// $Id: skill.c,v 1.8 2004/02/27 5:34:51 PM Celestia $ /* スキル?係 */ #include #include #include #include #include "timer.h" #include "nullpo.h" #include "malloc.h" #include "skill.h" #include "map.h" #include "clif.h" #include "pc.h" #include "status.h" #include "pet.h" #include "mob.h" #include "battle.h" #include "party.h" #include "itemdb.h" #include "script.h" #include "intif.h" #include "log.h" #include "chrif.h" #include "guild.h" #include "showmsg.h" #include "grfio.h" #ifdef MEMWATCH #include "memwatch.h" #endif #define SKILLUNITTIMER_INVERVAL 100 #define STATE_BLIND 0x10 #define swap(x,y) { int t; t = x; x = y; y = t; } const struct skill_name_db skill_names[] = { { AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow" } , { AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration" } , { AC_DOUBLE, "DOUBLE", "Double_Strafe" } , { AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation" } , { AC_OWL, "OWL", "Owl's_Eye" } , { AC_SHOWER, "SHOWER", "Arrow_Shower" } , { AC_VULTURE, "VULTURE", "Vulture's_Eye" } , { ALL_RESURRECTION, "RESURRECTION", "Resurrection" } , { AL_ANGELUS, "ANGELUS", "Angelus" } , { AL_BLESSING, "BLESSING", "Blessing" } , { AL_CRUCIS, "CRUCIS", "Signum_Crusis" } , { AL_CURE, "CURE", "Cure" } , { AL_DECAGI, "DECAGI", "Decrease_AGI" } , { AL_DEMONBANE, "DEMONBANE", "Demon_Bane" } , { AL_DP, "DP", "Divine_Protection" } , { AL_HEAL, "HEAL", "Heal" } , { AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light" } , { AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta" } , { AL_INCAGI, "INCAGI", "Increase_AGI" } , { AL_PNEUMA, "PNEUMA", "Pneuma" } , { AL_RUWACH, "RUWACH", "Ruwach" } , { AL_TELEPORT, "TELEPORT", "Teleport" } , { AL_WARP, "WARP", "Warp_Portal" } , { AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror" } , { AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery" } , { AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher" } , { AM_BIOETHICS, "BIOETHICS", "Bioethics" } , { AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology" } , { AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus" } , { AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize" } , { AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor" } , { AM_CP_HELM, "HELM", "Chemical_Protection_Helm" } , { AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield" } , { AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon" } , { AM_CREATECREATURE, "CREATECREATURE", "Life_Creation" } , { AM_CULTIVATION, "CULTIVATION", "Cultivation" } , { AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration" } , { AM_DRILLMASTER, "DRILLMASTER", "Drillmaster" } , { AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control" } , { AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus" } , { AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION" } , { AM_PHARMACY, "PHARMACY", "Pharmacy" } , { AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher" } , { AM_REST, "REST", "Sabbath" } , { AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus" } , { AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine" } , { ASC_BREAKER, "BREAKER", "Breaker" } , { ASC_CDP, "CDP", "Create_Deadly_Poison" } , { ASC_EDP, "EDP", "Deadly_Poison_Enchantment" } , { ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk" } , { ASC_KATAR, "KATAR", "Advanced_Katar_Mastery" } , { ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault" } , { AS_CLOAKING, "CLOAKING", "Cloaking" } , { AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison" } , { AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth" } , { AS_KATAR, "KATAR", "Katar_Mastery" } , { AS_LEFT, "LEFT", "Lefthand_Mastery" } , { AS_POISONREACT, "POISONREACT", "Poison_React" } , { AS_RIGHT, "RIGHT", "Righthand_Mastery" } , { AS_SONICBLOW, "SONICBLOW", "Sonic_Blow" } , { AS_SPLASHER, "SPLASHER", "Venom_Splasher" } , { AS_VENOMDUST, "VENOMDUST", "Venom_Dust" } , { BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun" } , { BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross" } , { BA_DISSONANCE, "DISSONANCE", "Dissonance" } , { BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke" } , { BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson" } , { BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike" } , { BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi" } , { BA_WHISTLE, "WHISTLE", "Whistle" } , { BD_ADAPTATION, "ADAPTATION", "Adaption" } , { BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField" } , { BD_ENCORE, "ENCORE", "Encore" } , { BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos" } , { BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss" } , { BD_LULLABY, "LULLABY", "Lullaby" } , { BD_RAGNAROK, "RAGNAROK", "Ragnarok" } , { BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim" } , { BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen" } , { BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail" } , { BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried" } , { BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush" } , { BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2" } , { BS_AXE, "AXE", "Smith_Axe" } , { BS_DAGGER, "DAGGER", "Smith_Dagger" } , { BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft" } , { BS_FINDINGORE, "FINDINGORE", "Ore_Discovery" } , { BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall" } , { BS_HILTBINDING, "HILTBINDING", "Hilt_Binding" } , { BS_IRON, "IRON", "Iron_Tempering" } , { BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace" } , { BS_MACE, "MACE", "Smith_Mace" } , { BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize" } , { BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research" } , { BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust" } , { BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair" } , { BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering" } , { BS_SPEAR, "SPEAR", "Smith_Spear" } , { BS_STEEL, "STEEL", "Steel_Tempering" } , { BS_SWORD, "SWORD", "Smith_Sword" } , { BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword" } , { BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection" } , { BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research" } , { CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow" } , { CG_MARIONETTE, "MARIONETTE", "Marionette_Control" } , { CG_MOONLIT, "MOONLIT", "Moonlight_Petals" } , { CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo" } , { CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike" } , { CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul" } , { CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist" } , { CR_ALCHEMY, "ALCHEMY", "Alchemy" } , { CR_SLIMPITCHER, "SLIMPITCHER", "Slim_Pitcher" } , { CR_FULLPROTECTION, "FULLPROTECTION", "Full_Chemical_Protection" } , { CR_AUTOGUARD, "AUTOGUARD", "Guard" } , { CR_DEFENDER, "DEFENDER", "Defender" } , { CR_DEVOTION, "DEVOTION", "Sacrifice" } , { CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross" } , { CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross" } , { CR_PROVIDENCE, "PROVIDENCE", "Providence" } , { CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect" } , { CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang" } , { CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge" } , { CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken" } , { CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis" } , { CR_TRUST, "TRUST", "Faith" } , { DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson" } , { DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me" } , { DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss" } , { DC_HUMMING, "HUMMING", "Humming" } , { DC_SCREAM, "SCREAM", "Scream" } , { DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute" } , { DC_THROWARROW, "THROWARROW", "Throw_Arrow" } , { DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance" } , { GD_BATTLEORDER, "BATTLEORDER", "Battle_Orders" } , { GD_REGENERATION, "REGENERATION", "Regeneration" } , { GD_RESTORE, "RESTORE", "Restore" } , { GD_EMERGENCYCALL, "EMERGENCYCALL", "Emergency_Call" } , { HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio" } , { HP_BASILICA, "BASILICA", "Basilica" } , { HP_MEDITATIO, "MEDITATIO", "Meditation" } , { HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare" } , { HT_BEASTBANE, "BEASTBANE", "Beast_Bane" } , { HT_BLASTMINE, "BLASTMINE", "Blast_Mine" } , { HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat" } , { HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap" } , { HT_DETECTING, "DETECTING", "Detect" } , { HT_FALCON, "FALCON", "Falconry_Mastery" } , { HT_FLASHER, "FLASHER", "Flasher" } , { HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap" } , { HT_LANDMINE, "LANDMINE", "Land_Mine" } , { HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap" } , { HT_SANDMAN, "SANDMAN", "Sandman" } , { HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap" } , { HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap" } , { HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap" } , { HT_STEELCROW, "STEELCROW", "Steel_Crow" } , { HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box" } , { HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher" } , { HW_MAGICPOWER, "MAGICPOWER", "Magic_Power" } , { HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan" } , { HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain" } , { ITM_TOMAHAWK, "TOMAHAWK", "Throw_Tomahawk" } , { KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack" } , { KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash" } , { KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear" } , { KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery" } , { KN_PIERCE, "PIERCE", "Pierce" } , { KN_RIDING, "RIDING", "Peco_Peco_Ride" } , { KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang" } , { KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery" } , { KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab" } , { KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken" } , { LK_AURABLADE, "AURABLADE", "Aura_Blade" } , { LK_BERSERK, "BERSERK", "Berserk" } , { LK_CONCENTRATION, "CONCENTRATION", "Concentration" } , { LK_FURY, "FURY", "LK_FURY" } , { LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher" } , { LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat" } , { LK_PARRYING, "PARRYING", "Parrying" } , { LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce" } , { LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax" } , { MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution" } , { MC_CHANGECART, "CHANGECART", "Change_Cart" } , { MC_DISCOUNT, "DISCOUNT", "Discount" } , { MC_IDENTIFY, "IDENTIFY", "Item_Appraisal" } , { MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit" } , { MC_LOUD, "LOUD", "Lord_Exclamation" } , { MC_MAMMONITE, "MAMMONITE", "Mammonite" } , { MC_OVERCHARGE, "OVERCHARGE", "Overcharge" } , { MC_PUSHCART, "PUSHCART", "Pushcart" } , { MC_VENDING, "VENDING", "Vending" } , { MG_COLDBOLT, "COLDBOLT", "Cold_Bolt" } , { MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat" } , { MG_FIREBALL, "FIREBALL", "Fire_Ball" } , { MG_FIREBOLT, "FIREBOLT", "Fire_Bolt" } , { MG_FIREWALL, "FIREWALL", "Fire_Wall" } , { MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver" } , { MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt" } , { MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat" } , { MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall" } , { MG_SIGHT, "SIGHT", "Sight" } , { MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike" } , { MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery" } , { MG_STONECURSE, "STONECURSE", "Stone_Curse" } , { MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm" } , { MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits" } , { MO_BLADESTOP, "BLADESTOP", "Blade_Stop" } , { MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation" } , { MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits" } , { MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo" } , { MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish" } , { MO_DODGE, "DODGE", "Dodge" } , { MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits" } , { MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist" } , { MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive" } , { MO_INVESTIGATE, "INVESTIGATE", "Investigate" } , { MO_IRONHAND, "IRONHAND", "Iron_Hand" } , { MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery" } , { MO_STEELBODY, "STEELBODY", "Steel_Body" } , { MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows" } , { NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE" } , { NPC_BARRIER, "BARRIER", "NPC_BARRIER" } , { NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK" } , { NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN" } , { NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } , { NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE" } , { NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND" } , { NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY" } , { NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON" } , { NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } , { NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER" } , { NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND" } , { NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK" } , { NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH" } , { NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK" } , { NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING" } , { NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH" } , { NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS" } , { NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK" } , { NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER" } , { NPC_EMOTION, "EMOTION", "NPC_EMOTION" } , { NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN" } , { NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK" } , { NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK" } , { NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK" } , { NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION" } , { NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK" } , { NPC_KEEPING, "KEEPING", "NPC_KEEPING" } , { NPC_LICK, "LICK", "NPC_LICK" } , { NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK" } , { NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER" } , { NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS" } , { NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK" } , { NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT" } , { NPC_POISON, "POISON", "NPC_POISON" } , { NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK" } , { NPC_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } , { NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK" } , { NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK" } , { NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH" } , { NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!" } , { NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2" } , { NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK" } , { NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK" } , { NPC_SMOKING, "SMOKING", "NPC_SMOKING" } , { NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK" } , { NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK" } , { NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE" } , { NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER" } , { NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE" } , { NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } , { NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION" } , { NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK" } , { NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK" } , { NV_BASIC, "BASIC", "Basic_Skill" } , { NV_FIRSTAID, "FIRSTAID", "First