl,-hp,0);
+ else if(bl->type == BL_MOB){
+ struct mob_data *md;
+ if((md=((struct mob_data *)bl)) == NULL)
+ break;
+ md->hp -= hp;
+ }
+ }
+ sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+ case SC_POISON:
+ if(sc_data[SC_SLOWPOISON].timer == -1) {
+ if( (--sc_data[type].val3) > 0) {
+ int hp = battle_get_max_hp(bl);
+ if(battle_get_hp(bl) > hp>>2) {
+ if(bl->type == BL_PC) {
+ hp = 3 + hp*3/200;
+ pc_heal((struct map_session_data *)bl,-hp,0);
+ }
+ else if(bl->type == BL_MOB) {
+ struct mob_data *md;
+ if((md=((struct mob_data *)bl)) == NULL)
+ break;
+ hp = 3 + hp/200;
+ md->hp -= hp;
+ }
+ }
+ sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
+ }
+ }
+ else
+ sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
+ break;
+ case SC_TENSIONRELAX: /* テンションリラックス */
+ if(sd){ /* SPがあって、HPが満タンでなければ継続 */
+ if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
+ if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
+ sd->status.sp -= 12;
+ clif_updatestatus(sd,SP_SP);
+ }
+ sc_data[type].timer=add_timer( /* タイマー再設定 */
+ 10000+tick, skill_status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ if(sd->status.max_hp <= sd->status.hp)
+ skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
+ }
+ break;
+
+ /* 時間切れ無し?? */
+ case SC_AETERNA:
+ case SC_TRICKDEAD:
+ case SC_RIDING:
+ case SC_FALCON:
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_MAGICPOWER: /* 魔法力増幅 */
+ case SC_REJECTSWORD: /* リジェクトソード */
+ case SC_MEMORIZE: /* メモライズ */
+ case SC_BROKNWEAPON:
+ case SC_BROKNARMOR:
+ if(sc_data[type].timer==tid)
+ sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
+ return 0;
+
+ case SC_DANCING: //ダンススキルの時間SP消費
+ {
+ int s=0;
+ if(sd){
+ if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
+ switch(sc_data[type].val1){
+ case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き 3秒にSP1 */
+ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 3秒にSP1 */
+ case BD_SIEGFRIED: /* 不死身のジークフリード 3秒にSP1 */
+ case BA_DISSONANCE: /* 不協和音 3秒でSP1 */
+ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */
+ case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */
+ s=3;
+ break;
+ case BD_LULLABY: /* 子守歌 4秒にSP1 */
+ case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */
+ case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */
+ case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */
+ s=4;
+ break;
+ case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */
+ case BA_WHISTLE: /* 口笛 5秒でSP1 */
+ case DC_HUMMING: /* ハミング 5秒でSP1 */
+ case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */
+ case DC_SERVICEFORYOU: /* サービスフォーユー 5秒でSP1 */
+ s=5;
+ break;
+ case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */
+ s=6;
+ break;
+ case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */
+ case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */
+ s=10;
+ break;
+ }
+ if(s && ((sc_data[type].val3 % s) == 0)){
+ sd->status.sp--;
+ clif_updatestatus(sd,SP_SP);
+ }
+ sc_data[type].timer=add_timer( /* タイマー再設定 */
+ 1000+tick, skill_status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ }
+ break;
+ case SC_BERSERK: /* バーサーク */
+ if(sd){ /* HPが100以上なら継続 */
+ if( (sd->status.hp - sd->status.hp/100) > 100 ){
+ sd->status.hp -= sd->status.hp/100;
+ clif_updatestatus(sd,SP_HP);
+ sc_data[type].timer=add_timer( /* タイマー再設定 */
+ 15000+tick, skill_status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+ case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
+ if(sd){
+ time_t timer;
+ if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので継続
+ sc_data[type].timer=add_timer( /* タイマー再設定 */
+ 10000+tick, skill_status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+ case SC_NOCHAT: //チャット禁止状態
+ if(sd && battle_config.muting_players){
+ time_t timer;
+ if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分経ってないので継続
+ clif_updatestatus(sd,SP_MANNER);
+ sc_data[type].timer=add_timer( /* タイマー再設定(60秒) */
+ 60000+tick, skill_status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+ case SC_SELFDESTRUCTION: /* 自爆 */
+ if(--sc_data[type].val3>0){
+ struct mob_data *md;
+ if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
+ md->speed -= 250;
+ md->next_walktime=tick;
+ }
+ sc_data[type].timer=add_timer( /* タイマー再設定 */
+ 1000+tick, skill_status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+ }
+
+ return skill_status_change_end( bl,type,tid );
+}
+
+/*==========================================
+ * ステータス異常終了
+ *------------------------------------------
+ */
+int skill_encchant_eremental_end(struct block_list *bl,int type)
+{
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, sc_data=battle_get_sc_data(bl));
+
+ if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* エンチャントポイズン解除 */
+ skill_status_change_end(bl,SC_ENCPOISON,-1);
+ if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* アスペルシオ解除 */
+ skill_status_change_end(bl,SC_ASPERSIO,-1);
+ if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* フレイムランチャ解除 */
+ skill_status_change_end(bl,SC_FLAMELAUNCHER,-1);
+ if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* フロストウェポン解除 */
+ skill_status_change_end(bl,SC_FROSTWEAPON,-1);
+ if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ライトニングローダー解除 */
+ skill_status_change_end(bl,SC_LIGHTNINGLOADER,-1);
+ if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* サイスミックウェポン解除 */
+ skill_status_change_end(bl,SC_SEISMICWEAPON,-1);
+
+ return 0;
+}
+/*==========================================
+ * ステータス異常開始
+ *------------------------------------------
+ */
+int skill_status_change_start(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag)
+{
+ struct map_session_data *sd = NULL;
+ struct status_change* sc_data;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+ int opt_flag = 0, calc_flag = 0,updateflag = 0, race, mode, elem, undead_flag;
+ int scdef=0;
+
+ nullpo_retr(0, bl);
+ if(bl->type == BL_SKILL)
+ return 0;
+ nullpo_retr(0, sc_data=battle_get_sc_data(bl));
+ nullpo_retr(0, sc_count=battle_get_sc_count(bl));
+ nullpo_retr(0, option=battle_get_option(bl));
+ nullpo_retr(0, opt1=battle_get_opt1(bl));
+ nullpo_retr(0, opt2=battle_get_opt2(bl));
+ nullpo_retr(0, opt3=battle_get_opt3(bl));
+
+
+ race=battle_get_race(bl);
+ mode=battle_get_mode(bl);
+ elem=battle_get_elem_type(bl);
+ undead_flag=battle_check_undead(race,elem);
+
+ if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) )
+ return 0;
+
+ switch(type){
+ case SC_STONE:
+ case SC_FREEZE:
+ scdef=3+battle_get_mdef(bl)+battle_get_luk(bl)/3;
+ break;
+ case SC_STAN:
+ case SC_SILENCE:
+ case SC_POISON:
+ scdef=3+battle_get_vit(bl)+battle_get_luk(bl)/3;
+ break;
+ case SC_SLEEP:
+ case SC_BLIND:
+ scdef=3+battle_get_int(bl)+battle_get_luk(bl)/3;
+ break;
+ case SC_CURSE:
+ scdef=3+battle_get_luk(bl);
+ break;
+
+// case SC_CONFUSION:
+ default:
+ scdef=0;
+ }
+ if(scdef>=100)
+ return 0;
+ if(bl->type==BL_PC){
+ sd=(struct map_session_data *)bl;
+ if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
+ return 0;
+
+ if(SC_STONE<=type && type<=SC_BLIND){ /* カードによる耐性 */
+ if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