Aid" } , { NV_TRICKDEAD, "TRICKDEAD", "Play_Dead" } , { PA_GOSPEL, "GOSPEL", "Gospel" } , { PA_PRESSURE, "PRESSURE", "Pressure" } , { PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual" } , { PF_FOGWALL, "FOGWALL", "Wall_of_Fog" } , { PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion" } , { PF_MEMORIZE, "MEMORIZE", "Memorize" } , { PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker" } , { PF_SOULBURN, "SOULBURN", "Soul_Burn" } , { PF_SOULCHANGE, "SOULCHANGE", "Soul_Change" } , { PF_SPIDERWEB, "SPIDERWEB", "Spider_Web" } , { PR_ASPERSIO, "ASPERSIO", "Aspersio" } , { PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti" } , { PR_GLORIA, "GLORIA", "Gloria" } , { PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus" } , { PR_KYRIE, "KYRIE", "Kyrie_Eleison" } , { PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna" } , { PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina" } , { PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery" } , { PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat" } , { PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus" } , { PR_SANCTUARY, "SANCTUARY", "Santuary" } , { PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison" } , { PR_STRECOVERY, "STRECOVERY", "Status_Recovery" } , { PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium" } , { PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead" } , { RG_BACKSTAP, "BACKSTAP", "Back_Stab" } , { RG_CLEANER, "CLEANER", "Remover" } , { RG_COMPULSION, "COMPULSION", "Compulsion_Discount" } , { RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity" } , { RG_GANGSTER, "GANGSTER", "Gangster's_Paradise" } , { RG_GRAFFITI, "GRAFFITI", "Graffiti" } , { RG_INTIMIDATE, "INTIMIDATE", "Intimidate" } , { RG_PLAGIARISM, "PLAGIARISM", "Plagiarism" } , { RG_RAID, "RAID", "Raid" } , { RG_SNATCHER, "SNATCHER", "Snatcher" } , { RG_STEALCOIN, "STEALCOIN", "Steal_Coin" } , { RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor" } , { RG_STRIPHELM, "STRIPHELM", "Strip_Helm" } , { RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield" } , { RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon" } , { RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive" } , { SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus" } , { SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book" } , { SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast" } , { SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel" } , { SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change" } , { SA_COMA, "COMA", "Coma" } , { SA_DEATH, "DEATH", "Death" } , { SA_DELUGE, "DELUGE", "Deluge" } , { SA_DISPELL, "DISPELL", "Dispel" } , { SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology" } , { SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher" } , { SA_FORTUNE, "FORTUNE", "Fortune" } , { SA_FREECAST, "FREECAST", "Cast_Freedom" } , { SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon" } , { SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery" } , { SA_GRAVITY, "GRAVITY", "Gravity" } , { SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death" } , { SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector" } , { SA_LEVELUP, "LEVELUP", "Level_Up" } , { SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader" } , { SA_MAGICROD, "MAGICROD", "Magic_Rod" } , { SA_MONOCELL, "MONOCELL", "Monocell" } , { SA_QUESTION, "QUESTION", "Question?" } , { SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish" } , { SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon" } , { SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell" } , { SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster" } , { SA_TAMINGMONSTER, "TAMINGMONSTER", "Taming_Monster" } , { SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale" } , { SA_VOLCANO, "VOLCANO", "Volcano" } , { SG_DEVIL, "DEVIL", "Devil" } , { SG_FEEL, "FEEL", "Feel" } , { SG_FRIEND, "FRIEND", "Friend" } , { SG_FUSION, "FUSION", "Fusion" } , { SG_HATE, "HATE", "Hate" } , { SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge" } , { SG_MOON_ANGER, "ANGER", "Moon Anger" } , { SG_MOON_BLESS, "BLESS", "Moon Bless" } , { SG_MOON_COMFORT, "COMFORT", "Moon Comfort" } , { SG_MOON_WARM, "WARM", "Moon Warm" } , { SG_STAR_ANGER, "ANGER", "Star Anger" } , { SG_STAR_BLESS, "BLESS", "Star Bless" } , { SG_STAR_COMFORT, "COMFORT", "Star Comfort" } , { SG_STAR_WARM, "WARM", "Star Warm" } , { SG_SUN_ANGER, "ANGER", "Sun Anger" } , { SG_SUN_BLESS, "BLESS", "Sun Bless" } , { SG_SUN_COMFORT, "COMFORT", "Sun Comfort" } , { SG_SUN_WARM, "WARM", "Sun Warm" } , { SL_ALCHEMIST, "ALCHEMIST", "Alchemist" } , { SL_ASSASIN, "ASSASIN", "Assasin" } , { SL_BARDDANCER, "BARDDANCER", "Bard Dancer" } , { SL_BLACKSMITH, "BLACKSMITH", "Black Smith" } , { SL_CRUSADER, "CRUSADER", "Crusader" } , { SL_HUNTER, "HUNTER", "Hunter" } , { SL_KAAHI, "KAAHI", "Kaahi" } , { SL_KAINA, "KAINA", "Kaina" } , { SL_KAITE, "KAITE", "Kaite" } , { SL_KAIZEL, "KAIZEL", "Kaizel" } , { SL_KAUPE, "KAUPE", "Kaupe" } , { SL_KNIGHT, "KNIGHT", "Knight" } , { SL_MONK, "MONK", "Monk" } , { SL_PRIEST, "PRIEST", "Priest" } , { SL_ROGUE, "ROGUE", "Rogue" } , { SL_SAGE, "SAGE", "Sage" } , { SL_SKA, "SKA", "SKA" } , { SL_SKE, "SKE", "SKE" } , { SL_SMA, "SMA", "SMA" } , { SL_SOULLINKER, "SOULLINKER", "Soul Linker" } , { SL_STAR, "STAR", "Star" } , { SL_STIN, "STIN", "Stin" } , { SL_STUN, "STUN", "Stun" } , { SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice" } , { SL_SWOO, "SWOO", "Swoo" } , { SL_WIZARD, "WIZARD", "Wizard" } , { SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk" } , { SM_BASH, "BASH", "Bash" } , { SM_ENDURE, "ENDURE", "Endure" } , { SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point" } , { SM_MAGNUM, "MAGNUM", "Magnum_Break" } , { SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery" } , { SM_PROVOKE, "PROVOKE", "Provoke" } , { SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery" } , { SM_SWORD, "SWORD", "Sword_Mastery" } , { SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery" } , { SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault" } , { SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting" } , { SN_SIGHT, "SIGHT", "True_Sight" } , { SN_WINDWALK, "WINDWALK", "Wind_Walk" } , { ST_CHASEWALK, "CHASEWALK", "Chase_Walk" } , { ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword" } , { ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack" } , { ST_PRESERVE, "PRESERVE", "Preserve" } , { ST_FULLSTRIP, "FULLSTRIP", "Full_Strip" } , { TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding" } , { TF_DETOXIFY, "DETOXIFY", "Detoxify" } , { TF_DOUBLE, "DOUBLE", "Double_Attack" } , { TF_HIDING, "HIDING", "Hiding" } , { TF_MISS, "MISS", "Improve_Dodge" } , { TF_PICKSTONE, "PICKSTONE", "Take_Stone" } , { TF_POISON, "POISON", "Envenom" } , { TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand" } , { TF_STEAL, "STEAL", "Steal" } , { TF_THROWSTONE, "THROWSTONE", "Throw_Stone" } , { TK_COUNTER, "COUNTER", "Counter" } , { TK_DODGE, "DODGE", "Dodge" } , { TK_DOWNKICK, "DOWNKICK", "Down Kick" } , { TK_HIGHJUMP, "HIGHJUMP", "High Jump" } , { TK_HPTIME, "HPTIME", "HP Time" } , { TK_JUMPKICK, "JUMPKICK", "Jump Kick" } , { TK_POWER, "POWER", "Power" } , { TK_READYCOUNTER, "READYCOUNTER", "Ready Counter" } , { TK_READYDOWN, "READYDOWN", "Ready Down" } , { TK_READYSTORM, "READYSTORM", "Ready Storm" } , { TK_READYTURN, "READYTURN", "Ready Turn" } , { TK_RUN, "RUN", "TK_RUN" } , { TK_SEVENWIND, "SEVENWIND", "Seven Wind" } , { TK_SPTIME, "SPTIME", "SP Time" } , { TK_STORMKICK, "STORMKICK", "Storm Kick" } , { TK_TURNKICK, "TURNKICK", "Turn Kick" } , { WE_BABY, "BABY", "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" } , { WS_WEAPONREFINE, "WEAPONREFINE", "Weapon_Refine" } , { WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike" } , { WZ_ESTIMATION, "ESTIMATION", "Sense" } , { WZ_FIREIVY, "FIREIVY", "Fire_Ivy" } , { WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar" } , { WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova" } , { WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive" } , { WZ_ICEWALL, "ICEWALL", "Ice_Wall" } , { WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder" } , { WZ_METEOR, "METEOR", "Meteor_Storm" } , { WZ_QUAGMIRE, "QUAGMIRE", "Quagmire" } , { WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher" } , { WZ_STORMGUST, "STORMGUST", "Storm_Gust" } , { WZ_VERMILION, "VERMILION", "Lord_of_Vermilion" } , { WZ_WATERBALL, "WATERBALL", "Water_Ball" } , { 0, 0, 0 } }; static const int dirx[8]={0,-1,-1,-1,0,1,1,1}; static const int diry[8]={1,1,0,-1,-1,-1,0,1}; static int rdamage; /* スキルデ?タベ?ス */ struct skill_db skill_db[MAX_SKILL_DB]; /* アイテム作成デ?タベ?ス */ struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; /* 矢作成スキルデ?タベ?ス */ struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; /* アブラカダブラ?動スキルデ?タベ?ス */ struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; // macros to check for out of bounds errors [celest] // i: Skill ID, l: Skill Level, var: Value to return after checking // for values that don't require level just put a one (putting 0 will trigger return 0; instead // for values that might need to use a different function just skill_chk would suffice. #define skill_chk(i, l) \ if (i >= 10000 && i < 10015) {i -= 9500;} \ if (i < 1 || i > MAX_SKILL_DB) {return 0;} \ if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;} #define skill_get(var, i, l) \ { skill_chk(i, l); return var; } // Skill DB int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); } int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].inf : guild_skill_get_inf(id); } int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); } int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); } int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].max : guild_skill_get_max(id); } int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500) ? skill_db[id].range[lv-1] : guild_skill_get_range(id); } int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); } int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); } int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); } int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); } int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); } int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); } int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); } int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); } int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); } int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); } int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); } int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); } int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); } int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); } int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); } int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); } int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); } int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); } int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); } int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); } int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); } int skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); } int skill_get_unit_target( int id ){ skill_get (skill_db[id].unit_target, id, 1); } int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); } int skill_tree_get_max(int id, int b_class){ struct pc_base_job s_class = pc_calc_base_job(b_class); int i, skillid; for(i=0;(skillid=skill_tree[s_class.upper][s_class.job][i].id)>0;i++) if (id == skillid) return skill_tree[s_class.upper][s_class.job][i].max; return skill_get_max (id); } /* プロトタイプ */ //struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag); int skill_check_condition( struct map_session_data *sd,int type); int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); int skill_frostjoke_scream(struct block_list *bl,va_list ap); int status_change_timer_sub(struct block_list *bl, va_list ap ); int skill_attack_area(struct block_list *bl,va_list ap); int skill_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 ); struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick); int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick); int skill_unit_effect(struct block_list *bl,va_list ap); // [MouseJstr] - skill ok to cast? and when? int skillnotok(int skillid, struct map_session_data *sd) { nullpo_retr (1, sd); //if (sd == 0) //return 0; //return 1; // I think it was meant to be "no skills allowed when not a valid sd" if (!(skillid >= 10000 && skillid < 10015)) if ((skillid > MAX_SKILL) || (skillid < 0)) return 1; { int i = skillid; if (i >= 10000 && i < 10015) i -= 9500; if (sd->blockskill[i] > 0) return 1; } if (pc_isGM(sd) >= 20) return 0; // gm's can do anything damn thing they want // Check skill restrictions [Celest] if(!map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 1) return 1; if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2) return 1; if(map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 4) return 1; if (agit_flag && skill_get_nocast (skillid) & 8) return 1; if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16) return 1; switch (skillid) { case AL_WARP: case AL_TELEPORT: case MC_VENDING: case MC_IDENTIFY: return 0; // always allowed default: return(map[sd->bl.m].flag.noskill); } } static int distance(int x0,int y0,int x1,int y1) { int dx,dy; dx=abs(x0-x1); dy=abs(y0-y1); return dx>dy ? dx : dy; } /* スキルユニットの配置情報を返す */ struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; int firewall_unit_pos; int icewall_unit_pos; struct skill_unit_layout *skill_get_unit_layout(int skillid,int skilllv,struct block_list *src,int x,int y) { int pos = skill_get_unit_layout_type(skillid,skilllv); int dir; if (pos!=-1) return &skill_unit_layout[pos]; if (src->x==x && src->y==y) dir = 2; else dir = map_calc_dir(src,x,y); if (skillid==MG_FIREWALL) return &skill_unit_layout[firewall_unit_pos+dir]; else if (skillid==WZ_ICEWALL) return &skill_unit_layout[icewall_unit_pos+dir]; printf("unknown unit layout for skill %d, %d\n",skillid,skilllv); return &skill_unit_layout[0]; } // 0x89,0x8a,0x8b 表示無し // 0x9a 炎?性の詠唱みたいなエフェクト // 0x9b 水?性の詠唱みたいなエフェクト // 0x9c 風?性の詠唱みたいなエフェクト // 0x9d 白い小さなエフェクト // 0xb1 Alchemist Demonstration // 0xb2 = Pink Warp Portal // 0xb3 = Gospel For Paladin // 0xb4 = Basilica // 0xb5 = Empty // 0xb6 = Fog Wall for Professor // 0xb7 = Spider Web for Professor // 0xb8 = Empty // 0xb9 = /*========================================== * スキル追加?果 *------------------------------------------ */ int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick) { /* MOB追加?果スキル用 */ const int sc[]={ SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN, SC_STONE, SC_CURSE, SC_SLEEP }; const int sc2[]={ MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK, NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK, NPC_SILENCEATTACK,0,NPC_BLINDATTACK }; struct map_session_data *sd=NULL; struct map_session_data *dstsd=NULL; struct mob_data *md=NULL; struct mob_data *dstmd=NULL; struct pet_data *pd=NULL; int skill,skill2; int rate; int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk; int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2; nullpo_retr(0, src); nullpo_retr(0, bl); if(skillid < 0) { // remove the debug print when this case is finished printf("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid, src, bl,skillid,skilllv,attack_type,tick); return 0; } if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest if (src->type == BL_PC){ nullpo_retr(0, sd = (struct map_session_data *)src); } else if (src->type == BL_MOB){ nullpo_retr(0, md = (struct mob_data *)src); //未使用? } else if (src->type == BL_PET){ nullpo_retr(0, pd = (struct pet_data *)src); // [Valaris] } if(bl->type == BL_PC) { nullpo_retr(0, dstsd=(struct map_session_data *)bl); } else if(bl->type == BL_MOB) { nullpo_retr(0, dstmd=(struct mob_data *)bl); //未使用? } //?象の耐性 sc_def_mdef = status_get_sc_def_mdef(bl); sc_def_vit = status_get_sc_def_vit(bl); sc_def_int = status_get_sc_def_int(bl); sc_def_luk = status_get_sc_def_luk(bl); //自分の耐性 sc_def_mdef2 = status_get_sc_def_mdef(src); sc_def_vit2 = status_get_sc_def_vit(src); sc_def_int2 = status_get_sc_def_int(src); sc_def_luk2 = status_get_sc_def_luk(src); switch(skillid){ case 0: /* 通常攻? */ /* 自動鷹 */ if(sd) { struct status_change *sc_data = status_get_sc_data(bl); if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && rand()%1000 <= sd->paramc[5]*10/3+1 ) { int lv=(sd->status.job_level+9)/10; skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skillstatus.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && (skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) { if(pc_steal_item(sd,bl)) clif_skill_nodamage(src,bl,TF_STEAL,skill2,1); else if (battle_config.display_snatcher_skill_fail) clif_skill_fail(sd,skillid,0,0); } // enchant poison has a chance of poisoning enemy if (sd->sc_data[SC_ENCPOISON].timer != -1 && sc_data && sc_data[SC_POISON].timer == -1 && rand() % 100 < sd->sc_data[SC_ENCPOISON].val1 * sc_def_vit) { status_change_start(bl,SC_POISON,sd->sc_data[SC_ENCPOISON].val1, 0,0,0,skill_get_time2(AS_ENCHANTPOISON,sd->sc_data[SC_ENCPOISON].val1),0); } // エンチャントデットリ?ポイズン(猛毒?果) if (sd->sc_data[SC_EDP].timer != -1 && sc_data && sc_data[SC_DPOISON].timer == -1 && rand() % 100 < sd->sc_data[SC_EDP].val2 * sc_def_vit) status_change_start(bl,SC_DPOISON,sd->sc_data[SC_EDP].val1, 0,0,0,skill_get_time2(ASC_EDP,sd->sc_data[SC_EDP].val1),0); } break; case SM_BASH: /* バッシュ(急所攻?) */ if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){ if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 ) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0); } break; case TF_POISON: /* インベナム */ case AS_SPLASHER: /* ベナムスプラッシャ? */ if(rand()%100< (2*skilllv+10)*sc_def_vit/100 ) status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); else{ if(sd && skillid==TF_POISON) clif_skill_fail(sd,skillid,0,0); } break; case AS_SONICBLOW: /* ソニックブロ? */ if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case AS_GRIMTOOTH: if (bl->type == BL_MOB) { struct status_change *sc_data = status_get_sc_data(bl); if (sc_data && sc_data[SC_SLOWDOWN].timer == -1) status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0); } break; case HT_FREEZINGTRAP: /* フリ?ジングトラップ */ rate=skilllv*3+35; if(rand()%100 < rate*sc_def_mdef/100) status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case MG_FROSTDIVER: /* フロストダイバ? */ case WZ_FROSTNOVA: /* フロストノヴァ */ { struct status_change *sc_data = status_get_sc_data(bl); rate=(skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15; rate=rate<=5?5:rate; if(sc_data && sc_data[SC_FREEZE].timer == -1 && rand()%100 < rate) status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv)*(1-sc_def_mdef/100),0); else if (sd && skillid == MG_FROSTDIVER) clif_skill_fail(sd,skillid,0,0); } break; case WZ_STORMGUST: /* スト?ムガスト */ { struct status_change *sc_data = status_get_sc_data(bl); if(sc_data) { sc_data[SC_FREEZE].val3++; if(sc_data[SC_FREEZE].val3 >= 3) status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } } break; case HT_LANDMINE: /* ランドマイン */ if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 ) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */ if(map[bl->m].flag.pvp && dstsd){ dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100; status_calc_pc(dstsd,0); } break; case HT_SANDMAN: /* サンドマン */ if( rand()%100 < (5*skilllv+30)*sc_def_int/100 ) status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case TF_SPRINKLESAND: /* 砂まき */ if( rand()%100 < 20*sc_def_int/100 ) status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case TF_THROWSTONE: /* 石投げ */ if( rand()%100 < 7*sc_def_vit/100 ) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case CR_HOLYCROSS: /* ホ?リ?クロス */ if( rand()%100 < 3*skilllv*sc_def_int/100 ) status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case CR_GRANDCROSS: /* グランドクロス */ case NPC_DARKGRANDCROSS: /*闇グランドクロス*/ { int race = status_get_race(bl); if( (battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //?制付?だが完全耐性には無? status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } break; case AM_ACIDTERROR: if( rand()%100 < (skilllv*3)*sc_def_vit/100 ) status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */ if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case RG_RAID: /* サプライズアタック */ if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 ) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); if( rand()%100 < (10+3*skilllv)*sc_def_int/100 ) status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case BA_FROSTJOKE: if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100) status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case DC_SCREAM: if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 ) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case BD_LULLABY: /* 子守唄 */ if( rand()%100 < 15*sc_def_int/100 ) status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; /* MOBの追加?果付きスキル */ case NPC_PETRIFYATTACK: if(rand()%100 < sc_def_mdef) status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_POISON: case NPC_SILENCEATTACK: case NPC_STUNATTACK: if(rand()%100 < sc_def_vit && src->type!=BL_PET) status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); if(src->type==BL_PET) status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0); break; case NPC_CURSEATTACK: if(rand()%100 < sc_def_luk) status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_SLEEPATTACK: case NPC_BLINDATTACK: if(rand()%100 < sc_def_int) status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_MENTALBREAKER: if(dstsd) { int sp = dstsd->status.max_sp*(10+skilllv)/100; if(sp < 1) sp = 1; pc_heal(dstsd,0,-sp); } break; // -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion) // case WZ_METEOR: if(rand()%100 < sc_def_vit) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case WZ_VERMILION: if(rand()%100 < sc_def_int) status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; // -- moonsoul (stun ability of new champion skill tigerfist) // case CH_TIGERFIST: if( rand()%100 < (10 + skilllv*10)*sc_def_vit/100 ) { int sec = skill_get_time2 (skillid,skilllv) - status_get_agi(bl)/10; status_change_start(bl,SC_STAN,skilllv,0,0,0,sec,0); } break; case LK_SPIRALPIERCE: if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case ST_REJECTSWORD: /* フリ?ジングトラップ */ if( rand()%100 < (skilllv*15) ) status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case PF_FOGWALL: /* ホ?リ?クロス */ if(src!=bl && rand()%100 < 3*skilllv*sc_def_int/100 ) status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case LK_HEADCRUSH: /* ヘッドクラッシュ */ {//?件が良く分からないので適?に int race=status_get_race(bl); if( !(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } break; case LK_JOINTBEAT: /* ジョイントビ?ト */ //?件が良く分からないので適?に if( rand()%100 < (5*skilllv+5)*sc_def_vit/100 ) status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case PF_SPIDERWEB: /* スパイダ?ウェッブ */ { if(bl->type == BL_MOB) { int sec=skill_get_time2(skillid,skilllv); if(map[src->m].flag.pvp) //PvPでは拘束時間半減? sec = sec/2; battle_stopwalking(bl,1); status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0); } } break; case ASC_METEORASSAULT: /* メテオアサルト */ if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //?態異常は詳細が分からないので適?に status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); if( rand()%100 < (10+3*skilllv)*sc_def_int/100 ) status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */ //阿修羅を使うと5分間自然回復しないようになる status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ); break; case HW_NAPALMVULCAN: /* ナパ?ムバルカン */ // skilllv*5%の確率で呪い if (rand()%10000 < 5*skilllv*sc_def_luk) status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0); break; } if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */ int i; int sc_def_card=100; for(i=SC_STONE;i<=SC_BLIND;i++){ //?象に?態異常 switch (i) { case SC_STONE: case SC_FREEZE: sc_def_card=sc_def_mdef; break; case SC_STAN: case SC_POISON: case SC_SILENCE: sc_def_card=sc_def_vit; break; case SC_SLEEP: case SC_CONFUSION: case SC_BLIND: sc_def_card=sc_def_int; break; case SC_CURSE: sc_def_card=sc_def_luk; } if (sd) { if(!sd->state.arrow_atk) { if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){ if(battle_config.battle_log) printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]); 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?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]); 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?態異常 switch (i) { case SC_STONE: case SC_FREEZE: sc_def_card=sc_def_mdef2; break; case SC_STAN: case SC_POISON: case SC_SILENCE: sc_def_card=sc_def_vit2; break; case SC_SLEEP: case SC_CONFUSION: case SC_BLIND: sc_def_card=sc_def_int2; break; case SC_CURSE: sc_def_card=sc_def_luk2; } if (sd) { if(!sd->state.arrow_atk) { if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){ if(battle_config.battle_log) printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]); 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?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]); status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); } } } if (dstsd && ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) && rand()%10000 < dstsd->addeff3[i-SC_STONE]*sc_def_card/100){ if(battle_config.battle_log) printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,dstsd->addeff3[i-SC_STONE]); 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?吹き飛ばし?理 -------------------------------------------------------------------------*/ int skill_blown( struct block_list *src, struct block_list *target,int count) { int dx=0,dy=0,nx,ny; int x=target->x,y=target->y; int dir,ret,prev_state=MS_IDLE; int moveblock; struct map_session_data *sd=NULL; struct mob_data *md=NULL; struct pet_data *pd=NULL; struct skill_unit *su=NULL; nullpo_retr(0, src); nullpo_retr(0, target); if(target->type==BL_PC){ sd=(struct map_session_data *)target; }else if(target->type==BL_MOB){ md=(struct mob_data *)target; }else if(target->type==BL_PET){ pd=(struct pet_data *)target; }else if(target->type==BL_SKILL){ su=(struct skill_unit *)target; }else return 0; if (count&0xf00000) dir = (count>>20)&0xf; else if (count&0x10000 || (target->x==src->x && target->y==src->y)) dir = status_get_dir(target); else dir = map_calc_dir(target,src->x,src->y); if (dir>=0 && dir<8){ dx = -dirx[dir]; dy = -diry[dir]; } ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff); nx=ret>>16; ny=ret&0xffff; moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE); if(count&0x20000) { battle_stopwalking(target,1); if(sd){ sd->to_x=nx; sd->to_y=ny; sd->walktimer = 1; clif_walkok(sd); clif_movechar(sd); } else if(md) { md->to_x=nx; md->to_y=ny; prev_state = md->state.state; md->state.state = MS_WALK; clif_fixmobpos(md); } else if(pd) { pd->to_x=nx; pd->to_y=ny; prev_state = pd->state.state; pd->state.state = MS_WALK; clif_fixpetpos(pd); } } else battle_stopwalking(target,2); dx = nx - x; dy = ny - y; if(sd) /* ?