+ if(battle_config.battle_log)
+ printf("PC %d skill_sc_start: cardによる異常耐性発動\n",sd->bl.id);
+ return 0;
+ }
+ }
+ }
+ else if(bl->type == BL_MOB) {
+ }
+ else {
+ if(battle_config.error_log)
+ printf("skill_status_change_start: neither MOB nor PC !\n");
+ return 0;
+ }
+
+ if(type==SC_FREEZE && undead_flag && !(flag&1))
+ return 0;
+
+ if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
+ sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
+ return 0;
+
+ if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
+ type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
+ (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
+ /* ボスには効かない(ただしカードによる効果は適用される) */
+ return 0;
+ }
+ if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
+ battle_stopwalking(bl,1);
+
+ if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */
+ if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
+ type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2
+ && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
+ return 0;
+ if(type >=SC_STAN && type <= SC_BLIND)
+ return 0;/* 継ぎ足しができない状態異常である時は状態異常を行わない */
+ if(type == SC_GRAFFITI){ //異常中にもう一度状態異常になった時に解除してから再度かかる
+ skill_status_change_end(bl,type,-1);
+ }else{
+ (*sc_count)--;
+ delete_timer(sc_data[type].timer, skill_status_change_timer);
+ sc_data[type].timer = -1;
+ }
+ }
+
+ switch(type){ /* 異常の種類ごとの処理 */
+ case SC_PROVOKE: /* プロボック */
+ calc_flag = 1;
+ if(tick <= 0) tick = 1000; /* (オートバーサーク) */
+ break;
+ case SC_ENDURE: /* インデュア */
+ if(tick <= 0) tick = 1000 * 60;
+ break;
+ case SC_CONCENTRATE: /* 集中力向上 */
+ calc_flag = 1;
+ break;
+ case SC_BLESSING: /* ブレッシング */
+ {
+ if(bl->type == BL_PC || (!undead_flag && race != 6)) {
+ if(sc_data[SC_CURSE].timer!=-1 )
+ skill_status_change_end(bl,SC_CURSE,-1);
+ if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
+ skill_status_change_end(bl,SC_STONE,-1);
+ }
+ calc_flag = 1;
+ }
+ break;
+ case SC_ANGELUS: /* アンゼルス */
+ calc_flag = 1;
+ break;
+ case SC_INCREASEAGI: /* 速度上昇 */
+ calc_flag = 1;
+ if(sc_data[SC_DECREASEAGI].timer!=-1 )
+ skill_status_change_end(bl,SC_DECREASEAGI,-1);
+ if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォーク */
+ skill_status_change_end(bl,SC_WINDWALK,-1);
+ break;
+ case SC_DECREASEAGI: /* 速度減少 */
+ calc_flag = 1;
+ if(sc_data[SC_INCREASEAGI].timer!=-1 )
+ skill_status_change_end(bl,SC_INCREASEAGI,-1);
+ break;
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
+ calc_flag = 1;
+// val2 = 14 + val1;
+ val2 = 10 + val1*2;
+ tick = 600*1000;
+ clif_emotion(bl,4);
+ break;
+ case SC_SLOWPOISON:
+ if(sc_data[SC_POISON].timer == -1 )
+ return 0;
+ break;
+ case SC_TWOHANDQUICKEN: /* 2HQ */
+ *opt3 |= 1;
+ calc_flag = 1;
+ break;
+ case SC_ADRENALINE: /* アドレナリンラッシュ */
+ calc_flag = 1;
+ break;
+ case SC_WEAPONPERFECTION: /* ウェポンパーフェクション */
+ if(battle_config.party_skill_penaly && !val2) tick /= 5;
+ break;
+ case SC_OVERTHRUST: /* オーバースラスト */
+ *opt3 |= 2;
+ if(battle_config.party_skill_penaly && !val2) tick /= 10;
+ break;
+ case SC_MAXIMIZEPOWER: /* マキシマイズパワー(SPが1減る時間,val2にも) */
+ if(bl->type == BL_PC)
+ val2 = tick;
+ else
+ tick = 5000*val1;
+ break;
+ case SC_ENCPOISON: /* エンチャントポイズン */
+ calc_flag = 1;
+ val2=(((val1 - 1) / 2) + 3)*100; /* 毒付与確率 */
+ skill_encchant_eremental_end(bl,SC_ENCPOISON);
+ break;
+ case SC_POISONREACT: /* ポイズンリアクト */
+ break;
+ case SC_IMPOSITIO: /* インポシティオマヌス */
+ calc_flag = 1;
+ break;
+ case SC_ASPERSIO: /* アスペルシオ */
+ skill_encchant_eremental_end(bl,SC_ASPERSIO);
+ break;
+ case SC_SUFFRAGIUM: /* サフラギム */
+ case SC_BENEDICTIO: /* 聖体 */
+ case SC_MAGNIFICAT: /* マグニフィカート */
+ case SC_AETERNA: /* エーテルナ */
+ break;
+ case SC_ENERGYCOAT: /* エナジーコート */
+ *opt3 |= 4;
+ break;
+ case SC_MAGICROD:
+ val2 = val1*20;
+ break;
+ case SC_KYRIE: /* キリエエレイソン */
+ val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
+ val3 = (val1 / 2 + 5); /* 回数 */
+// -- moonsoul (added to undo assumptio status if target has it)
+ if(sc_data[SC_ASSUMPTIO].timer!=-1 )
+ skill_status_change_end(bl,SC_ASSUMPTIO,-1);
+ break;
+ case SC_MINDBREAKER:
+ calc_flag = 1;
+ if(tick <= 0) tick = 1000; /* (オートバーサーク) */
+ case SC_GLORIA: /* グロリア */
+ calc_flag = 1;
+ break;
+ case SC_LOUD: /* ラウドボイス */
+ calc_flag = 1;
+ break;
+ case SC_TRICKDEAD: /* 死んだふり */
+ break;
+ case SC_QUAGMIRE: /* クァグマイア */
+ calc_flag = 1;
+ if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */
+ skill_status_change_end(bl,SC_CONCENTRATE,-1);
+ if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
+ skill_status_change_end(bl,SC_INCREASEAGI,-1);
+ if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
+ skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
+ skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
+ if(sc_data[SC_ADRENALINE].timer!=-1 )
+ skill_status_change_end(bl,SC_ADRENALINE,-1);
+ if(sc_data[SC_LOUD].timer!=-1 )
+ skill_status_change_end(bl,SC_LOUD,-1);
+ if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥルーサイト */
+ skill_status_change_end(bl,SC_TRUESIGHT,-1);
+ if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォーク */
+ skill_status_change_end(bl,SC_WINDWALK,-1);
+ if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カートブースト */
+ skill_status_change_end(bl,SC_CARTBOOST,-1);
+ break;
+ case SC_FLAMELAUNCHER: /* フレームランチャー */
+ skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER);
+ break;
+ case SC_FROSTWEAPON: /* フロストウェポン */
+ skill_encchant_eremental_end(bl,SC_FROSTWEAPON);
+ break;
+ case SC_LIGHTNINGLOADER: /* ライトニングローダー */
+ skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER);
+ break;
+ case SC_SEISMICWEAPON: /* サイズミックウェポン */
+ skill_encchant_eremental_end(bl,SC_SEISMICWEAPON);
+ break;
+ case SC_DEVOTION: /* ディボーション */
+ calc_flag = 1;
+ break;
+ case SC_PROVIDENCE: /* プロヴィデンス */
+ calc_flag = 1;
+ val2=val1*5;
+ break;
+ case SC_REFLECTSHIELD:
+ val2=10+val1*3;
+ break;
+ case SC_STRIPWEAPON:
+ case SC_STRIPSHIELD:
+ case SC_STRIPARMOR:
+ case SC_STRIPHELM:
+ case SC_CP_WEAPON:
+ case SC_CP_SHIELD:
+ case SC_CP_ARMOR:
+ case SC_CP_HELM:
+ break;
+
+ case SC_AUTOSPELL: /* オートスペル */
+ val4 = 5 + val1*2;
+ break;
+
+ case SC_VOLCANO:
+ calc_flag = 1;
+ val3 = val1*10;
+ val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
+ break;
+ case SC_DELUGE:
+ calc_flag = 1;
+ val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) );
+ val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
+ break;
+ case SC_VIOLENTGALE:
+ calc_flag = 1;
+ val3 = val1*3;
+ val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
+ break;
+
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
+ calc_flag = 1;
+ val2 = 20+val1;
+ *opt3 |= 1;
+ break;
+ case SC_COMBO:
+ break;
+ case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
+ break;
+ case SC_BLADESTOP: /* 白刃取り */
+ if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
+ *opt3 |= 32;
+ break;
+
+ case SC_LULLABY: /* 子守唄 */
+ val2 = 11;
+ break;
+ case SC_RICHMANKIM:
+ break;
+ case SC_ETERNALCHAOS: /* エターナルカオス */
+ calc_flag = 1;
+ break;
+ case SC_DRUMBATTLE: /* 戦太鼓の響き */
+ calc_flag = 1;
+ val2 = (val1+1)*25;
+ val3 = (val1+1)*2;