面外に出たので消去 */ map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd); else if(md) map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md); else if(pd) map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd); if(su){ skill_unit_move_unit_group(su->group,target->m,dx,dy); }else{ int tick = gettick(); skill_unit_move(target,tick,0); if(moveblock) map_delblock(target); target->x=nx; target->y=ny; if(moveblock) map_addblock(target); skill_unit_move(target,tick,1); } if(sd) { /* ?面?に入ってきたので表示 */ map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd); if(count&0x20000) sd->walktimer = -1; } else if(md) { map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md); if(count&0x20000) md->state.state = prev_state; } else if(pd) { map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd); if(count&0x20000) pd->state.state = prev_state; } return 0; } /* * ========================================================================= * スキル攻??果?理まとめ * flagの?明。16進? * 00XRTTff * ff = magicで計算に渡される) * TT = パケットのtype部分(0でデフォルト) * X = パケットのスキルLv * R = 予約(skill_area_subで使用する) *------------------------------------------------------------------------- */ int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ) { struct Damage dmg; struct status_change *sc_data; int type,lv,damage; static int tmpdmg = 0; if(skillid > 0 && skilllv <= 0) return 0; rdamage = 0; nullpo_retr(0, src); nullpo_retr(0, dsrc); nullpo_retr(0, bl); sc_data = status_get_sc_data(bl); //何もしない判定ここから if(dsrc->m != bl->m) //?象が同じマップにいなければ何もしない return 0; if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※ return 0; if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //術者?がPCですでに死んでいたら何もしない return 0; if(src != dsrc && dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //術者?がPCですでに死んでいたら何もしない return 0; if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //?象がPCですでに死んでいたら何もしない return 0; if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *)bl)) return 0; // [MouseJstr] if(sc_data && sc_data[SC_HIDING].timer != -1) { //ハイディング?態で if(skill_get_pl(skillid) != 2) //スキルの?性が地?性でなければ何もしない return 0; } if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない return 0; if(skillid == WZ_STORMGUST) { //使用スキルがスト?ムガストで if(sc_data && sc_data[SC_FREEZE].timer != -1) //凍結?態なら何もしない return 0; } if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない return 0; if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //術者がPCでチャット中なら何もしない return 0; if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //術者がPCでチャット中なら何もしない return 0; if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0) return 0; //何もしない判定ここまで type=-1; lv=(flag>>20)&0xf; dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダメ?ジ計算 //マジックロッド?理ここから if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //魔法攻?でマジックロッド?態でsrc=dsrcなら dmg.damage = dmg.damage2 = 0; //ダメ?ジ0 if(bl->type == BL_PC) { //?象がPCの場合 struct map_session_data *sd = (struct map_session_data *)bl; if (sd) { int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸? sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸?率計算 if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上 sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算? if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値 else if(sp < 1) sp = 1; //1以下の場合は1 if(sd->status.sp + sp > sd->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合 sp = sd->status.max_sp - sd->status.sp; //SPをMSP-現在SPにする sd->status.sp = sd->status.max_sp; //現在のSPにMSPを代入 } else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算 sd->status.sp += sp; clif_heal(sd->fd,SP_SP,sp); //SP回復エフェクトの表示 sd->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); // } } clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示 } //マジックロッド?理ここまで if(src->type==BL_PET) { // [Valaris] dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), status_get_element(bl) ); dmg.damage2=0; } damage = dmg.damage + dmg.damage2; if(lv==15) lv=-1; if( flag&0xff00 ) type=(flag&0xff00)>>8; if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※ dmg.blewcount = 0; if(skillid == CR_GRANDCROSS||skillid == NPC_DARKGRANDCROSS) {//グランドクロス if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示 if( src == bl) type = 4; // 反動はダメ?ジモ?ションなし } //使用者がPCの場合の?理ここから if(src->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)src; nullpo_retr(0, sd); //連打掌(MO_CHAINCOMBO)ここから if(skillid == MO_CHAINCOMBO) { int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); //基本ディレイの計算 if(damage < status_get_hp(bl)) { //ダメ?ジが?象のHPより小さい場合 if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&?球保持時は+300ms delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ?態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 } //連打掌(MO_CHAINCOMBO)ここまで //猛龍拳(MO_COMBOFINISH)ここから else if(skillid == MO_COMBOFINISH) { int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src); if(damage < status_get_hp(bl)) { //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms //伏虎拳(CH_TIGERFIST)取得時も+300ms if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) || (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) || (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)) delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ?態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 } //猛龍拳(MO_COMBOFINISH)ここまで //伏虎拳(CH_TIGERFIST)ここから else if(skillid == CH_TIGERFIST) { int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); if(damage < status_get_hp(bl)) { if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩?(CH_CHAINCRUSH)取得時は+300ms delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ?態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 } //伏虎拳(CH_TIGERFIST)ここまで //連柱崩?(CH_CHAINCRUSH)ここから else if(skillid == CH_CHAINCRUSH) { int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); if(damage < status_get_hp(bl)) { //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ?態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 } //連柱崩?(CH_CHAINCRUSH)ここまで } //使用者がPCの場合の?理ここまで //武器スキル?ここから //AppleGirl Was Here if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah if(bl->type == BL_PC) { //Blah Blah struct map_session_data *tsd = (struct map_session_data *)bl; if(tsd->magic_damage_return > 0) { //More Blah rdamage += damage * tsd->magic_damage_return / 100; if(rdamage < 1) rdamage = 1; } } } //Stop Here if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc) { //武器スキル&ダメ?ジあり&使用者と?象者が違う&src=dsrc if(dmg.flag&BF_SHORT) { //近距離攻?時?※ if(bl->type == BL_PC) { //?象がPCの時 struct map_session_data *tsd = (struct map_session_data *)bl; nullpo_retr(0, tsd); if(tsd->short_weapon_damage_return > 0) { //近距離攻?跳ね返し?※ rdamage += damage * tsd->short_weapon_damage_return / 100; if(rdamage < 1) rdamage = 1; } } if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシ?ルド時 rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算 if(rdamage < 1) rdamage = 1; } } else if(dmg.flag&BF_LONG) { //遠距離攻?時?※ if(bl->type == BL_PC) { //?象がPCの時 struct map_session_data *tsd = (struct map_session_data *)bl; nullpo_retr(0, tsd); if(tsd->long_weapon_damage_return > 0) { //遠距離攻?跳ね返し?※ rdamage += damage * tsd->long_weapon_damage_return / 100; if(rdamage < 1) rdamage = 1; } } } if(rdamage > 0) clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); } //武器スキル?ここまで switch(skillid){ case AS_SPLASHER: clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); break; case ASC_BREAKER: // [celest] if (attack_type&BF_MAGIC) { // only display damage for the 2nd attack if (damage + tmpdmg != 0) // if both attacks missed, do not display a 2nd 'miss' clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage+tmpdmg, dmg.div_, skillid, skilllv, type); tmpdmg = 0; // clear the temporary damage } else { if (damage == 0) // if weapon attack missed, display the 'miss' clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type); tmpdmg = damage; // store the temporary weapon damage } break; case NPC_SELFDESTRUCTION: case NPC_SELFDESTRUCTION2: break; case SN_SHARPSHOOTING: clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,0,0,0); break; default: clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type ); } /* 吹き飛ばし処理とそのパケット */ if (dmg.blewcount > 0 && bl->type!=BL_SKILL && !map[src->m].flag.gvg) { skill_blown(dsrc,bl,dmg.blewcount); if(bl->type == BL_MOB) clif_fixmobpos((struct mob_data *)bl); else if(bl->type == BL_PET) clif_fixpetpos((struct pet_data *)bl); else clif_fixpos(bl); } map_freeblock_lock(); /* ?際にダメ?ジ?理を行う */ if (skillid || flag) { if (attack_type&BF_WEAPON) battle_delay_damage(tick+dmg.amotion,src,bl,damage,0); else battle_damage(src,bl,damage,0); } if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) { int s_lv = status_get_lv(src),t_lv = status_get_lv(bl); int rate = 50 + skilllv * 5; rate = rate + (s_lv - t_lv); if(rand()%100 < rate) skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag); } if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM) && sc_data[SC_PRESERVE].timer == -1){ struct map_session_data *tsd = (struct map_session_data *)bl; nullpo_retr(0, tsd); if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].lv && !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) && !(skillid > NPC_SELFDESTRUCTION2 && skillid < NPC_UNDEADATTACK)){ //?に?んでいるスキルがあれば該?スキルを消す if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag==13){ tsd->status.skill[tsd->cloneskill_id].id=0; tsd->status.skill[tsd->cloneskill_id].flag=0; } tsd->cloneskill_id=skillid; tsd->status.skill[skillid].id=skillid; tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))? skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM); tsd->status.skill[skillid].flag=13;//cloneskill flag clif_skillinfoblock(tsd); } } /* ダメ?ジがあるなら追加?果判定 */ if(bl->prev != NULL){ if(!status_isdead(bl)) { if(damage > 0) skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick); if(bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */ { struct mob_data *md=(struct mob_data *)bl; nullpo_retr(0, md); if(battle_config.mob_changetarget_byskill == 1) { int target; target=md->target_id; if(src->type == BL_PC) md->target_id=src->id; mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16)); md->target_id=target; } else mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16)); } } } if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) { struct map_session_data *sd = (struct map_session_data *)src; int hp = 0,sp = 0; nullpo_retr(0, sd); if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) { hp += (dmg.damage * sd->hp_drain_per)/100; if(sd->hp_drain_rate > 0 && hp < 1) hp = 1; else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1; } if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) { hp += (dmg.damage2 * sd->hp_drain_per_)/100; if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1; else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1; } if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) { sp += (dmg.damage * sd->sp_drain_per)/100; if(sd->sp_drain_rate > 0 && sp < 1) sp = 1; else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1; } if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) { sp += (dmg.damage2 * sd->sp_drain_per_)/100; if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1; else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1; } if(hp || sp) pc_heal(sd,hp,sp); if (sd->sp_drain_type && bl->type == BL_PC) battle_heal(NULL,bl,0,-sp,0); } if ((skillid || flag) && rdamage>0) { if (attack_type&BF_WEAPON) battle_delay_damage(tick+dmg.amotion,bl,src,rdamage,0); else battle_damage(bl,src,rdamage,0); } if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) { if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id) battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1); status_change_end(bl,SC_AUTOCOUNTER,-1); } map_freeblock_unlock(); return (dmg.damage+dmg.damage2); /* ?ダメを返す */ } /*========================================== * スキル範?攻?用(map_foreachinareaから呼ばれる) * flagについて:16進?を確認 * MSB <- 00fTffff ->LSB * T =タ?ゲット選?用(BCT_*) * ffff=自由に使用可能 * 0 =予約。0に固定 *------------------------------------------ */ static int skill_area_temp[8]; /* 一時??。必要なら使う。 */ typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int); int skill_area_sub( struct block_list *bl,va_list ap ) { struct block_list *src; int skill_id,skill_lv,flag; unsigned int tick; SkillFunc func; nullpo_retr(0, bl); nullpo_retr(0, ap); if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL) return 0; src=va_arg(ap,struct block_list *); //ここではsrcの値を?照していないのでNULLチェックはしない skill_id=va_arg(ap,int); skill_lv=va_arg(ap,int); tick=va_arg(ap,unsigned int); flag=va_arg(ap,int); func=va_arg(ap,SkillFunc); if(battle_check_target(src,bl,flag) > 0) func(src,bl,skill_id,skill_lv,tick,flag); return 0; } static int skill_check_unit_range_sub( struct block_list *bl,va_list ap ) { struct skill_unit *unit; int *c; int skillid,unit_id; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, unit = (struct skill_unit *)bl); nullpo_retr(0, c = va_arg(ap,int *)); if(bl->prev == NULL || bl->type != BL_SKILL) return 0; if(!unit->alive) return 0; skillid = va_arg(ap,int); unit_id = unit->group->unit_id; if (skillid==MG_SAFETYWALL || skillid==AL_PNEUMA) { if(unit_id != 0x7e && unit_id != 0x85) return 0; } else if (skillid==AL_WARP) { if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92) return 0; } else if ((skillid>=HT_SKIDTRAP && skillid<=HT_CLAYMORETRAP) || skillid==HT_TALKIEBOX) { if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92) return 0; } else if (skillid==WZ_FIREPILLAR) { if (unit_id!