+ break;
+ case SC_NIBELUNGEN: /* ニーベルングの指輪 */
+ calc_flag = 1;
+ val2 = (val1+2)*50;
+ val3 = (val1+2)*25;
+ break;
+ case SC_ROKISWEIL: /* ロキの叫び */
+ break;
+ case SC_INTOABYSS: /* 深淵の中に */
+ break;
+ case SC_SIEGFRIED: /* 不死身のジークフリード */
+ calc_flag = 1;
+ val2 = 40 + val1*5;
+ val3 = val1*10;
+ break;
+ case SC_DISSONANCE: /* 不協和音 */
+ val2 = 10;
+ break;
+ case SC_WHISTLE: /* 口笛 */
+ calc_flag = 1;
+ break;
+ case SC_ASSNCROS: /* 夕陽のアサシンクロス */
+ calc_flag = 1;
+ break;
+ case SC_POEMBRAGI: /* ブラギの詩 */
+ break;
+ case SC_APPLEIDUN: /* イドゥンの林檎 */
+ calc_flag = 1;
+ break;
+ case SC_UGLYDANCE: /* 自分勝手なダンス */
+ val2 = 10;
+ break;
+ case SC_HUMMING: /* ハミング */
+ calc_flag = 1;
+ break;
+ case SC_DONTFORGETME: /* 私を忘れないで */
+ calc_flag = 1;
+ if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
+ skill_status_change_end(bl,SC_INCREASEAGI,-1);
+ if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
+ skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
+ skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
+ if(sc_data[SC_ADRENALINE].timer!=-1 )
+ skill_status_change_end(bl,SC_ADRENALINE,-1);
+ if(sc_data[SC_ASSNCROS].timer!=-1 )
+ skill_status_change_end(bl,SC_ASSNCROS,-1);
+ if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥルーサイト */
+ skill_status_change_end(bl,SC_TRUESIGHT,-1);
+ if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォーク */
+ skill_status_change_end(bl,SC_WINDWALK,-1);
+ if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カートブースト */
+ skill_status_change_end(bl,SC_CARTBOOST,-1);
+ break;
+ case SC_FORTUNE: /* 幸運のキス */
+ calc_flag = 1;
+ break;
+ case SC_SERVICE4U: /* サービスフォーユー */
+ calc_flag = 1;
+ break;
+ case SC_DANCING: /* ダンス/演奏中 */
+ calc_flag = 1;
+ val3= tick / 1000;
+ tick = 1000;
+ break;
+
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ calc_flag = 1;
+ val2 = 75 + 25*val1;
+ *opt3 |= 8;
+ break;
+ case SC_STEELBODY: // 金剛
+ calc_flag = 1;
+ *opt3 |= 16;
+ break;
+ case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
+ break;
+ case SC_AUTOCOUNTER:
+ val3 = val4 = 0;
+ break;
+
+ case SC_SPEEDPOTION0: /* 増速ポーション */
+ case SC_SPEEDPOTION1:
+ case SC_SPEEDPOTION2:
+ calc_flag = 1;
+ tick = 1000 * tick;
+ val2 = 5*(2+type-SC_SPEEDPOTION0);
+ break;
+
+ /* atk & matk potions [Valaris] */
+ case SC_ATKPOT:
+ case SC_MATKPOT:
+ calc_flag = 1;
+ tick = 1000 * tick;
+ break;
+ case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
+ {
+ time_t timer;
+
+ calc_flag = 1;
+ tick = 10000;
+ if(!val2)
+ val2 = time(&timer);
+ }
+ break;
+ case SC_NOCHAT: //チャット禁止状態
+ {
+ time_t timer;
+
+ if(!battle_config.muting_players)
+ break;
+
+ tick = 60000;
+ if(!val2)
+ val2 = time(&timer);
+ updateflag = SP_MANNER;
+ }
+ break;
+ case SC_SELFDESTRUCTION: //自爆
+ clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
+ val3 = tick / 1000;
+ tick = 1000;
+ break;
+
+ /* option1 */
+ case SC_STONE: /* 石化 */
+ if(!(flag&2)) {
+ int sc_def = battle_get_mdef(bl)*200;
+ tick = tick - sc_def;
+ }
+ val3 = tick/1000;
+ if(val3 < 1) val3 = 1;
+ tick = 5000;
+ val2 = 1;
+ break;
+ case SC_SLEEP: /* 睡眠 */
+ if(!(flag&2)) {
+// int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3);
+// tick = tick * sc_def / 100;
+// if(tick < 1000) tick = 1000;
+ tick = 30000;//睡眠はステータス耐性に関わらず30秒
+ }
+ break;
+ case SC_FREEZE: /* 凍結 */
+ if(!(flag&2)) {
+ int sc_def = 100 - battle_get_mdef(bl);
+ tick = tick * sc_def / 100;
+ }
+ break;
+ case SC_STAN: /* スタン(val2にミリ秒セット) */
+ if(!(flag&2)) {
+ int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/3);
+ tick = tick * sc_def / 100;
+ }
+ break;
+
+ /* option2 */
+ case SC_POISON: /* 毒 */
+ calc_flag = 1;
+ if(!(flag&2)) {
+ int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/5);
+ tick = tick * sc_def / 100;
+ }
+ val3 = tick/1000;
+ if(val3 < 1) val3 = 1;
+ tick = 1000;
+ break;
+ case SC_SILENCE: /* 沈黙(レックスデビーナ) */
+ if(!(flag&2)) {
+ int sc_def = 100 - battle_get_vit(bl);
+ tick = tick * sc_def / 100;
+ }
+ break;
+ case SC_BLIND: /* 暗黒 */
+ calc_flag = 1;
+ if(!(flag&2)) {
+ int sc_def = battle_get_lv(bl)/10 + battle_get_int(bl)/15;
+ tick = 30000 - sc_def;
+ }
+ break;
+ case SC_CURSE:
+ calc_flag = 1;
+ if(!(flag&2)) {
+ int sc_def = 100 - battle_get_vit(bl);
+ tick = tick * sc_def / 100;
+ }
+ break;
+
+ /* option */
+ case SC_HIDING: /* ハイディング */
+ calc_flag = 1;
+ if(bl->type == BL_PC) {
+ val2 = tick / 1000; /* 持続時間 */
+ tick = 1000;
+ }
+ break;
+ case SC_CHASEWALK:
+ case SC_CLOAKING: /* クローキング */
+ calc_flag = 1; // [Celest]
+ if(bl->type == BL_PC)
+ val2 = tick;
+ else
+ tick = 5000*val1;
+ break;
+ case SC_SIGHT: /* サイト/ルアフ */
+ case SC_RUWACH:
+ val2 = tick/250;
+ tick = 10;
+ break;
+
+ /* セーフティウォール、ニューマ */
+ case SC_SAFETYWALL: case SC_PNEUMA:
+ tick=((struct skill_unit *)val2)->group->limit;
+ break;
+
+ /* アンクル */
+ case SC_ANKLE:
+ break;
+
+ /* ウォーターボール */
+ case SC_WATERBALL:
+ tick=150;
+ if(val1>5) //レベルが5以上の場合は25発に制限(1発目はすでに打ってるので-1)
+ val3=5*5-1;
+ else
+ val3= (val1|1)*(val1|1)-1;
+ break;
+
+ /* スキルじゃない/時間に関係しない */
+ case SC_RIDING:
+ calc_flag = 1;
+ tick = 600*1000;
+ break;
+ case SC_FALCON:
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_BROKNWEAPON:
+ case SC_BROKNARMOR:
+ tick=600*1000;
+ break;
+
+ case SC_AUTOGUARD:
+ {
+ int i,t;
+ for(i=val2=0;i<val1;i++) {
+ t = 5-(i>>1);
+ val2 += (t < 0)? 1:t;
+ }
+ }
+ break;
+
+ case SC_DEFENDER:
+ calc_flag = 1;
+ val2 = 5 + val1*15;
+ break;
+
+ case SC_KEEPING:
+ case SC_BARRIER:
+ case SC_HALLUCINATION:
+ break;
+ case SC_CONCENTRATION: /* コンセントレーション */
+ *opt3 |= 1;
+ calc_flag = 1;
+ break;
+ case SC_TENSIONRELAX: /* テンションリラックス */
+ calc_flag = 1;
+ if(bl->type == BL_PC) {
+ tick = 10000;
+ }
+ break;
+ case SC_AURABLADE: /* オーラブレード */
+ case SC_PARRYING: /* パリイング */
+// case SC_ASSUMPTIO: /* */
+ case SC_HEADCRUSH: /* ヘッドクラッシュ */
+ case SC_JOINTBEAT: /* ジョイントビート */
+// case SC_MARIONETTE: /* マリオネットコントロール */
+
+ //とりあえず手抜き
+ break;
+
+// -- moonsoul (for new upper class related skill status effects)
+/*
+ case SC_AURABLADE:
+ val2 = val1*10;
+ break;
+ case SC_PARRYING:
+ val2=val1*3;
+ break;
+ case SC_CONCENTRATION:
+ calc_flag=1;
+ val2=val1*10;
+ val3=val1*5;
+ break;
+ case SC_TENSIONRELAX:
+// val2 = 10;
+// val3 = 15;
+ break;
+ case SC_BERSERK:
+ calc_flag=1;
+ break;
+ case SC_ASSUMPTIO:
+ if(sc_data[SC_KYRIE].timer!=-1 )
+ skill_status_change_end(bl,SC_KYRIE,-1);
+ break;
+*/
+ case SC_WINDWALK: /* ウインドウォーク */
+ calc_flag = 1;
+ val2 = (val1 / 2); //Flee上昇率
+ break;
+ case SC_BERSERK: /* バーサーク */
+ if(sd){
+ sd->status.sp = 0;
+ clif_updatestatus(sd,SP_SP);
+ clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */
+ }
+ *opt3 |= 128;
+ tick = 1000;
+ calc_flag = 1;
+ break;
+ case SC_ASSUMPTIO: /* アスムプティオ */
+ *opt3 |= 2048;
+ break;
+ case SC_MARIONETTE: /* マリオネットコントロール */
+ *opt3 |= 1024;
+ break;
+ case SC_MELTDOWN: /* メルトダウン */
+ case SC_CARTBOOST: /* カートブースト */
+ case SC_TRUESIGHT: /* トゥルーサイト */
+ case SC_SPIDERWEB: /* スパイダーウェッブ */
+ case SC_MAGICPOWER: /* 魔法力増幅 */
+ calc_flag = 1;
+ break;
+ case SC_REJECTSWORD: /* リジェクトソード */
+ val2 = 3; //3回攻撃を跳ね返す
+ break;
+ case SC_MEMORIZE: /* メモライズ */
+ val2 = 3; //3回詠唱を1/3にする
+ break;
+ case SC_GRAFFITI: /* グラフィティ */
+ {
+ struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
+ if(sg)
+ val4 = (int)sg;
+ }
+ break;
+ case SC_SPLASHER: /* ベナムスプラッシャー */
+ break;
+ default:
+ if(battle_config.error_log)
+ printf("UnknownStatusChange [%d]\n", type);
+ return 0;
+ }
+
+ if(bl->type==BL_PC && type<SC_SENDMAX)
+ clif_status_change(bl,type,1); /* アイコン表示 */
+
+ /* optionの変更 */
+ switch(type){
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STAN:
+ case SC_SLEEP:
+ battle_stopattack(bl); /* 攻撃停止 */
+ skill_stop_dancing(bl,0); /* 演奏/ダンスの中断 */
+ { /* 同時に掛からないステータス異常を解除 */
+ int i;
+ for(i = SC_STONE; i <= SC_SLEEP; i++){
+ if(sc_data[i].timer != -1){
+ (*sc_count)--;
+ delete_timer(sc_data[i].timer, skill_status_change_timer);
+ sc_data[i].timer = -1;
+ }
+ }
+ }
+ if(type == SC_STONE)
+ *opt1 = 6;
+ else
+ *opt1 = type - SC_STONE + 1;
+ opt_flag = 1;
+ break;
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ *opt2 |= 1<<(type-SC_POISON);
+ opt_flag = 1;
+ break;
+ case SC_SIGNUMCRUCIS:
+ *opt2 |= 0x40;
+ opt_flag = 1;
+ break;
+ case SC_HIDING:
+ case SC_CLOAKING:
+ battle_stopattack(bl); /* 攻撃停止 */
+ *option |= ((type==SC_HIDING)?2:4);
+ opt_flag =1 ;
+ break;
+ case SC_CHASEWALK:
+ battle_stopattack(bl); /* 攻撃停止 */
+ *option |= 16388;
+ opt_flag =1 ;
+ break;
+ case SC_SIGHT:
+ *option |= 1;
+ opt_flag = 1;
+ break;
+ case SC_RUWACH:
+ *option |= 8192;
+ opt_flag = 1;
+ break;
+ case SC_WEDDING:
+ *option |= 4096;
+ opt_flag = 1;
+ }
+
+ if(opt_flag) /* optionの変更 */
+ clif_changeoption(bl);
+
+ (*sc_count)++; /* ステータス異常の数 */
+
+ sc_data[type].val1 = val1;
+ sc_data[type].val2 = val2;
+ sc_data[type].val3 = val3;
+ sc_data[type].val4 = val4;
+ /* タイマー設定 */
+ sc_data[type].timer = add_timer(
+ gettick() + tick, skill_status_change_timer, bl->id, type);
+
+ if(bl->type==BL_PC && calc_flag)
+ pc_calcstatus(sd,0); /* ステータス再計算 */
+
+ if(bl->type==BL_PC && updateflag)
+ clif_updatestatus(sd,updateflag); /* ステータスをクライアントに送る */
+
+ return 0;
+}
+/*==========================================
+ * ステータス異常全解除
+ *------------------------------------------
+ */
+int skill_status_change_clear(struct block_list *bl, int type)
+{
+ struct status_change* sc_data;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+ int i;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, sc_data = battle_get_sc_data(bl));
+ nullpo_retr(0, sc_count = battle_get_sc_count(bl));
+ nullpo_retr(0, option = battle_get_option(bl));
+ nullpo_retr(0, opt1 = battle_get_opt1(bl));
+ nullpo_retr(0, opt2 = battle_get_opt2(bl));
+ nullpo_retr(0, opt3 = battle_get_opt3(bl));
+
+ if (*sc_count == 0)
+ return 0;
+ for(i = 0; i < MAX_STATUSCHANGE; i++){
+ if(sc_data[i].timer != -1){ /* 異常があるならタイマーを削除する */
+/*
+ delete_timer(sc_data[i].timer, skill_status_change_timer);
+ sc_data[i].timer = -1;
+
+ if (!type && i < SC_SENDMAX)
+ clif_status_change(bl, i, 0);
+*/
+
+ skill_status_change_end(bl, i, -1);
+ }
+ }
+ *sc_count = 0;
+ *opt1 = 0;
+ *opt2 = 0;
+ *opt3 = 0;
+ *option &= OPTION_MASK;
+
+ if (night_flag == 1 && type == BL_PC) // by [Yor]
+ *opt2 |= STATE_BLIND;
+
+ if(!type || type&2)
+ clif_changeoption(bl);
+
+ return 0;
+}
+
+/* クローキング検査(周りに移動不可能地帯があるか) */
+int skill_check_cloaking(struct block_list *bl)
+{
+ struct map_session_data *sd=NULL;
+ static int dx[]={-1, 0, 1,-1, 1,-1, 0, 1};
+ static int dy[]={-1,-1,-1, 0, 0, 1, 1, 1};
+ int end=1,i;
+
+ nullpo_retr(0, bl);
+ sd=(struct map_session_data *)bl; //missing sd [Found by Celest, commited by Aria]
+
+ if(pc_checkskill(sd,AS_CLOAKING)>2)
+ return 0;
+ if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
+ return 0;
+ if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1)
+ return 0;
+ for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
+ int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
+ if(c==1 || c==5) end=0;
+ }
+ if(end){
+ skill_status_change_end(bl, SC_CLOAKING, -1);
+ *battle_get_option(bl)&=~4; /* 念のための処理 */
+ }
+ return end;
+}
+
+int skill_type_cloaking(struct block_list *bl)
+{
+ static int dx[]={-1, 0, 1,-1, 1,-1, 0, 1};
+ static int dy[]={-1,-1,-1, 0, 0, 1, 1, 1};
+ int end=1,i;
+
+ nullpo_retr(0, bl);
+ if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
+ return 0;
+ if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1)
+ return 0;
+ for(i=0; i<sizeof(dx)/sizeof(dx[0]); i++)
+ {
+ int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
+ if(c==1 || c==5) end=0;
+ }
+ return end;
+}
+
+/*
+ *----------------------------------------------------------------------------
+ * スキルユニット
+ *----------------------------------------------------------------------------
+ */
+
+/*==========================================
+ * 演奏/ダンススキルかどうか判定
+ * 引数 スキルID
+ * 戻り ダンスじゃない=0 合奏=2 それ以外のダンス=1
+ *------------------------------------------
+ */
+int skill_is_danceskill(int id)
+{
+ int i;
+ switch(id){
+ case BD_LULLABY: /* 子守歌 */
+ case BD_RICHMANKIM: /* ニヨルドの宴 */
+ case BD_ETERNALCHAOS: /* 永遠の混沌 */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
+ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
+ case BD_ROKISWEIL: /* ロキの叫び */
+ case BD_INTOABYSS: /* 深淵の中に */
+ case BD_SIEGFRIED: /* 不死身のジークフリード */
+ case BD_RAGNAROK: /* 神々の黄昏 */
+ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
+ i=2;
+ break;
+ case BA_DISSONANCE: /* 不協和音 */
+ case BA_FROSTJOKE: /* 寒いジョーク */
+ case BA_WHISTLE: /* 口笛 */
+ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
+ case BA_POEMBRAGI: /* ブラギの詩 */
+ case BA_APPLEIDUN: /* イドゥンの林檎 */
+ case DC_UGLYDANCE: /* 自分勝手なダンス */
+ case DC_SCREAM: /* スクリーム */
+ case DC_HUMMING: /* ハミング */
+ case DC_DONTFORGETME: /* 私を忘れないで… */
+ case DC_FORTUNEKISS: /* 幸運のキス */
+ case DC_SERVICEFORYOU: /* サービスフォーユー */
+ i=1;
+ break;
+ default:
+ i=0;
+ }
+ return i;
+}
+
+/*==========================================
+ * 演奏/ダンスをやめる
+ * flag 1で合奏中なら相方にユニットを任せる
+ *
+ *------------------------------------------
+ */
+void skill_stop_dancing(struct block_list *src, int flag)
+{
+ struct status_change* sc_data;
+ struct skill_unit_group* group;
+
+ nullpo_retv(src);
+
+ sc_data=battle_get_sc_data(src);
+ if(sc_data && sc_data[SC_DANCING].timer==-1)
+ return;
+ group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる
+ if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //合奏中断
+ struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得
+ if(flag){ //ログアウトなど片方が落ちても演奏が継続される
+ if(dsd && src->id == group->src_id){ //グループを持ってるPCが落ちる
+ group->src_id=sc_data[SC_DANCING].val4; //相方にグループを任せる
+ if(flag&1) //ログアウト
+ dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス状態
+ if(flag&2) //ハエ飛びなど
+ return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり
+ }else if(dsd && dsd->bl.id == group->src_id){ //相方がグループを持っているPCが落ちる(自分はグループを持っていない)
+ if(flag&1) //ログアウト
+ dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス状態
+ if(flag&2) //ハエ飛びなど
+ return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり
+ }
+ skill_status_change_end(src,SC_DANCING,-1);//自分のステータスを終了させる
+ //そしてグループは消さない&消さないのでステータス計算もいらない?