=0x87) return 0; } else if (skillid==HP_BASILICA) { if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92 && unit_id!=0x83) return 0; } else return 0; (*c)++; return 0; } int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv) { int c = 0; int range = skill_get_unit_range(skillid); int layout_type = skill_get_unit_layout_type(skillid,skilllv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { printf("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid); return 0; } // とりあえず正方形のユニットレイアウトのみ対応 range += layout_type; map_foreachinarea(skill_check_unit_range_sub,m, x-range,y-range,x+range,y+range,BL_SKILL,&c,skillid); return c; } static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap ) { int *c; int skillid; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, c = va_arg(ap,int *)); if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB)) return 0; if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) return 0; skillid = va_arg(ap,int); if (skillid==HP_BASILICA && bl->type==BL_PC) return 0; (*c)++; return 0; } int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv) { int c = 0, range, type; switch (skillid) { // to be expanded later case WZ_ICEWALL: range = 2; break; default: { int layout_type = skill_get_unit_layout_type(skillid,skilllv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { printf("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid); return 0; } // とりあえず正方形のユニットレイアウトのみ対応 range = skill_get_unit_range(skillid) + layout_type; } break; } // if the caster is a monster/NPC, only check for players // otherwise just check everything if (bl->type == BL_PC) type = 0; else type = BL_PC; map_foreachinarea(skill_check_unit_range2_sub, m, x - range, y - range, x + range, y + range, type, &c, skillid); return c; } int skill_guildaura_sub (struct block_list *bl,va_list ap) { struct map_session_data *sd; struct guild *g; int gid, id; int flag = 0; nullpo_retr(0, sd=(struct map_session_data *)bl); nullpo_retr(0, ap); id = va_arg(ap,int); gid = va_arg(ap,int); if (sd->status.guild_id != gid) return 0; g = va_arg(ap,struct guild *); if (guild_checkskill(g, GD_LEADERSHIP)>0) flag |= 1<<0; if (guild_checkskill(g, GD_GLORYWOUNDS)>0) flag |= 1<<1; if (guild_checkskill(g, GD_SOULCOLD)>0) flag |= 1<<2; if (guild_checkskill(g, GD_HAWKEYES)>0) flag |= 1<<3; if (guild_checkskill(g, GD_CHARISMA)>0) flag |= 1<<4; if (flag > 0) { if (sd->sc_count && sd->sc_data[SC_GUILDAURA].timer != -1) { if (sd->sc_data[SC_GUILDAURA].val4 != flag) { sd->sc_data[SC_GUILDAURA].val4 = flag; status_calc_pc (sd, 0); } return 0; } status_change_start(&sd->bl, SC_GUILDAURA,1,id,0,flag,0,0 ); } return 0; } /*========================================================================= * 範?スキル使用?理小分けここから */ /* ?象の?をカウントする。(skill_area_temp[0]を初期化しておくこと) */ int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag) { if(skill_area_temp[0] < 0xffff) skill_area_temp[0]++; return 0; } int skill_count_water(struct block_list *src,int range) { int i,x,y,cnt = 0,size = range*2+1; struct skill_unit *unit; for (i=0;ix+(i%size-range); y = src->y+(i/size-range); if (map_getcell(src->m,x,y,CELL_CHKWATER)) { cnt++; continue; } unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL); if (unit) { cnt++; skill_delunit(unit); } } return cnt; } /*========================================== * *------------------------------------------ */ static int skill_timerskill(int tid, unsigned int tick, int id,int data ) { struct map_session_data *sd = NULL; struct mob_data *md = NULL; struct pet_data *pd = NULL; struct block_list *src = map_id2bl(id),*target; struct skill_timerskill *skl = NULL; int range; nullpo_retr(0, src); if(src->prev == NULL) return 0; if(src->type == BL_PC) { nullpo_retr(0, sd = (struct map_session_data *)src); skl = &sd->skilltimerskill[data]; } else if(src->type == BL_MOB) { nullpo_retr(0, md = (struct mob_data *)src); skl = &md->skilltimerskill[data]; } else if(src->type == BL_PET) { // [Valaris] nullpo_retr(0, pd = (struct pet_data *)src); skl = &pd->skilltimerskill[data]; } else return 0; nullpo_retr(0, skl); skl->timer = -1; if (sd) { sd->timerskill_count--; } if(skl->target_id) { struct block_list tbl; target = map_id2bl(skl->target_id); if(skl->skill_id == RG_INTIMIDATE) { if(target == NULL) { target = &tbl; //初期化してないのにアドレス突っ?んでいいのかな? target->type = BL_NUL; target->m = src->m; target->prev = target->next = NULL; } } if(target == NULL) return 0; if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE) return 0; if(src->m != target->m) return 0; if(sd && pc_isdead(sd)) return 0; if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE) return 0; switch(skl->skill_id) { case TF_BACKSLIDING: clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1); break; case RG_INTIMIDATE: if(sd && !map[src->m].flag.noteleport) { int x,y,i,j; pc_randomwarp(sd,3); for(i=0;i<16;i++) { j = rand()%8; x = sd->bl.x + dirx[j]; y = sd->bl.y + diry[j]; if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS)) break; } if(i >= 16) { x = sd->bl.x; y = sd->bl.y; } if(target->prev != NULL) { if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target)) pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3); else if(target->type == BL_MOB) mob_warp((struct mob_data *)target,-1,x,y,3); } } else if(md && !map[src->m].flag.monster_noteleport) { int x,y,i,j; mob_warp(md,-1,-1,-1,3); for(i=0;i<16;i++) { j = rand()%8; x = md->bl.x + dirx[j]; y = md->bl.y + diry[j]; if(map_getcell(md->bl.m,x,y,CELL_CHKPASS)) break; } if(i >= 16) { x = md->bl.x; y = md->bl.y; } if(target->prev != NULL) { if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target)) pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3); else if(target->type == BL_MOB) mob_warp((struct mob_data *)target,-1,x,y,3); } } break; case BA_FROSTJOKE: /* 寒いジョ?ク */ case DC_SCREAM: /* スクリ?ム */ range=battle_config.area_size; //視界全? map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range, src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick); break; case WZ_WATERBALL: if (skl->type>1) { skl->timer = 0; // skill_addtimerskillで使用されないように skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); skl->timer = -1; } skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies // should put outside of the switch, but since this is the only // mage targetted spell for now, struct status_change *sc_data = status_get_sc_data(src); if(sc_data && sc_data[SC_MAGICPOWER].timer != -1) //マジックパワ?の?果終了 status_change_end(src,SC_MAGICPOWER,-1); } break; default: skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; } } else { if(src->m != skl->map) return 0; switch(skl->skill_id) { case WZ_METEOR: if(skl->type >= 0) { skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0); clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); } else skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0); break; } } return 0; } /*========================================== * *------------------------------------------ */ int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag) { int i; nullpo_retr(1, src); if(src->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)src; nullpo_retr(1, sd); for(i=0;iskilltimerskill[i].timer == -1) { sd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i); sd->skilltimerskill[i].src_id = src->id; sd->skilltimerskill[i].target_id = target; sd->skilltimerskill[i].skill_id = skill_id; sd->skilltimerskill[i].skill_lv = skill_lv; sd->skilltimerskill[i].map = src->m; sd->skilltimerskill[i].x = x; sd->skilltimerskill[i].y = y; sd->skilltimerskill[i].type = type; sd->skilltimerskill[i].flag = flag; sd->timerskill_count++; return 0; } } return 1; } else if(src->type == BL_MOB) { struct mob_data *md = (struct mob_data *)src; nullpo_retr(1, md); for(i=0;iskilltimerskill[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;iskilltimerskill[i].timer == -1) { pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i); pd->skilltimerskill[i].src_id = src->id; pd->skilltimerskill[i].target_id = target; pd->skilltimerskill[i].skill_id = skill_id; pd->skilltimerskill[i].skill_lv = skill_lv; pd->skilltimerskill[i].map = src->m; pd->skilltimerskill[i].x = x; pd->skilltimerskill[i].y = y; pd->skilltimerskill[i].type = type; pd->skilltimerskill[i].flag = flag; return 0; } } return 1; } return 1; } /*========================================== * *------------------------------------------ */ int skill_cleartimerskill(struct block_list *src) { int i; nullpo_retr(0, src); if(src->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)src; nullpo_retr(0, sd); if (sd->timerskill_count <= 0) return 0; for(i=0;iskilltimerskill[i].timer != -1) { delete_timer(sd->skilltimerskill[i].timer, skill_timerskill); sd->skilltimerskill[i].timer = -1; sd->timerskill_count--; } } } else if(src->type == BL_MOB) { struct mob_data *md = (struct mob_data *)src; nullpo_retr(0, md); for(i=0;iskilltimerskill[i].timer != -1) { delete_timer(md->skilltimerskill[i].timer, skill_timerskill); md->skilltimerskill[i].timer = -1; } } } return 0; } /* 範?スキル使用?理小分けここまで * ------------------------------------------------------------------------- */ /*========================================== * スキル使用(詠唱完了、ID指定攻?系) * (スパゲッティに向けて1?前進!(ダメポ)) *------------------------------------------ */ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ) { struct map_session_data *sd = NULL; struct status_change *sc_data = status_get_sc_data(src); int i; if(skillid < 0) { // remove the debug print when this case is finished printf("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid, src, bl,skillid,skilllv,tick,flag); return 0; } if(skillid > 0 && skilllv <= 0) return 0; nullpo_retr(1, src); nullpo_retr(1, bl); if(src->type==BL_PC) sd=(struct map_session_data *)src; if(sd && pc_isdead(sd)) return 1; if((skillid == CR_GRANDCROSS || skillid == NPC_DARKGRANDCROSS) && src != bl) bl = src; if(bl->prev == NULL) return 1; if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) return 1; map_freeblock_lock(); switch(skillid) { /* 武器攻?系スキル */ case SM_BASH: /* バッシュ */ case MC_MAMMONITE: /* メマ?ナイト */ case AC_DOUBLE: /* ダブルストレイフィング */ case AS_SONICBLOW: /* ソニックブロ? */ case KN_PIERCE: /* ピア?ス */ case KN_SPEARBOOMERANG: /* スピアブ?メラン */ case KN_BRANDISHSPEAR: /* ブランディッシュスピア */ case TF_POISON: /* インベナム */ case TF_SPRINKLESAND: /* 砂まき */ case AC_CHARGEARROW: /* チャ?ジアロ? */ // case 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?ジカルストライク */ case DC_THROWARROW: /* 矢?ち */ case BA_DISSONANCE: /* 不協和音 */ case CR_HOLYCROSS: /* ホ?リ?クロス */ case CR_SHIELDCHARGE: case CR_SHIELDBOOMERANG: /* 以下MOB?用 */ /* ??攻?、SP減少攻?、遠距離攻?、防御無視攻?、多段攻? */ case NPC_PIERCINGATT: case NPC_MENTALBREAKER: case NPC_RANGEATTACK: case NPC_CRITICALSLASH: case NPC_COMBOATTACK: /* 必中攻?、毒攻?、暗?攻?、沈?攻?、スタン攻? */ case NPC_GUIDEDATTACK: case NPC_POISON: case NPC_BLINDATTACK: case NPC_SILENCEATTACK: case NPC_STUNATTACK: /* 石化攻?、呪い攻?、睡眠攻?、ランダムATK攻? */ case NPC_PETRIFYATTACK: case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case NPC_RANDOMATTACK: /* 水?性攻?、地?性攻?、火?性攻?、風?性攻? */ case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: /* 毒?性攻?、聖?性攻?、闇?性攻?、念?性攻?、SP減少攻? */ case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_TELEKINESISATTACK: case NPC_UNDEADATTACK: case NPC_BREAKARMOR: case NPC_BREAKWEAPON: case NPC_BREAKHELM: case NPC_BREAKSHIELD: case LK_AURABLADE: /* オ?ラブレ?ド */ case LK_SPIRALPIERCE: /* スパイラルピア?ス */ case LK_HEADCRUSH: /* ヘッドクラッシュ */ case LK_JOINTBEAT: /* ジョイントビ?ト */ // case PA_PRESSURE: /* プレッシャ? */ // case PA_SACRIFICE: /* サクリファイス */ // case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */ case CG_ARROWVULCAN: /* アロ?バルカン */ // case ASC_BREAKER: /* ソウルブレ?カ? */ case HW_MAGICCRASHER: /* マジッククラッシャ? */ case ASC_METEORASSAULT: /* メテオアサルト */ case ITM_TOMAHAWK: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG] // separate weapon and magic attacks skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */ map_foreachinpath (skill_attack_area,src->m, // function, map src->x,src->y, // source xy bl->x,bl->y, // target xy 2,0, // range, type BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs break; case PA_PRESSURE: /* プレッシャ? */ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if (rand()%100 < 50) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0); else status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0); if (bl->type == BL_PC) { int sp; struct map_session_data *tsd = (struct map_session_data *)bl; nullpo_retb (tsd); sp = tsd->status.max_sp * 10 * skilllv / 100; if (sp > tsd->status.sp) sp = tsd->status.sp; tsd->status.sp -= sp; clif_updatestatus(tsd,SP_SP); } break; case NPC_DARKBREATH: clif_emotion(src,7); skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); break; case MO_INVESTIGATE: /* ?勁 */ { struct status_change *sc_data = status_get_sc_data(src); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(sc_data && sc_data[SC_BLADESTOP].timer != -1) status_change_end(src,SC_BLADESTOP,-1); } break; case SN_FALCONASSAULT: /* ファルコンアサルト */ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); break; case RG_BACKSTAP: /* バックスタブ */ { int dir = map_calc_dir(src,bl->x,bl->y),t_dir = status_get_dir(bl); int dist = distance(src->x,src->y,bl->x,bl->y); if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) { struct status_change *sc_data = status_get_sc_data(src); if(sc_data && sc_data[SC_HIDING].timer != -1) status_change_end(src, SC_HIDING, -1); // ハイディング解除 skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] if (bl->type == BL_PC) ((struct map_session_data *)bl)->dir=dir; else if (bl->type == BL_MOB) ((struct mob_data *)bl)->dir=dir; clif_changed_dir(bl); //skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)); } else if(src->type == BL_PC) clif_skill_fail(sd,sd->skillid,0,0); } break; case AM_ACIDTERROR: /* アシッドテラ? */ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking) { pc_breakarmor((struct map_session_data *)bl); clif_emotion(bl, 23); } break; case MO_FINGEROFFENSIVE: /* 指? */ { struct status_change *sc_data = status_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;ispiritball_old;i++) skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag); sd->canmove_tick = tick + (sd->spiritball_old-1)*200; } } if(sc_data && sc_data[SC_BLADESTOP].timer != -1) status_change_end(src,SC_BLADESTOP,-1); } break; case MO_CHAINCOMBO: /* 連打掌 */ { struct status_change *sc_data = status_get_sc_data(src); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(sc_data && sc_data[SC_BLADESTOP].timer != -1) status_change_end(src,SC_BLADESTOP,-1); } break; case MO_COMBOFINISH: /* 猛龍拳 */ case CH_CHAINCRUSH: /* 連柱崩? */ case CH_PALMSTRIKE: /* 猛虎硬派山 */ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case CH_TIGERFIST: /* 伏虎拳 */ if (bl->type == BL_PC && !(map[bl->m].flag.gvg || map[bl->m].flag.pvp)) { map_freeblock_unlock(); return 1; } skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */ { struct status_change *sc_data = status_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); status_change_end(&sd->bl,SC_COMBO,-1); } else skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); status_change_end(src, SC_EXPLOSIONSPIRITS, -1); if(sc_data && sc_data[SC_BLADESTOP].timer != -1) status_change_end(src,SC_BLADESTOP,-1); } break; /* 武器系範?攻?スキル */ case AC_SHOWER: /* アロ?シャワ? */ case AS_GRIMTOOTH: /* グリムトゥ?ス */ case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */ case NPC_SPLASHATTACK: /* スプラッシュアタック */ case AS_SPLASHER: /* [Valaris] */ if(flag&1){ /* 個別にダメ?ジを?える */ if(bl->id!=skill_area_temp[1]){ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick, 0x0500); } } else { int ar = 1; int x = bl->x, y = bl->y; switch (skillid) { case AC_SHOWER: ar=2; break; case NPC_SPLASHATTACK: ar=3; break; } skill_area_temp[1]=bl->id; skill_area_temp[2]=x; skill_area_temp[3]=y; /* まずタ?ゲットに攻?を加える */ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); /* その後タ?ゲット以外の範??の敵全?に?理を行う */ map_foreachinarea(skill_area_sub, bl->m,x-ar,y-ar,x+ar,y+ar,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case SM_MAGNUM: /* マグナムブレイク [celest] */ if(flag&1 && bl->id != skill_area_temp[1]){ int dx = abs( bl->x - skill_area_temp[2] ); int dy = abs( bl->y - skill_area_temp[3] ); int dist = ((dx>dy)?dx:dy); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick, 0x0500|dist); } else { skill_area_temp[1]=src->id; skill_area_temp[2]=src->x; skill_area_temp[3]=src->y; map_foreachinarea(skill_area_sub, src->m,src->x-2,src->y-2,src->x+2,src->y+2,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); status_change_start (src,SC_FLAMELAUNCHER,0,0,0,0,10000,0); clif_skill_nodamage (src,src,skillid,skilllv,1); } break; case KN_BOWLINGBASH: /* ボウリングバッシュ */ if(flag&1){ /* 個別にダメ?ジを?える */ if(bl->id!=skill_area_temp[1]) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500); } else { int i,c; /* 他人から聞いた動きなので間違ってる可能性大&?率が?いっす>< */ /* まずターゲットに攻撃を加える */ if (!skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0)) break; c = skill_get_blewcount(skillid,skilllv); if(map[bl->m].flag.gvg) c = 0; for(i=0;itype == BL_MOB) clif_fixmobpos((struct mob_data *)bl); else if(bl->type == BL_PET) clif_fixpetpos((struct pet_data *)bl); else clif_fixpos(bl); skill_area_temp[0]=0; map_foreachinarea(skill_area_sub, bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY , skill_area_sub_count); if(skill_area_temp[0]>1) break; } skill_area_temp[1]=bl->id; /* その後タ?ゲット以外の範??の敵全?に?理を行う */ map_foreachinarea(skill_area_sub, bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case KN_SPEARSTAB: /* スピアスタブ */ if(flag&1){ /* 個別にダメージを与える */ if (bl->id==skill_area_temp[1]) break; if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500)) skill_blown(src,bl,skill_area_temp[2]); } else { int x=bl->x,y=bl->y,i,dir; /* まずターゲットに攻撃を加える */ dir = map_calc_dir(bl,src->x,src->y); skill_area_temp[1] = bl->id; skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20; if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0)) skill_blown(src,bl,skill_area_temp[2]); for (i=0;i<4;i++) { map_foreachinarea(skill_area_sub,bl->m,x,y,x,y,0, src,skillid,skilllv,tick,flag|BCT_ENEMY|1, skill_castend_damage_id); x += dirx[dir]; y += diry[dir]; } } break; case ALL_RESURRECTION: /* リザレクション */ case PR_TURNUNDEAD: /* タ?ンアンデッド */ if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); else { map_freeblock_unlock(); return 1; } break; /* 魔法系スキル */ case MG_SOULSTRIKE: /* ソウルストライク */ case NPC_DARKSOULSTRIKE: /*闇ソウルストライク*/ case MG_COLDBOLT: /* コールドボルト */ case MG_FIREBOLT: /* ファイアーボルト */ case MG_LIGHTNINGBOLT: /* ライトニングボルト */ case WZ_EARTHSPIKE: /* アーススパイク */ case AL_HEAL: /* ヒール */ case AL_HOLYLIGHT: /* ホーリーライト */ case WZ_JUPITEL: /* ユピテルサンダー */ case NPC_DARKJUPITEL: /*闇ユピテル*/ case NPC_MAGICALATTACK: /* MOB:魔法打?攻? */ case PR_ASPERSIO: /* アスペルシオ */ case MG_FROSTDIVER: /* フロストダイバー */ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case WZ_WATERBALL: /* ウォ?タ?ボ?ル */ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); if (skilllv>1) { int cnt,range; range = skilllv>5?2:skilllv/2; if (sd) cnt = skill_count_water(src,range)-1; else cnt = skill_get_num(skillid,skilllv)-1; if (cnt>0) skill_addtimerskill(src,tick+150,bl->id,0,0, skillid,skilllv,cnt,flag); } break; case PR_BENEDICTIO: /* 聖?降福 */ if(status_get_race(bl)==1 || status_get_race(bl)==6) skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; /* 魔法系範?攻?スキル */ case MG_NAPALMBEAT: /* ナパ?ムビ?ト */ case MG_FIREBALL: /* ファイヤ?ボ?ル */ case WZ_SIGHTRASHER: /* サイトラッシャー */ if(flag&1){ /* 個別にダメ?ジを?える */ if(bl->id!=skill_area_temp[1]){ if(skillid==MG_FIREBALL){ /* ファイヤ?ボ?ルなら中心からの距離を計算 */ 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; skill_area_temp[0]=0; skill_area_temp[1]=bl->id; switch (skillid) { case MG_NAPALMBEAT: ar = 1; /* ナパームビートは分散ダメージなので敵の数を数える */ map_foreachinarea(skill_area_sub, bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0, src,skillid,skilllv,tick,flag|BCT_ENEMY, skill_area_sub_count); break; case MG_FIREBALL: ar = 2; skill_area_temp[2]=bl->x; skill_area_temp[3]=bl->y; /* ターゲットに攻撃を加える(スキルエフェクト表示) */ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]); break; case WZ_SIGHTRASHER: default: ar = 3; bl = src; status_change_end(src,SC_SIGHT,-1); break; } if (skillid==WZ_SIGHTRASHER) { /* スキルエフェクト表示 */ clif_skill_nodamage(src,bl,skillid,skilllv,1); } else { /* ターゲットに攻撃を加える(スキルエフェクト表示) */ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]); } /* ターゲット以外の範囲内の敵全体に処理を行う */ map_foreachinarea(skill_area_sub, bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case HW_NAPALMVULCAN: // Fixed By SteelViruZ if(flag&1){ if(bl->id!=skill_area_temp[1]){ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]); } }else{ int ar=(skillid==HW_NAPALMVULCAN)?1:2; skill_area_temp[1]=bl->id; if(skillid==HW_NAPALMVULCAN){ skill_area_temp[0]=0; map_foreachinarea(skill_area_sub, bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY , skill_area_sub_count); }else{ skill_area_temp[0]=0; skill_area_temp[2]=bl->x; skill_area_temp[3]=bl->y; } skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0] ); map_foreachinarea(skill_area_sub, bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case WZ_FROSTNOVA: /* フロストノヴァ */ //skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); //skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); map_foreachinarea(skill_attack_area,src->m,src->x-5,bl->y-5,bl->x+5,bl->y+5,0,BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); break; /* その他 */ case HT_BLITZBEAT: /* ブリッツビ?ト */ if(flag&1){ /* 個別にダメ?ジを?える */ if(bl->id!=skill_area_temp[1]) skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000)); }else{ skill_area_temp[0]=0; skill_area_temp[1]=bl->id; if(flag&0xf00000) map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count); /* まずタ?ゲットに攻?を加える */ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000)); /* その後タ?ゲット以外の範??の敵全?に?理を行う */ map_foreachinarea(skill_area_sub, bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case CR_GRANDCROSS: /* グランドクロス */ case NPC_DARKGRANDCROSS: /*闇グランドクロス*/ /* スキルユニット配置 */ skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); if(sd) sd->canmove_tick = tick + 1000; else if(src->type == BL_MOB) mob_changestate((struct mob_data *)src,MS_DELAY,1000); break; case TF_THROWSTONE: /* 石投げ */ case NPC_SMOKING: /* スモ?キング */ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 ); break; // Celest case PF_SOULBURN: { int per = skilllv < 5 ? 20+ skilllv*10 : 60; if (rand()%100 < per) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if (skilllv == 5) skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 ); if (bl->type == BL_PC && (map[src->m].flag.pvp || map[src->m].flag.gvg)) { struct map_session_data *tsd = (struct map_session_data *)bl; if (tsd) { tsd->status.sp = 0; clif_updatestatus(tsd,SP_SP); } } } else { clif_skill_nodamage(src,src,skillid,skilllv,1); if (skilllv == 5) skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 ); if (sd) { sd->status.sp = 0; clif_updatestatus(sd,SP_SP); } } if (sd) pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000)); } break; case NPC_SELFDESTRUCTION: /* 自爆 */ case NPC_SELFDESTRUCTION2: /* 自爆2 */ if(flag&1){ /* 個別にダメ?ジを?える */ if(src->type==BL_MOB){ struct mob_data* mb = (struct mob_data*)src; nullpo_retr(1, mb); mb->hp=skill_area_temp[2]; if(bl->id!=skill_area_temp[1]) skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag ); mb->hp=1; } }else{ struct mob_data *md; if((md=(struct mob_data *)src)){ skill_area_temp[1]=bl->id; skill_area_temp[2]=status_get_hp(src); clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1); map_foreachinarea(skill_area_sub, bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); battle_damage(src,src,md->hp,0); } } break; /* HP吸?/HP吸?魔法 */ case NPC_BLOODDRAIN: case NPC_ENERGYDRAIN: { int heal; heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); if( heal > 0 ){ struct block_list tbl; tbl.id = 0; tbl.m = src->m; tbl.x = src->x; tbl.y = src->y; clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1); battle_heal(NULL,src,heal,0,0); } } break; // unknown skills [Celest] case NPC_BIND: case NPC_EXPLOSIONSPIRITS: case NPC_INCAGI: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case 0: if(sd) { if(flag&3){ if(bl->id!=skill_area_temp[1]) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500); } else{ int ar=sd->splash_range; skill_area_temp[1]=bl->id; map_foreachinarea(skill_area_sub, bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0, src, skillid, skilllv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id); } } break; default: printf("Unknown skill used:%d\n",skillid); map_freeblock_unlock(); return 1; } if(sc_data) { if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER) //マジックパワ?の?果終了 status_change_end(src,SC_MAGICPOWER,-1); } map_freeblock_unlock(); return 0; } /*========================================== * スキル使用(詠唱完了、ID指定支援系) *------------------------------------------ */ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { struct map_session_data *sd = NULL; struct map_session_data *dstsd = NULL; struct mob_data *md = NULL; struct mob_data *dstmd = NULL; int i; int sc_def_vit, sc_def_mdef; int sc_dex, sc_luk; if(skillid < 0) { // remove the debug print when this case is finished printf("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid, src, bl,skillid,skilllv,tick,flag); return 0; } if(skillid > 0 && skilllv <= 0) return 0; // celest nullpo_retr(1, src); nullpo_retr(1, bl); if (src->type == BL_PC) { nullpo_retr (1, sd = (struct map_session_data *)src); } else if (src->type == BL_MOB) { nullpo_retr (1, md = (struct mob_data *)src); } sc_dex = status_get_mdef (bl); sc_luk = status_get_luk (bl); sc_def_vit = status_get_sc_def_vit (bl); sc_def_mdef = status_get_sc_def_mdef (bl); if (bl->type == BL_PC){ nullpo_retr (1, dstsd = (struct map_session_data *)bl); } else if (bl->type == BL_MOB){ nullpo_retr (1, dstmd = (struct mob_data *)bl); } if(bl->prev == NULL) return 1; if(sd && pc_isdead(sd)) return 1; if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION) return 1; if(status_get_class(bl) == 1288) return 1; if (sd && skillnotok(skillid, sd)) // [MouseJstr] return 0; map_freeblock_lock(); switch(skillid) { case AL_HEAL: /* ヒ?ル */ { int heal = skill_calc_heal(src, skilllv); int heal_get_jobexp; int skill; if (skilllv > 10) heal = 9999; //9999ヒール if (dstsd && dstsd->special_state.no_magic_damage) heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */ if (sd) { if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // メディテイティオ heal += heal * skill * 2 / 100; if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id && pc_calc_base_job2(sd->status.class_) == 23 && sd->status.sex == 0) //自分も?象もPC、?象が自分のパ?トナ?、自分がスパノビ、自分が♀なら heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる } clif_skill_nodamage (src, bl, skillid, heal, 1); heal_get_jobexp = battle_heal(NULL,bl,heal,0,0); // JOB??値獲得 if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; if (heal_get_jobexp <= 0) heal_get_jobexp = 1; pc_gainexp (sd, 0, heal_get_jobexp); } } break; case ALL_RESURRECTION: /* リザレクション */ if(dstsd) { int per = 0; if (map[bl->m].flag.pvp && dstsd->pvp_point < 0) break; /* PVPで復活不可能?態 */ if (pc_isdead(dstsd)) { /* 死亡判定 */ clif_skill_nodamage(src,bl,skillid,skilllv,1); switch(skilllv){ case 1: per=10; break; case 2: per=30; break; case 3: per=50; break; case 4: per=80; break; } dstsd->status.hp = dstsd->status.max_hp * per / 100; if (dstsd->status.hp <= 0) dstsd->status.hp = 1; if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */ dstsd->status.hp = dstsd->status.max_hp; dstsd->status.sp = dstsd->status.max_sp; } pc_setstand(dstsd); if(battle_config.pc_invincible_time > 0) pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time); clif_updatestatus(dstsd, SP_HP); clif_resurrection(bl, 1); if(sd && sd != dstsd && battle_config.resurrection_exp > 0) { int exp = 0,jexp = 0; int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; if(lv > 0) { exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); if (exp < 1) exp = 1; } if(jlv > 0) { jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); if (jexp < 1) jexp = 1; } if(exp > 0 || jexp > 0) pc_gainexp (sd, exp, jexp); } } } break; case AL_DECAGI: /* 速度減少 */ if (dstsd && dstsd->special_state.no_magic_damage) break; if (rand() % 100 < (50 + skilllv * 3 + (status_get_lv(src) + status_get_int(src) / 5) - sc_def_mdef)) { clif_skill_nodamage (src, bl, skillid, skilllv, 1); status_change_start (bl, SkillStatusChangeTable[skillid], skilllv, 0, 0, 0, skill_get_time(skillid,skilllv), 0); } break; case AL_CRUCIS: if (flag & 1) { int race = status_get_race (bl), ele = status_get_elem_type (bl); if (battle_check_target (src, bl, BCT_ENEMY) && (race == 6 || battle_check_undead (race, ele))) { int slv = status_get_lv (src),tlv = status_get_lv (bl); int rate = 25 + skilllv*2 + slv - tlv; if (rand()%100 < rate) status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0); } } else { clif_skill_nodamage(src, bl, skillid, skilllv, 1); map_foreachinarea(skill_area_sub, src->m, src->x-15, src->y-15, src->x+15, src->y+15, 0, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); } break; case PR_LEXDIVINA: /* レックスディビ?