+ return;
+ }else{
+ if(dsd && src->id == group->src_id){ //グループを持ってるPCが止める
+ skill_status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステータスを終了させる
+ }
+ if(dsd && dsd->bl.id == group->src_id){ //相方がグループを持っているPCが止める(自分はグループを持っていない)
+ skill_status_change_end(src,SC_DANCING,-1);//自分のステータスを終了させる
+ }
+ }
+ }
+ if(flag&2 && group && src->type==BL_PC){ //ハエで飛んだときとかはユニットも飛ぶ
+ struct map_session_data *sd = (struct map_session_data *)src;
+ skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y));
+ return;
+ }
+ skill_delunitgroup(group);
+ if(src->type==BL_PC)
+ pc_calcstatus((struct map_session_data *)src,0);
+}
+
+/*==========================================
+ * スキルユニット初期化
+ *------------------------------------------
+ */
+struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
+{
+ struct skill_unit *unit;
+
+ nullpo_retr(NULL, group);
+ nullpo_retr(NULL, unit=&group->unit[idx]);
+
+ if(!unit->alive)
+ group->alive_count++;
+
+ unit->bl.id=map_addobject(&unit->bl);
+ unit->bl.type=BL_SKILL;
+ unit->bl.m=group->map;
+ unit->bl.x=x;
+ unit->bl.y=y;
+ unit->group=group;
+ unit->val1=unit->val2=0;
+ unit->alive=1;
+
+ map_addblock(&unit->bl);
+ clif_skill_setunit(unit);
+ return unit;
+}
+
+int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap );
+/*==========================================
+ * スキルユニット削除
+ *------------------------------------------
+ */
+int skill_delunit(struct skill_unit *unit)
+{
+ struct skill_unit_group *group;
+ int range;
+
+ 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() );
+
+ /* ondeleteイベント呼び出し */
+ range=group->range;
+ map_foreachinarea( skill_unit_timer_sub_ondelete, unit->bl.m,
+ unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
+ &unit->bl,gettick() );
+
+ clif_skill_delunit(unit);
+
+ unit->group=NULL;
+ unit->alive=0;
+ map_delobjectnofree(unit->bl.id);
+ if(group->alive_count>0 && (--group->alive_count)<=0)
+ skill_delunitgroup(group);
+
+ return 0;
+}
+/*==========================================
+ * スキルユニットグループ初期化
+ *------------------------------------------
+ */
+static int skill_unit_group_newid=10;
+struct skill_unit_group *skill_initunitgroup(struct block_list *src,
+ int count,int skillid,int skilllv,int unit_id)
+{
+ int i;
+ struct skill_unit_group *group=NULL, *list=NULL;
+ int maxsug=0;
+
+ nullpo_retr(NULL, src);
+
+ if(src->type==BL_PC){
+ list=((struct map_session_data *)src)->skillunit;
+ maxsug=MAX_SKILLUNITGROUP;
+ }else if(src->type==BL_MOB){
+ list=((struct mob_data *)src)->skillunit;
+ maxsug=MAX_MOBSKILLUNITGROUP;
+ }else if(src->type==BL_PET){
+ list=((struct pet_data *)src)->skillunit;
+ maxsug=MAX_MOBSKILLUNITGROUP;
+ }
+ if(list){
+ for(i=0;i<maxsug;i++) /* 空いているもの検索 */
+ if(list[i].group_id==0){
+ group=&list[i];
+ break;
+ }
+
+ if(group==NULL){ /* 空いてないので古いもの検索 */
+ int j=0;
+ unsigned maxdiff=0,x,tick=gettick();
+ for(i=0;i<maxsug;i++)
+ if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
+ maxdiff=x;
+ j=i;
+ }
+ skill_delunitgroup(&list[j]);
+ group=&list[j];
+ }
+ }
+
+ if(group==NULL){
+ printf("skill_initunitgroup: error unit group !\n");
+ exit(1);
+ }
+
+ group->src_id=src->id;
+ group->party_id=battle_get_party_id(src);
+ group->guild_id=battle_get_guild_id(src);
+ group->group_id=skill_unit_group_newid++;
+ if(skill_unit_group_newid<=0)
+ skill_unit_group_newid=10;
+ group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
+ group->unit_count=count;
+ group->val1=group->val2=0;
+ group->skill_id=skillid;
+ group->skill_lv=skilllv;
+ group->unit_id=unit_id;
+ group->map=src->m;
+ group->range=0;
+ group->limit=10000;
+ group->interval=1000;
+ group->tick=gettick();
+ group->valstr=NULL;
+
+ if( skill_is_danceskill(skillid) ){
+ 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;
+ }
+ skill_status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
+ switch(skillid){ //合奏スキルは相方をダンス状態にする
+ case BD_LULLABY: /* 子守歌 */
+ case BD_RICHMANKIM: /* ニヨルドの宴 */
+ case BD_ETERNALCHAOS: /* 永遠の混沌 */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
+ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
+ case BD_ROKISWEIL: /* ロキの叫び */
+ case BD_INTOABYSS: /* 深淵の中に */
+ case BD_SIEGFRIED: /* 不死身のジークフリード */
+ case BD_RAGNAROK: /* 神々の黄昏 */
+ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
+ {
+ int range=1;
+ int c=0;
+ if(sd){
+ map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
+ }
+ }
+ }
+ }
+ return group;
+}
+
+/*==========================================
+ * スキルユニットグループ削除
+ *------------------------------------------
+ */
+int skill_delunitgroup(struct skill_unit_group *group)
+{
+ struct block_list *src;
+ int i;
+
+ nullpo_retr(0, group);
+ if(group->unit_count<=0)
+ return 0;
+
+ src=map_id2bl(group->src_id);
+ if( skill_is_danceskill(group->skill_id) ){ //ダンススキルはダンス状態を解除する
+ if(src)
+ skill_status_change_end(src,SC_DANCING,-1);
+ }
+
+ group->alive_count=0;
+ if(group->unit!=NULL){
+ for(i=0;i<group->unit_count;i++)
+ if(group->unit[i].alive)
+ skill_delunit(&group->unit[i]);
+ }
+ if(group->valstr!=NULL){
+ map_freeblock(group->valstr);
+ group->valstr=NULL;
+ }
+
+ map_freeblock(group->unit); /* free()の替わり */
+ group->unit=NULL;
+ group->src_id=0;
+ group->group_id=0;
+ group->unit_count=0;
+ return 0;
+}
+
+/*==========================================
+ * スキルユニットグループ全削除
+ *------------------------------------------
+ */
+int skill_clear_unitgroup(struct block_list *src)
+{
+ struct skill_unit_group *group=NULL;
+ int maxsug=0;
+
+ nullpo_retr(0, src);
+
+ if(src->type==BL_PC){
+ group=((struct map_session_data *)src)->skillunit;
+ maxsug=MAX_SKILLUNITGROUP;
+ }else if(src->type==BL_MOB){
+ group=((struct mob_data *)src)->skillunit;
+ maxsug=MAX_MOBSKILLUNITGROUP;
+ }else if(src->type==BL_PET){ // [Valaris]
+ group=((struct pet_data *)src)->skillunit;
+ maxsug=MAX_MOBSKILLUNITGROUP;
+ }
+ if(group){
+ int i;
+ for(i=0;i<maxsug;i++)
+ if(group[i].group_id>0 && group[i].src_id == src->id)
+ skill_delunitgroup(&group[i]);
+ }
+ return 0;
+}
+
+/*==========================================
+ * スキルユニットグループの被影響tick検索
+ *------------------------------------------
+ */
+struct skill_unit_group_tickset *skill_unitgrouptickset_search(
+ struct block_list *bl,int group_id)
+{
+ int i,j=0,k,s=group_id%MAX_SKILLUNITGROUPTICKSET;
+ struct skill_unit_group_tickset *set=NULL;
+
+ nullpo_retr(0, bl);
+
+ if(bl->type==BL_PC){
+ set=((struct map_session_data *)bl)->skillunittick;
+ }else{
+ set=((struct mob_data *)bl)->skillunittick;
+ }
+ if(set==NULL)
+ return 0;
+ for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++)
+ if( set[(k=(i+s)%MAX_SKILLUNITGROUPTICKSET)].group_id == group_id )
+ return &set[k];
+ else if( set[k].group_id==0 )
+ j=k;
+
+ return &set[j];
+}
+
+/*==========================================
+ * スキルユニットグループの被影響tick削除
+ *------------------------------------------
+ */
+int skill_unitgrouptickset_delete(struct block_list *bl,int group_id)
+{
+ int i,s=group_id%MAX_SKILLUNITGROUPTICKSET;
+ struct skill_unit_group_tickset *set=NULL,*ts;
+
+ nullpo_retr(0, bl);
+
+ if(bl->type==BL_PC){
+ set=((struct map_session_data *)bl)->skillunittick;
+ }else{
+ set=((struct mob_data *)bl)->skillunittick;
+ }
+
+ if(set!=NULL){
+
+ for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++)
+ if( (ts=&set[(i+s)%MAX_SKILLUNITGROUPTICKSET])->group_id == group_id )
+ ts->group_id=0;
+
+ }
+ return 0;
+}
+
+/*==========================================
+ * 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 block_list *src;
+ struct skill_unit *su;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ src=va_arg(ap,struct block_list*);
+
+ tick=va_arg(ap,unsigned int);
+ su = (struct skill_unit *)src;
+
+ if( su && su->alive ) {
+ struct skill_unit_group *sg;
+ sg = su->group;
+ if(sg && battle_check_target(src,bl,sg->target_flag )>0)
+ skill_unit_onplace( su, bl, tick );
+ }
+ return 0;
+}
+
+/*==========================================
+ * スキルユニットタイマー削除処理用(foreachinarea)
+ *------------------------------------------
+ */
+int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap )
+{
+ struct block_list *src;
+ struct skill_unit *su;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ src=va_arg(ap,struct block_list*);
+
+ tick=va_arg(ap,unsigned int);
+ su = (struct skill_unit *)src;
+
+ if( su && su->alive ){
+ struct skill_unit_group *sg;
+ sg = su->group;
+ if( sg && battle_check_target(src,bl,sg->target_flag )>0 )