ナ */ { struct status_change *sc_data = status_get_sc_data(bl); clif_skill_nodamage (src, bl, skillid, skilllv, 1); if (dstsd && dstsd->special_state.no_magic_damage) break; if (sc_data && sc_data[SC_DIVINA].timer != -1) status_change_end(bl,SC_DIVINA, -1); else if (rand() % 100 < sc_def_vit) { status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } } break; case SA_ABRACADABRA: { int skill, abra_skillid = 0, abra_skilllv; //require 1 yellow gemstone even with mistress card or Into the Abyss if ((i = pc_search_inventory(sd, 715)) < 0 ) { //bug fixed by Lupus (item pos can be 0, too!) clif_skill_fail(sd,sd->skillid,0,0); break; } pc_delitem(sd, i, 1, 0); do { abra_skillid = skill_abra_dataset(skilllv); } while (abra_skillid == 0); skill = pc_checkskill(sd,SA_ABRACADABRA); abra_skilllv = skill_get_max(abra_skillid) > skill ? skill : skill_get_max(abra_skillid); clif_skill_nodamage (src, bl, skillid, skilllv, 1); sd->skillitem = abra_skillid; sd->skillitemlv = abra_skilllv; clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra"); } break; case SA_COMA: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (dstsd) { if (dstsd->special_state.no_magic_damage) break; dstsd->status.hp = 1; dstsd->status.sp = 1; clif_updatestatus(dstsd, SP_HP); clif_updatestatus(dstsd, SP_SP); } if(dstmd) dstmd->hp = 1; break; case SA_FULLRECOVERY: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (dstsd) { if (dstsd->special_state.no_magic_damage) break; pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp); } if (dstmd) dstmd->hp = status_get_max_hp(bl); break; case SA_SUMMONMONSTER: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,""); break; case SA_LEVELUP: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0); break; case SA_INSTANTDEATH: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd) pc_damage(NULL,sd,sd->status.max_hp); break; case SA_QUESTION: case SA_GRAVITY: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case SA_CLASSCHANGE: { //クラスチェンジ用ボスモンスタ?ID int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115 ,1157,1159,1190,1272,1312,1373,1492}; clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstmd) mob_class_change(dstmd,changeclass); } break; case SA_MONOCELL: { int poringclass[]={1002}; clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstmd) mob_class_change(dstmd,poringclass); } break; case SA_DEATH: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp); if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1); break; case SA_REVERSEORCISH: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800); break; case SA_FORTUNE: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) pc_getzeny(sd,status_get_lv(bl)*100); break; case SA_TAMINGMONSTER: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (dstmd) { for (i = 0; i < MAX_PET_DB; i++) { if (dstmd->class_ == pet_db[i].class_) { pet_catch_process1 (sd, dstmd->class_); break; } } } break; case AL_INCAGI: /* 速度?加 */ case AL_BLESSING: /* ブレッシング */ case PR_SLOWPOISON: case PR_IMPOSITIO: /* イムポシティオマヌス */ case PR_LEXAETERNA: /* レックスエ?テルナ */ case PR_SUFFRAGIUM: /* サフラギウム */ case PR_BENEDICTIO: /* 聖?降福 */ case CR_PROVIDENCE: /* プロヴィデンス */ if (dstsd && dstsd->special_state.no_magic_damage) clif_skill_nodamage(src,bl,skillid,skilllv,1); else { status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case CG_MARIONETTE: /* マリオネットコントロ?ル */ if (sd && dstsd){ struct status_change *sc_data = status_get_sc_data(src); struct status_change *tsc_data = status_get_sc_data(bl); int sc = SkillStatusChangeTable[skillid]; int sc2 = SC_MARIONETTE2; if ((sd == dstsd) || (!sd->status.party_id) || (sd->status.party_id != dstsd->status.party_id)) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } if(sc_data && tsc_data){ if (sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) { status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0); status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0); } else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 && sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) { status_change_end(src, sc, -1); status_change_end(bl, sc2, -1); } else { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skillid,skilllv,1); } } break; case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: if (dstsd) { if (dstsd->special_state.no_magic_damage) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } if(dstsd->status.weapon == 0 || (sd && sd->status.party_id > 0 && sd->status.party_id != dstsd->status.party_id) || dstsd->sc_data[SC_FLAMELAUNCHER].timer != -1 || dstsd->sc_data[SC_FROSTWEAPON].timer != -1 || dstsd->sc_data[SC_LIGHTNINGLOADER].timer != -1 || dstsd->sc_data[SC_SEISMICWEAPON].timer != -1 || dstsd->sc_data[SC_ENCPOISON].timer != -1) { if (sd) clif_skill_fail(sd,skillid,0,0); clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } } if(skilllv < 5 && rand()%100 > (60+skilllv*10) ) { //fixed by Lupus (4 -> 5) or else it has 100% success even at lv4 if (sd) clif_skill_fail(sd,skillid,0,0); clif_skill_nodamage(src,bl,skillid,skilllv,0); if(dstsd && battle_config.equipment_breaking) { if(sd && sd != dstsd) clif_displaymessage(sd->fd,"You broke target's weapon"); pc_breakweapon(dstsd); } break; } else { status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case PR_ASPERSIO: /* アスペルシオ */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if (dstsd && dstsd->special_state.no_magic_damage) break; if (dstmd) break; status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case PR_KYRIE: /* キリエエレイソン */ clif_skill_nodamage(bl,bl,skillid,skilllv,1); if (dstsd && dstsd->special_state.no_magic_damage) break; status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case KN_AUTOCOUNTER: /* オ?トカウンタ? */ case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */ case CR_SPEARQUICKEN: /* スピアクイッケン */ case CR_REFLECTSHIELD: case AS_POISONREACT: /* ポイズンリアクト */ case MC_LOUD: /* ラウドボイス */ case MG_ENERGYCOAT: /* エナジ?コ?ト */ // case SM_ENDURE: /* インデュア */ case MG_SIGHT: /* サイト */ case AL_RUWACH: /* ルアフ */ case MO_EXPLOSIONSPIRITS: // 爆裂波動 case MO_STEELBODY: // 金剛 case LK_AURABLADE: /* オ?ラブレ?ド */ case LK_PARRYING: /* パリイング */ case LK_CONCENTRATION: /* コンセントレ?ション */ // case LK_BERSERK: /* バ?サ?ク */ case HP_ASSUMPTIO: /* */ case WS_CARTBOOST: /* カ?トブ?スト */ case SN_SIGHT: /* トゥル?サイト */ case WS_MELTDOWN: /* メルトダウン */ case ST_REJECTSWORD: /* リジェクトソ?ド */ case HW_MAGICPOWER: /* 魔法力?幅 */ case PF_MEMORIZE: /* メモライズ */ case PA_SACRIFICE: case ASC_EDP: // [Celest] case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case SM_ENDURE: /* インデュア */ clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); if (sd) pc_blockskill_start (sd, skillid, 10000); break; case SM_AUTOBERSERK: // Celest { struct status_change *tsc_data = status_get_sc_data(bl); int sc = SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,skilllv,1); if (tsc_data && tsc_data[sc].timer != -1) status_change_end(bl, sc, -1); else status_change_start(bl,sc,skilllv,0,0,0,0,0); } break; case AS_ENCHANTPOISON: // Prevent spamming [Valaris] if (dstsd) { if(dstsd->sc_data[SC_FLAMELAUNCHER].timer != -1 || dstsd->sc_data[SC_FROSTWEAPON].timer != -1 || dstsd->sc_data[SC_LIGHTNINGLOADER].timer != -1 || dstsd->sc_data[SC_SEISMICWEAPON].timer != -1 || dstsd->sc_data[SC_ENCPOISON].timer != -1) { clif_skill_nodamage(src,bl,skillid,skilllv,0); clif_skill_fail(sd,skillid,0,0); break; } } clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case LK_TENSIONRELAX: /* テンションリラックス */ clif_skill_nodamage(src,bl,skillid,skilllv,1); pc_setsit(sd); clif_sitting(sd); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case LK_BERSERK: /* バ?サ?ク */ clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); //sd->status.hp = sd->status.max_hp * 3; break; case MC_CHANGECART: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case AC_CONCENTRATION: /* 集中力向上 */ { int range = 1; clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); map_foreachinarea( status_change_timer_sub, src->m, src->x-range, src->y-range, src->x+range,src->y+range,0, src,SkillStatusChangeTable[skillid],tick); } break; case SM_PROVOKE: /* プロボック */ { struct status_change *sc_data = status_get_sc_data(bl); /* MVPmobと不死には?かない */ if((dstmd && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { //不死には?かない map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害 skill_castcancel(bl,0); if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg) && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2) skill_castcancel(bl,0); if(sc_data){ if(sc_data[SC_FREEZE].timer!=-1) status_change_end(bl,SC_FREEZE,-1); if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) status_change_end(bl,SC_STONE,-1); if(sc_data[SC_SLEEP].timer!=-1) status_change_end(bl,SC_SLEEP,-1); } if(dstmd) { int range = skill_get_range(skillid,skilllv); dstmd->state.provoke_flag = src->id; mob_target(dstmd,src,range); } } break; case CR_DEVOTION: /* ディボ?ション */ if(sd && dstsd){ //?生や養子の場合の元の職業を算出する int s_class = pc_calc_base_job2 (dstsd->status.class_); int lv = sd->status.base_level - dstsd->status.base_level; if (lv < 0) lv = -lv; if ((sd == dstsd) // 相手はPCじゃないとだめ || (sd->bl.id == dstsd->bl.id) // 相手が自分はだめ || (lv > battle_config.devotion_level_difference) // レベル差±10まで || (!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所?無しはだめ || ((sd->status.party_id != dstsd->status.party_id) // 同じパ?ティ?か、 &&(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ || (s_class == 14 || s_class == 21)) { // クルセだめ clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } for (i = 0; i < skilllv; i++) { if (!sd->dev.val1[i]) { // 空きがあったら入れる sd->dev.val1[i] = bl->id; sd->dev.val2[i] = bl->id; break; } else if (i == skilllv - 1) { // 空きがなかった clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } } clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_devotion(sd,bl->id); status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 ); } else clif_skill_fail(sd,skillid,0,0); break; case MO_CALLSPIRITS: // ?功 if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv); } break; case CH_SOULCOLLECT: // 狂?功 if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); for (i = 0; i < 5; i++) pc_addspiritball(sd,skill_get_time(skillid,skilllv),5); } break; case MO_BLADESTOP: // 白刃取り clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case MO_ABSORBSPIRITS: // ?奪 i=0; if (dstsd) { if ((sd && sd == dstsd) || map[src->m].flag.pvp || map[src->m].flag.gvg) { if (dstsd->spiritball > 0) { clif_skill_nodamage(src,bl,skillid,skilllv,1); i = dstsd->spiritball * 7; pc_delspiritball(dstsd,dstsd->spiritball,0); if(i > 0x7FFF) i = 0x7FFF; if(sd && sd->status.sp + i > sd->status.max_sp) i = sd->status.max_sp - sd->status.sp; } } } else if (dstmd) { //?象がモンスタ?の場合 //20%の確率で?象のLv*2のSPを回復する。成功したときはタ?ゲット(σ?Д?)σ????!! if(rand() % 100 < 20) { i = 2 * mob_db[dstmd->class_].lv; mob_target(dstmd,src,0); } } if (i && sd){ sd->status.sp += i; clif_heal(sd->fd,SP_SP,i); } else clif_skill_nodamage(src,bl,skillid,skilllv,0); break; case AC_MAKINGARROW: /* 矢作成 */ if(sd) { clif_arrow_create_list(sd); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case AM_PHARMACY: /* ポ?ション作成 */ if(sd) { clif_skill_produce_mix_list(sd,32); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case WS_CREATECOIN: /* クリエイトコイン */ if(sd) { clif_skill_produce_mix_list(sd,64); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case WS_CREATENUGGET: /* 塊製造 */ if(sd) { clif_skill_produce_mix_list(sd,128); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case ASC_CDP: // [DracoRPG] // notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100] if(sd) { clif_skill_produce_mix_list(sd,256); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case BS_HAMMERFALL: /* ハンマ?フォ?ル */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd && dstsd->special_state.no_weapon_damage) break; if(rand() % 100 < (20 + 10 * skilllv) * sc_def_vit / 100 ) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case RG_RAID: /* サプライズアタック */ clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinarea(skill_area_sub, bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); status_change_end(src, SC_HIDING, -1); // ハイディング解除 break; case ASC_METEORASSAULT: /* メテオアサルト */ clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinarea(skill_area_sub, bl->m,bl->x-2,bl->y-2,bl->x+2,bl->y+2,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); break; case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/ { int c,n=4,ar; int dir = map_calc_dir(src,bl->x,bl->y); struct square tc; int x=bl->x,y=bl->y; ar=skilllv/3; skill_brandishspear_first(&tc,dir,x,y); skill_brandishspear_dir(&tc,dir,4); /* 範?C */ if(skilllv == 10){ for(c=1;c<4;c++){ map_foreachinarea(skill_area_sub, bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0, src,skillid,skilllv,tick, flag|BCT_ENEMY|n, skill_castend_damage_id); } } /* 範?BA */ if(skilllv > 6){ skill_brandishspear_dir(&tc,dir,-1); n--; }else{ skill_brandishspear_dir(&tc,dir,-2); n-=2; } if(skilllv > 3){ for(c=0;c<5;c++){ map_foreachinarea(skill_area_sub, bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0, src,skillid,skilllv,tick, flag|BCT_ENEMY|n, skill_castend_damage_id); if(skilllv > 6 && n==3 && c==4){ skill_brandishspear_dir(&tc,dir,-1); n--;c=-1; } } } /* 範?@ */ for(c=0;c<10;c++){ if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1); map_foreachinarea(skill_area_sub, bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } } break; /* パ?