+ skill_unit_ondelete( su, 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;
+ int range;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, unit=(struct skill_unit *)bl);
+ nullpo_retr(0, group=unit->group);
+ tick=va_arg(ap,unsigned int);
+
+ if(!unit->alive)
+ return 0;
+
+ range=(unit->range!=0)?unit->range:group->range;
+
+ /* onplaceイベント呼び出し */
+ if(unit->alive && unit->range>=0){
+ map_foreachinarea( skill_unit_timer_sub_onplace, bl->m,
+ bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,
+ bl,tick);
+ if(group->unit_id == 0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val2){
+ map_foreachinarea( skill_idun_heal, bl->m,
+ bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,unit);
+ group->val2++;
+ }
+ }
+ /* 時間切れ削除 */
+ if(unit->alive &&
+ (DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit) ){
+ switch(group->unit_id){
+
+
+
+
+
+
+ case 0x8f: /* ブラストマイン */
+ group->unit_id = 0x8c;
+ clif_changelook(bl,LOOK_BASE,group->unit_id);
+ group->limit=DIFF_TICK(tick+1500,group->tick);
+ unit->limit=DIFF_TICK(tick+1500,group->tick);
+ break;
+ case 0x90: /* スキッドトラップ */
+ case 0x91: /* アンクルスネア */
+ case 0x93: /* ランドマイン */
+ case 0x94: /* ショックウェーブトラップ */
+ case 0x95: /* サンドマン */
+ case 0x96: /* フラッシャー */
+ case 0x97: /* フリージングトラップ */
+ case 0x98: /* クレイモアートラップ */
+ case 0x99: /* トーキーボックス */
+ {
+ struct block_list *src=map_id2bl(group->src_id);
+ if(group->unit_id == 0x91 && group->val2);
+ else{
+ if(src && src->type==BL_PC){
+ struct item item_tmp;
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid=1065;
+ item_tmp.identify=1;
+ map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // 罠返還
+ }
+ }
+ }
+ default:
+ skill_delunit(unit);
+ }
+ }
+
+ if(group->unit_id == 0x8d) {
+ unit->val1 -= 5;
+ if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
+ unit->limit = DIFF_TICK(tick+700,group->tick);
+ }
+
+ return 0;
+}
+/*==========================================
+ * スキルユニットタイマー処理
+ *------------------------------------------
+ */
+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_out_all_sub( struct block_list *bl, va_list ap )
+{
+ struct skill_unit *unit;
+ struct skill_unit_group *group;
+ struct block_list *src;
+ int range;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, src=va_arg(ap,struct block_list*));
+ nullpo_retr(0, unit=(struct skill_unit *)bl);
+ nullpo_retr(0, group=unit->group);
+
+ tick=va_arg(ap,unsigned int);
+
+ if(!unit->alive || src->prev==NULL)
+ return 0;
+
+ range=(unit->range!=0)?unit->range:group->range;
+
+ if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
+ return 0;
+
+ if( src->x >= bl->x-range && src->x <= bl->x+range &&
+ src->y >= bl->y-range && src->y <= bl->y+range )
+ skill_unit_onout( unit, src, tick );
+
+ return 0;
+}
+
+
+/*==========================================
+ * スキルユニット移動時処理
+ *------------------------------------------
+ */
+int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range)
+{
+ nullpo_retr(0, bl);
+
+ if( bl->prev==NULL )
+ return 0;
+
+ if(range<7)
+ range=7;
+ map_foreachinarea( skill_unit_out_all_sub,
+ bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
+ bl,tick );
+
+ 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_group *group;
+ struct block_list *src;
+ int range;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, unit=(struct skill_unit *)bl);
+ nullpo_retr(0, src=va_arg(ap,struct block_list*));
+
+ tick=va_arg(ap,unsigned int);
+
+ if(!unit->alive || src->prev==NULL)
+ return 0;
+
+ if((group=unit->group) == NULL)
+ return 0;
+ range=(unit->range!=0)?unit->range:group->range;
+
+ if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
+ return 0;
+
+ if( src->x >= bl->x-range && src->x <= bl->x+range &&
+ src->y >= bl->y-range && src->y <= bl->y+range )
+ skill_unit_onplace( unit, src, tick );
+ else
+ skill_unit_onout( unit, src, tick );
+
+ return 0;
+}
+
+/*==========================================
+ * スキルユニット移動時処理
+ *------------------------------------------
+ */
+int skill_unit_move( struct block_list *bl,unsigned int tick,int range)
+{
+ nullpo_retr(0, bl);
+
+ if( bl->prev==NULL )
+ return 0;
+
+ if(range<7)
+ range=7;
+ map_foreachinarea( skill_unit_move_sub,
+ bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
+ bl,tick );
+
+ return 0;
+}
+
+/*==========================================
+ * スキルユニット自体の移動時処理(foreachinarea)
+ *------------------------------------------
+ */
+int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap )
+{
+ struct skill_unit *unit;
+ struct skill_unit_group *group;
+ struct block_list *src;
+ int range;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, src=va_arg(ap,struct block_list*));
+ nullpo_retr(0, unit=(struct skill_unit *)src);
+ nullpo_retr(0, group=unit->group);
+
+ tick=va_arg(ap,unsigned int);
+
+ if(!unit->alive || bl->prev==NULL)
+ return 0;
+
+ range=(unit->range!=0)?unit->range:group->range;
+
+ if( range<0 || battle_check_target(src,bl,group->target_flag )<=0 )
+ return 0;
+ if( bl->x >= src->x-range && bl->x <= src->x+range &&
+ bl->y >= src->y-range && bl->y <= src->y+range )
+ skill_unit_onplace( unit, bl, tick );
+ else
+ skill_unit_onout( unit, 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)
+{
+ nullpo_retr(0, group);
+
+ if( group->unit_count<=0)
+ return 0;
+
+ if(group->unit!=NULL){
+ if(!battle_config.unit_movement_type){
+ int i;
+ for(i=0;i<group->unit_count;i++){
+ struct skill_unit *unit=&group->unit[i];
+ if(unit->alive && !(m==unit->bl.m && dx==0 && dy==0)){
+ int range=unit->range;
+ map_delblock(&unit->bl);
+ unit->bl.m = m;
+ unit->bl.x += dx;
+ unit->bl.y += dy;
+ map_addblock(&unit->bl);
+ clif_skill_setunit(unit);
+ if(range>0){
+ if(range<7)
+ range=7;
+ map_foreachinarea( skill_unit_move_unit_group_sub, unit->bl.m,
+ unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
+ &unit->bl,gettick() );
+ }
+ }
+ }
+ }else{
+ int i,j, *r_flag, *s_flag, *m_flag;
+ struct skill_unit *unit1;
+ struct skill_unit *unit2;
+ r_flag = (int *) malloc(sizeof(int) * group->unit_count);
+ s_flag = (int *) malloc(sizeof(int) * group->unit_count);
+ m_flag = (int *) malloc(sizeof(int) * group->unit_count);
+ memset(r_flag,0, sizeof(int) * group->unit_count);// 継承フラグ
+ memset(s_flag,0, sizeof(int) * group->unit_count);// 継承フラグ
+ memset(m_flag,0, sizeof(int) * group->unit_count);// 継承フラグ
+
+ //先にフラグを全部決める
+ for(i=0;i<group->unit_count;i++){
+ int move_check=0;// かぶりフラグ
+ unit1=&group->unit[i];
+ for(j=0;j<group->unit_count;j++){
+ unit2=&group->unit[j];
+ if(unit1->bl.m==m && unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
+ //移動先にユニットがかぶってたら
+ s_flag[i]=1;// 移動前のユニットナンバーの継承フラグon
+ r_flag[j]=1;// かぶるユニットナンバーの残留フラグon
+ move_check=1;//ユニットがかぶった。
+ break;
+ }
+ }
+ if(!move_check)// ユニットがかぶってなかったら
+ m_flag[i]=1;// 移動前ユニットナンバーの移動フラグon
+ }
+
+ //フラグに基づいてユニット移動
+ for(i=0;i<group->unit_count;i++){
+ unit1=&group->unit[i];
+ if(m_flag[i]){// 移動フラグがonで
+ if(!r_flag[i]){// 残留フラグがoffなら
+ //単純移動(rangeも継承の必要無し)
+ int range=unit1->range;
+ map_delblock(&unit1->bl);
+ unit1->bl.m = m;
+ unit1->bl.x += dx;
+ unit1->bl.y += dy;
+ map_addblock(&unit1->bl);
+ clif_skill_setunit(unit1);
+ if(range > 0){
+ if(range < 7)
+ range = 7;
+ map_foreachinarea( skill_unit_move_unit_group_sub, unit1->bl.m,
+ unit1->bl.x-range,unit1->bl.y-range,unit1->bl.x+range,unit1->bl.y+range,0,
+ &unit1->bl,gettick() );
+ }
+ }else{// 残留フラグがonなら
+ //空ユニットになるので、継承可能なユニットを探す
+ for(j=0;j<group->unit_count;j++){
+ unit2=&group->unit[j];
+ if(s_flag[j] && !r_flag[j]){
+ // 継承移動(range継承付き)
+ int range=unit1->range;
+ map_delblock(&unit2->bl);
+ unit2->bl.m = m;
+ unit2->bl.x = unit1->bl.x + dx;
+ unit2->bl.y = unit1->bl.y + dy;
+ unit2->range = unit1->range;
+ map_addblock(&unit2->bl);
+ clif_skill_setunit(unit2);
+ if(range > 0){
+ if(range < 7)
+ range = 7;
+ map_foreachinarea( skill_unit_move_unit_group_sub, unit2->bl.m,
+ unit2->bl.x-range,unit2->bl.y-range,unit2->bl.x+range,unit2->bl.y+range,0,
+ &unit2->bl,gettick() );
+ }
+ s_flag[j]=0;// 継承完了したのでoff
+ break;
+ }
+ }
+ }
+ }
+ }
+ free(r_flag);
+ free(s_flag);
+ free(m_flag);
+ }
+ }
+ return 0;
+}
+
+/*----------------------------------------------------------------------------
+ * アイテム合成
+ *----------------------------------------------------------------------------
+ */
+
+/*==========================================
+ * アイテム合成可能判定
+ *------------------------------------------
+ */
+int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger )
+{
+ int i,j;
+
+ nullpo_retr(0, sd);
+
+ if(nameid<=0)
+ return 0;
+
+ for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
+ if(skill_produce_db[i].nameid == nameid )
+ break;
+ }
+ if( i >= MAX_SKILL_PRODUCE_DB ) /* データベースにない */
+ return 0;
+
+ if(trigger>=0){
+ if(trigger==32 || trigger==16 || trigger==64){
+ if(skill_produce_db[i].itemlv!=trigger) /* ファーマシー*ポーション類と溶鉱炉*鉱石以外はだめ */
+ return 0;
+ }else{
+ if(skill_produce_db[i].itemlv>=16) /* 武器以外はだめ */
+ return 0;
+ if( itemdb_wlv(nameid)>trigger ) /* 武器Lv判定 */
+ return 0;
+ }
+ }
+ if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
+ return 0; /* スキルが足りない */
+
+ for(j=0;j<5;j++){
+ int id,x,y;
+ if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以上は材料要らない */
+ continue;
+ if(skill_produce_db[i].mat_amount[j] <= 0) {
+ if(pc_search_inventory(sd,id) < 0)
+ return 0;
+ }
+ else {
+ for(y=0,x=0;y<MAX_INVENTORY;y++)
+ if( sd->status.inventory[y].nameid == id )
+ x+=sd->status.inventory[y].amount;
+ if(x<skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
+ return 0;
+ }
+ }
+ return i+1;
+}
+
+/*==========================================
+ * アイテム合成可能判定
+ *------------------------------------------
+ */
+int skill_produce_mix( struct map_session_data *sd,
+ int nameid, int slot1, int slot2, int slot3 )
+{
+ int slot[3];
+ int i,sc,ele,idx,equip,wlv,make_per,flag;
+
+ nullpo_retr(0, sd);
+
+ if( !(idx=skill_can_produce_mix(sd,nameid,-1)) ) /* 条件不足 */
+ return 0;
+ idx--;
+ 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++){
+ int j;
+ if( slot[i]<=0 )
+ continue;
+ j = pc_search_inventory(sd,slot[i]);
+ if(j < 0) /* 不正パケット(アイテム存在)チェック */
+ continue;
+ if(slot[i]==1000){ /* 星のかけら */
+ pc_delitem(sd,j,1,1);
+ sc++;
+ }
+ if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* 属性石 */
+ static const int ele_table[4]={3,1,4,2};
+ pc_delitem(sd,j,1,1);
+ ele=ele_table[slot[i]-994];
+ }
+ }
+
+ /* 材料消費 */
+ for(i=0;i<5;i++){
+ int j,id,x;
+ if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
+ continue;
+ x=skill_produce_db[idx].mat_amount[i]; /* 必要な個数 */
+ do{ /* 2つ以上のインデックスにまたがっているかもしれない */
+ int y=0;
+ j = pc_search_inventory(sd,id);
+
+ if(j >= 0){
+ y = sd->status.inventory[j].amount;
+ if(y>x)y=x; /* 足りている */
+ pc_delitem(sd,j,y,0);
+ }else {
+ if(battle_config.error_log)
+ printf("skill_produce_mix: material item error\n");
+ }
+
+ x-=y; /* まだ足りない個数を計算 */
+ }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 */
+ }
+
+ /* 確率判定 */
+ equip = itemdb_isequip(nameid);
+ if(!equip) {
+ if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
+ if((nameid >= 501 && nameid <= 506) || (nameid >= 545 && nameid <= 547) || nameid == 525)
+ make_per = 2000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_POTIONPITCHER)*100;
+ else if(nameid == 970)
+ make_per = 1500 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
+ else if(nameid == 7135)
+ make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_DEMONSTRATION)*100;
+ else if(nameid == 7136)
+ make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_ACIDTERROR)*100;
+ else if(nameid == 7137)
+ make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CANNIBALIZE)*100;
+ else if(nameid == 7138)
+ make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_SPHEREMINE)*100;
+ else if(nameid == 7139)
+ make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CP_WEAPON)*100 +
+ pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100;
+ else
+ make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
+ }
+ else {
+ if(nameid == 998)
+ make_per = 2000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600;
+ else if(nameid == 985)
+ make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + (pc_checkskill(sd,skill_produce_db[idx].req_skill)-1)*500;
+ else
+ make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500;
+ }
+ }
+ else {
+ int add_per;
+ if(pc_search_inventory(sd,989) >= 0) add_per = 750;
+ else if(pc_search_inventory(sd,988) >= 0) add_per = 500;
+ else if(pc_search_inventory(sd,987) >= 0) add_per = 250;
+ else if(pc_search_inventory(sd,986) >= 0) add_per = 0;
+ else add_per = -500;
+ if(ele) add_per -= 500;
+ add_per -= sc*500;
+ wlv = itemdb_wlv(nameid);
+ make_per = ((250 + sd->status.base_level*15 + sd->paramc[4]*10 + sd->paramc[5]*5 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500 +
+ add_per) * (100 - (wlv - 1)*20))/100 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 + ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0);
+ }
+
+ if(make_per < 1) make_per = 1;
+
+ if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
+ if( battle_config.pp_rate!=100 )
+ make_per=make_per*battle_config.pp_rate/100;
+ }
+ else {
+ if( battle_config.wp_rate!=100 ) /* 確率補正 */
+ make_per=make_per*battle_config.wp_rate/100;
+ }
+
+// if(battle_config.etc_log)
+// printf("make rate = %d\n",make_per);
+
+ if(rand()%10000 < make_per){
+ /* 成功 */
+ struct item tmp_item;
+ memset(&tmp_item,0,sizeof(tmp_item));
+ tmp_item.nameid=nameid;
+ tmp_item.amount=1;
+ tmp_item.identify=1;
+ if(equip){ /* 武器の場合 */
+ tmp_item.card[0]=0x00ff; /* 製造武器フラグ */
+ tmp_item.card[1]=((sc*5)<<8)+ele; /* 属性とつよさ */
+ *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
+ }
+ else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) ||
+ (battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) {
+ tmp_item.card[0]=0x00fe;
+ tmp_item.card[1]=0;
+ *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
+ }
+
+ #ifndef TXT_ONLY
+ if(log_config.produce > 0)
+ log_produce(sd,nameid,slot1,slot2,slot3,1);
+ #endif //USE_SQL
+
+ if(skill_produce_db[idx].req_skill!=AM_PHARMACY && skill_produce_db[idx].req_skill!=WS_CREATECOIN) { //武器製造の場合
+ clif_produceeffect(sd,0,nameid);/* 武器製造エフェクトパケット */
+ clif_misceffect(&sd->bl,3); /* 他人にも成功を通知(精錬成功エフェクトと同じでいいの?) */
+ }
+ else if(skill_produce_db[idx].req_skill==AM_PHARMACY){ //ファーマシーの場合
+ clif_produceeffect(sd,2,nameid);/* 製薬エフェクトパケット */
+ clif_misceffect(&sd->bl,5); /* 他人にも成功を通知*/
+ }else{
+ clif_produceeffect(sd,0,nameid);/* 不明なのでとりあえず製造エフェクトパケット */
+ clif_misceffect(&sd->bl,3); /* 他人にも成功を通知*/
+ }
+
+ if((flag = pc_additem(sd,&tmp_item,1))) {
+ clif_additem(sd,0,0,flag);
+ map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+ }
+ else {
+ #ifndef TXT_ONLY
+ if(log_config.produce > 0)
+ log_produce(sd,nameid,slot1,slot2,slot3,0);
+ #endif //USE_SQL
+
+ if(skill_produce_db[idx].req_skill!=AM_PHARMACY) { //武器製造の場合
+ clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクトパケット */
+ clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */
+ }
+ else if(skill_produce_db[idx].req_skill==AM_PHARMACY){ //ファーマシーの場合
+ clif_produceeffect(sd,3,nameid);/* 製薬失敗エフェクトパケット */
+ clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知*/
+ }else{
+ clif_produceeffect(sd,1,nameid);/* 不明なのでとりあえず製造失敗エフェクトパケット */
+ clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知*/
+ }
+ }
+ return 0;
+}
+
+int skill_arrow_create( struct map_session_data *sd,int nameid)
+{
+ int i,j,flag,index=-1;
+ struct item tmp_item;
+
+ nullpo_retr(0, sd);
+
+ if(nameid <= 0)
+ return 1;
+
+ for(i=0;i<MAX_SKILL_ARROW_DB;i++)
+ if(nameid == skill_arrow_db[i].nameid) {
+ index = i;
+ break;
+ }
+
+ if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
+ return 1;
+
+ pc_delitem(sd,j,1,0);
+ for(i=0;i<5;i++) {
+ memset(&tmp_item,0,sizeof(tmp_item));
+ tmp_item.identify = 1;
+ tmp_item.nameid = skill_arrow_db[index].cre_id[i];
+ tmp_item.amount = skill_arrow_db[index].cre_amount[i];
+ if(battle_config.making_arrow_name_input) {
+ tmp_item.card[0]=0x00fe;
+ tmp_item.card[1]=0;
+ *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
+ }
+ if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
+ continue;
+ if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
+ clif_additem(sd,0,0,flag);
+ map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+ }
+
+ return 0;
+}
+
+/*----------------------------------------------------------------------------
+ * 初期化系
+ */
+
+/*==========================================
+ * スキル関係ファイル読み込み
+ * skill_db.txt スキルデータ
+ * skill_cast_db.txt スキルの詠唱時間とディレイデータ
+ * produce_db.txt アイテム作成スキル用データ
+ * create_arrow_db.txt 矢作成スキル用データ
+ * abra_db.txt アブラカダブラ発動スキルデータ
+ *------------------------------------------
+ */
+int skill_readdb(void)
+{
+ int i,j,k,l,m;
+ FILE *fp;
+ char line[1024],*p;
+ char *filename[]={"db/produce_db.txt","db/produce_db2.txt"};
+
+ /* スキルデータベース */
+ memset(skill_db,0,sizeof(skill_db));
+ fp=fopen("db/skill_db.txt","r");
+ if(fp==NULL){
+ printf("can't read db/skill_db.txt\n");
+ return 1;
+ }
+ while(fgets(line,1020,fp)){
+ char *split[50], *split2[MAX_SKILL_LEVEL];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<14 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(split[13]==NULL || j<14)
+ continue;
+
+ i=atoi(split[0]);
+ if(i<0 || i>MAX_SKILL_DB)
+ continue;
+
+/* printf("skill id=%d\n",i); */
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].range[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+ skill_db[i].hit=atoi(split[2]);
+ skill_db[i].inf=atoi(split[3]);
+ skill_db[i].pl=atoi(split[4]);
+ skill_db[i].nk=atoi(split[5]);
+ skill_db[i].max=atoi(split[6]);
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[7];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].num[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+
+ if(strcmpi(split[8],"yes") == 0)
+ skill_db[i].castcancel=1;
+ else
+ skill_db[i].castcancel=0;
+ skill_db[i].cast_def_rate=atoi(split[9]);
+ skill_db[i].inf2=atoi(split[10]);
+ skill_db[i].maxcount=atoi(split[11]);
+ if(strcmpi(split[12],"weapon") == 0)
+ skill_db[i].skill_type=BF_WEAPON;
+ else if(strcmpi(split[12],"magic") == 0)
+ skill_db[i].skill_type=BF_MAGIC;
+ else if(strcmpi(split[12],"misc") == 0)
+ skill_db[i].skill_type=BF_MISC;
+ else
+ skill_db[i].skill_type=0;
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[13];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].blewcount[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+ }
+ fclose(fp);
+ printf("read db/skill_db.txt done\n");
+
+ fp=fopen("db/skill_require_db.txt","r");
+ if(fp==NULL){
+ printf("can't read db/skill_require_db.txt\n");
+ return 1;
+ }
+ while(fgets(line,1020,fp)){
+ char *split[51], *split2[MAX_SKILL_LEVEL];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<30 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(split[29]==NULL || j<30)
+ continue;
+
+ i=atoi(split[0]);
+ if(i<0 || i>MAX_SKILL_DB)
+ continue;
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].hp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].mhp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].sp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].hp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[5];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].sp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[6];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].zeny[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[7];j<32 && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<32 && split2[k];k++) {
+ l = atoi(split2[k]);
+ if(l == 99) {
+ skill_db[i].weapon = 0xffffffff;
+ break;
+ }
+ else
+ skill_db[i].weapon |= 1<<l;
+ }
+
+ if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
+ else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
+ else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
+ else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
+ else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
+ else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
+ else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
+ else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
+ else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
+ else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
+ else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
+ else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
+ else skill_db[i].state=ST_NONE;
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[9];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].spiritball[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+ skill_db[i].itemid[0]=atoi(split[10]);
+ skill_db[i].amount[0]=atoi(split[11]);
+ skill_db[i].itemid[1]=atoi(split[12]);
+ skill_db[i].amount[1]=atoi(split[13]);
+ skill_db[i].itemid[2]=atoi(split[14]);
+ skill_db[i].amount[2]=atoi(split[15]);
+ skill_db[i].itemid[3]=atoi(split[16]);
+ skill_db[i].amount[3]=atoi(split[17]);
+ skill_db[i].itemid[4]=atoi(split[18]);
+ skill_db[i].amount[4]=atoi(split[19]);
+ skill_db[i].itemid[5]=atoi(split[20]);
+ skill_db[i].amount[5]=atoi(split[21]);
+ skill_db[i].itemid[6]=atoi(split[22]);
+ skill_db[i].amount[6]=atoi(split[23]);
+ skill_db[i].itemid[7]=atoi(split[24]);
+ skill_db[i].amount[7]=atoi(split[25]);
+ skill_db[i].itemid[8]=atoi(split[26]);
+ skill_db[i].amount[8]=atoi(split[27]);
+ skill_db[i].itemid[9]=atoi(split[28]);
+ skill_db[i].amount[9]=atoi(split[29]);
+ }
+ fclose(fp);
+ printf("read db/skill_require_db.txt done\n");
+
+ /* キャスティングデータベース */
+ fp=fopen("db/skill_cast_db.txt","r");
+ if(fp==NULL){
+ printf("can't read db/skill_cast_db.txt\n");
+ return 1;
+ }
+ while(fgets(line,1020,fp)){
+ char *split[50], *split2[MAX_SKILL_LEVEL];
+ memset(split,0,sizeof(split)); // [Valaris] thanks to fov
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<5 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(split[4]==NULL || j<5)
+ continue;
+
+ i=atoi(split[0]);
+ if(i<0 || i>MAX_SKILL_DB)
+ continue;
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].cast[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].delay[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].upkeep_time[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].upkeep_time2[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+ }
+ fclose(fp);
+ printf("read db/skill_cast_db.txt done\n");
+
+ /* 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++){
+ fp=fopen(filename[m],"r");
+ if(fp==NULL){
+ if(m>0)
+ continue;
+ printf("can't read %s\n",filename[m]);
+ return 1;
+ }
+ k=0;
+ while(fgets(line,1020,fp)){
+ char *split[16];
+ int x,y;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ for(j=0,p=line;j<13 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(split[0]==NULL)
+ 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<5;x+=2,y++){
+ skill_produce_db[k].mat_id[y]=atoi(split[x]);
+ skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
+ }
+ k++;
+ if(k >= MAX_SKILL_PRODUCE_DB)
+ break;
+ }
+ fclose(fp);
+ printf("read %s done (count=%d)\n",filename[m],k);
+ }
+
+ memset(skill_arrow_db,0,sizeof(skill_arrow_db));
+ fp=fopen("db/create_arrow_db.txt","r");
+ if(fp==NULL){
+ printf("can't read db/create_arrow_db.txt\n");
+ return 1;
+ }
+ k=0;
+ while(fgets(line,1020,fp)){
+ char *split[16];
+ int x,y;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ for(j=0,p=line;j<13 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(split[0]==NULL)
+ 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);
+ printf("read db/create_arrow_db.txt done (count=%d)\n",k);
+
+ memset(skill_abra_db,0,sizeof(skill_abra_db));
+ fp=fopen("db/abra_db.txt","r");
+ if(fp==NULL){
+ printf("can't read db/abra_db.txt\n");
+ return 1;
+ }
+ k=0;
+ while(fgets(line,1020,fp)){
+ char *split[16];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ for(j=0,p=line;j<13 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(split[0]==NULL)
+ 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);
+ printf("read db/abra_db.txt done (count=%d)\n",k);
+
+ fp=fopen("db/skill_castnodex_db.txt","r");
+ if(fp==NULL){
+ printf("can't read db/skill_castnodex_db.txt\n");
+ return 1;
+ }
+ while(fgets(line,1020,fp)){
+ char *split[50], *split2[MAX_SKILL_LEVEL];
+ memset(split,0,sizeof(split));
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<2 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+
+ i=atoi(split[0]);
+ if(i<0 || i>MAX_SKILL_DB)
+ continue;
+
+ memset(split2,0,sizeof(split2));
+ for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
+ split2[j]=p;
+ p=strchr(p,':');
+ if(p) *p++=0;
+ }
+ for(k=0;k<MAX_SKILL_LEVEL;k++)
+ skill_db[i].castnodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
+ }
+ fclose(fp);
+ printf("read db/skill_castnodex_db.txt done\n");
+
+ return 0;
+}
+
+void skill_reload(void)
+{
+ /*
+
+ <empty skill database>
+ <?>
+
+ */
+
+ do_init_skill();
+}
+
+/*==========================================
+ * スキル関係初期化処理
+ *------------------------------------------
+ */
+int do_init_skill(void)
+{
+ skill_readdb();
+
+ 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_status_change_timer,"skill_status_change_timer");
+ add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
+
+ return 0;
+}