ティスキル */ case AL_ANGELUS: /* エンジェラス */ case PR_MAGNIFICAT: /* マグニフィカ?ト */ case PR_GLORIA: /* グロリア */ case SN_WINDWALK: /* ウインドウォ?ク */ if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { /* 個別の?理 */ clif_skill_nodamage(bl,bl,skillid,skilllv,1); if(dstsd && dstsd->special_state.no_magic_damage) break; status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } else if (sd) { /* パ?ティ全?への?理 */ party_foreachsamemap (skill_area_sub, sd,1, src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case BS_ADRENALINE: /* アドレナリンラッシュ */ case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */ case BS_OVERTHRUST: /* オ?バ?トラスト */ if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { /* 個別の?理 */ clif_skill_nodamage(bl,bl,skillid,skilllv,1); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0); } else if (sd) { /* パ?ティ全?への?理 */ party_foreachsamemap(skill_area_sub, sd,1, src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; /*(付加と解除が必要) */ case BS_MAXIMIZE: /* マキシマイズパワ? */ case NV_TRICKDEAD: /* 死んだふり */ case CR_DEFENDER: /* ディフェンダ? */ case CR_AUTOGUARD: /* オ?トガ?ド */ { struct status_change *tsc_data = status_get_sc_data(bl); int sc = SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,skilllv,1); if (tsc_data && tsc_data[sc].timer != -1) status_change_end(bl, sc, -1); else status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } break; case TF_HIDING: /* ハイディング */ { struct status_change *tsc_data = status_get_sc_data(bl); int sc = SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,-1,1); if (tsc_data && tsc_data[sc].timer != -1) status_change_end(bl, sc, -1); else status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } break; case AS_CLOAKING: /* クロ?キング */ { struct status_change *tsc_data = status_get_sc_data(bl); int sc=SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,-1,1); if(tsc_data && tsc_data[sc].timer!=-1 ) /* 解除する */ status_change_end(bl, sc, -1); else /* 付加する */ status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); //skill_check_cloaking(bl); } break; case ST_CHASEWALK: /* ハイディング */ { struct status_change *tsc_data = status_get_sc_data(bl); int sc=SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,-1,1); if(tsc_data && tsc_data[sc].timer!=-1 ) /* 解除する */ status_change_end(bl, sc, -1); else /* 付加する */ status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } break; /* ?地スキル */ case BD_LULLABY: /* 子守唄 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */ case BD_ROKISWEIL: /* ロキの叫び */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */ case BA_DISSONANCE: /* 不協和音 */ case BA_POEMBRAGI: /* ブラギの詩 */ case BA_WHISTLE: /* 口笛 */ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ case BA_APPLEIDUN: /* イドゥンの林檎 */ case DC_UGLYDANCE: /* 自分勝手なダンス */ case DC_HUMMING: /* ハミング */ case DC_DONTFORGETME: /* 私を忘れないで… */ case DC_FORTUNEKISS: /* 幸運のキス */ case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */ // case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); break; case HP_BASILICA: /* バジリカ */ { struct skill_unit_group *sg; battle_stopwalking(src,1); skill_clear_unitgroup(src); clif_skill_nodamage(src,bl,skillid,skilllv,1); sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,(int)sg, skill_get_time(skillid,skilllv),0); } break; case PA_GOSPEL: /* ゴスペル */ skill_clear_unitgroup(src); clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,BCT_SELF,skill_get_time(skillid,skilllv),0); break; case BD_ADAPTATION: /* アドリブ */ { struct status_change *sc_data = status_get_sc_data(src); if(sc_data && sc_data[SC_DANCING].timer!=-1){ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_stop_dancing(src,0); } } break; case BA_FROSTJOKE: /* 寒いジョ?ク */ case DC_SCREAM: /* スクリ?ム */ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag); break; case TF_STEAL: // スティ?ル if(sd) { if(pc_steal_item(sd,bl)) clif_skill_nodamage(src,bl,skillid,skilllv,1); else clif_skill_fail(sd,skillid,0x0a,0); } break; case RG_STEALCOIN: // スティ?ルコイン if(sd) { if(pc_steal_coin(sd,bl)) { int range = skill_get_range(skillid,skilllv); if(range < 0) range = status_get_range(src) - (range + 1); clif_skill_nodamage(src,bl,skillid,skilllv,1); mob_target((struct mob_data *)bl,src,range); } else clif_skill_fail(sd,skillid,0,0); } break; case MG_STONECURSE: /* スト?ンカ?ス */ { struct status_change *sc_data = status_get_sc_data(bl); // Level 6-10 doesn't consume a red gem if it fails [celest] int i, gem_flag = 1; if (dstmd && status_get_mode(bl)&0x20) { clif_skill_fail(sd,sd->skillid,0,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd && dstsd->special_state.no_magic_damage ) break; if (sc_data && sc_data[SC_STONE].timer != -1) { status_change_end(bl,SC_STONE,-1); if (sd) clif_skill_fail(sd,skillid,0,0); } else if( rand()%100 < skilllv*4+20 && !battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); else if(sd) { if (skilllv > 5) gem_flag = 0; clif_skill_fail(sd,skillid,0,0); } if (dstmd) mob_target(dstmd,src,skill_get_range(skillid,skilllv)); if (sd && gem_flag) { if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) < 0 ) { clif_skill_fail(sd,sd->skillid,0,0); break; } pc_delitem(sd, i, skill_db[skillid].amount[0], 0); } } break; case NV_FIRSTAID: /* ?急手? */ clif_skill_nodamage(src,bl,skillid,5,1); battle_heal(NULL,bl,5,0,0); break; case AL_CURE: /* キュア? */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd && dstsd->special_state.no_magic_damage ) break; status_change_end(bl, SC_SILENCE , -1 ); status_change_end(bl, SC_BLIND , -1 ); status_change_end(bl, SC_CONFUSION, -1 ); if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果 status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0); } break; case TF_DETOXIFY: /* 解毒 */ clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_end(bl, SC_POISON , -1 ); status_change_end(bl, SC_DPOISON , -1 ); break; case PR_STRECOVERY: /* リカバリ? */ { clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd && dstsd->special_state.no_magic_damage) break; status_change_end(bl, SC_FREEZE , -1 ); status_change_end(bl, SC_STONE , -1 ); status_change_end(bl, SC_SLEEP , -1 ); status_change_end(bl, SC_STAN , -1 ); if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果 if(rand()%100 < (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10))) { status_change_start(bl, SC_BLIND,1,0,0,0, 1000 * 30 * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,0); } } if(dstmd){ dstmd->attacked_id=0; dstmd->target_id=0; dstmd->state.targettype = NONE_ATTACKABLE; dstmd->state.skillstate=MSS_IDLE; dstmd->next_walktime=tick+rand()%3000+3000; } } break; case WZ_ESTIMATION: /* モンスタ?情報 */ if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_skill_estimation((struct map_session_data *)src,bl); } break; case MC_IDENTIFY: /* アイテム鑑定 */ if(sd) clif_item_identify_list(sd); break; case BS_REPAIRWEAPON: /* 武器修理 */ if(sd) { //動作しないのでとりあえずコメントアウト /*if (pc_search_inventory(sd, 999) < 0 ) { //fixed by Lupus (item pos can be = 0!) clif_skill_fail(sd,sd->skillid,0,0); map_freeblock_unlock(); return 1; }*/ clif_item_repair_list(sd); } break; case MC_VENDING: /* 露店開設 */ if(sd) clif_openvendingreq(sd,2+sd->skilllv); break; case AL_TELEPORT: /* テレポ?ト */ if(sd) { if (map[sd->bl.m].flag.noteleport) { /* テレポ禁止 */ clif_skill_teleportmessage(sd,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd->skilllv == 1) clif_skill_warppoint(sd,sd->skillid,"Random","","",""); else { clif_skill_warppoint(sd,sd->skillid,"Random", sd->status.save_point.map,"",""); } } else if(dstmd) mob_warp(dstmd,-1,-1,-1,3); break; case AL_HOLYWATER: /* アクアベネディクタ */ if(sd) { int eflag; struct item item_tmp; clif_skill_nodamage(src,bl,skillid,skilllv,1); memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = 523; item_tmp.identify = 1; if(battle_config.holywater_name_input) { item_tmp.card[0] = 0xfe; item_tmp.card[1] = 0; *((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */ } eflag = pc_additem(sd,&item_tmp,1); if(eflag) { clif_additem(sd,0,0,eflag); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } break; case TF_PICKSTONE: if(sd) { int eflag; struct item item_tmp; struct block_list tbl; clif_skill_nodamage(src,bl,skillid,skilllv,1); memset(&item_tmp,0,sizeof(item_tmp)); memset(&tbl,0,sizeof(tbl)); // [MouseJstr] item_tmp.nameid = 7049; item_tmp.identify = 1; tbl.id = 0; clif_takeitem(&sd->bl,&tbl); eflag = pc_additem(sd,&item_tmp,1); if(eflag) { clif_additem(sd,0,0,eflag); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } break; case RG_STRIPWEAPON: /* ストリップウェポン */ case RG_STRIPSHIELD: /* ストリップシールド */ case RG_STRIPARMOR: /* ストリップアーマー */ case RG_STRIPHELM: /* ストリップヘルム */ { struct status_change *tsc_data; int strip_time, strip_per, strip_fix; int scid, cp_scid = 0, equip; tsc_data = status_get_sc_data(bl); scid = SkillStatusChangeTable[skillid]; switch (skillid) { case RG_STRIPWEAPON: equip = EQP_WEAPON; cp_scid = SC_CP_WEAPON; break; case RG_STRIPSHIELD: equip = EQP_SHIELD; cp_scid = SC_CP_SHIELD; break; case RG_STRIPARMOR: equip = EQP_ARMOR; cp_scid = SC_CP_ARMOR; break; case RG_STRIPHELM: equip = EQP_HELM; cp_scid = SC_CP_HELM; break; default: map_freeblock_unlock(); return 1; } if (tsc_data && (tsc_data[scid].timer != -1 || tsc_data[cp_scid].timer != -1)) break; if (dstsd && dstsd->unstripable_equip & equip) break; strip_fix = status_get_dex(src) - status_get_dex(bl); if(strip_fix < 0) strip_fix=0; strip_per = 5+5*skilllv+strip_fix/5; if (rand()%100 >= strip_per) break; if (dstsd) { for (i=0;istatus.inventory[i].equip && (dstsd->status.inventory[i].equip & equip)){ pc_unequipitem(dstsd,i,3); break; } } if (i == MAX_INVENTORY) break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 ); break; } case ST_FULLSTRIP: // Celest { struct status_change *tsc_data; int i, j, strip_time, strip_per, strip_fix; int equip[4] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM }; int scid[4] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM }; int cp_scid[4] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM }; tsc_data = status_get_sc_data(bl); strip_fix = status_get_dex(src) - status_get_dex(bl); if(strip_fix < 0) strip_fix = 0; strip_per = 5+5*skilllv+strip_fix/5; if (rand()%100 >= strip_per) break; strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; for (i=0; i<4; i++) { if (dstsd) { if (tsc_data && (tsc_data[scid[i]].timer != -1 || tsc_data[cp_scid[i]].timer != -1)) continue; if (dstsd->unstripable_equip & equip[i]) continue; for (j=0; jstatus.inventory[j].equip && (dstsd->status.inventory[j].equip & equip[i])){ pc_unequipitem(dstsd,j,3); break; } } if (j == MAX_INVENTORY) continue; } status_change_start(bl,scid[i],skilllv,0,0,0,strip_time,0 ); } clif_skill_nodamage(src,bl,skillid,skilllv,1); break; } /* PotionPitcher */ case AM_POTIONPITCHER: /* ポ?ションピッチャ? */ { struct block_list tbl; int i,x,hp = 0,sp = 0; if(sd) { x = skilllv%11 - 1; i = pc_search_inventory(sd,skill_db[skillid].itemid[x]); if(i < 0 || skill_db[skillid].itemid[x] <= 0) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } sd->state.potionpitcher_flag = 1; sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0; sd->skilltarget = bl->id; run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0); pc_delitem(sd,i,skill_db[skillid].amount[x],0); sd->state.potionpitcher_flag = 0; if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) { hp = status_get_max_hp(bl) * sd->potion_per_hp / 100; hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; if(dstsd) { sp = dstsd->status.max_sp * sd->potion_per_sp / 100; sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; } } else { if(sd->potion_hp > 0) { hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; hp = hp * (100 + (status_get_vit(bl)<<1)) / 100; if(dstsd) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } if(sd->potion_sp > 0) { sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; sp = sp * (100 + (status_get_int(bl)<<1)) / 100; if(dstsd) sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100; } } } else { hp = (1 + rand()%400) * (100 + skilllv*10) / 100; hp = hp * (100 + (status_get_vit(bl)<<1)) / 100; if(dstsd) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } tbl.id = 0; tbl.m = src->m; tbl.x = src->x; tbl.y = src->y; clif_skill_nodamage(src,bl,skillid,skilllv,1); if(hp > 0 || (hp <= 0 && sp <= 0)) clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1); if(sp > 0) clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1); battle_heal(src,bl,hp,sp,0); } break; case AM_CP_WEAPON: case AM_CP_SHIELD: case AM_CP_ARMOR: case AM_CP_HELM: { int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON); struct status_change *tsc_data = status_get_sc_data(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); if(tsc_data && tsc_data[scid].timer != -1) status_change_end(bl, scid, -1 ); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); } break; case SA_DISPELL: /* ディスペル */ { int i; clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd && dstsd->special_state.no_magic_damage ) break; for(i=0;i<136;i++){ if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM || i==SC_COMBO) continue; status_change_end(bl,i,-1); } } break; case TF_BACKSLIDING: /* バックステップ */ battle_stopwalking(src,1); skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000); if (sd) clif_fixpos(src); else if (md) clif_fixmobpos(md); else if (src->type == BL_PET) clif_fixpetpos((struct pet_data *)src); skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag); break; case SA_CASTCANCEL: clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_castcancel(src,1); if(sd) { int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old); sp = sp * (90 - (skilllv-1)*20) / 100; if(sp < 0) sp = 0; pc_heal(sd,0,-sp); } break; case SA_SPELLBREAKER: // スペルブレイカ? { struct status_change *sc_data = status_get_sc_data(bl); int sp; if(sc_data && sc_data[SC_MAGICROD].timer != -1) { if(dstsd) { sp = skill_get_sp(skillid,skilllv); sp = sp * sc_data[SC_MAGICROD].val2 / 100; if(sp > 0x7fff) sp = 0x7fff; else if(sp < 1) sp = 1; if(dstsd->status.sp + sp > dstsd->status.max_sp) { sp = dstsd->status.max_sp - dstsd->status.sp; dstsd->status.sp = dstsd->status.max_sp; } else dstsd->status.sp += sp; clif_heal(dstsd->fd,SP_SP,sp); } clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); if(sd) { sp = sd->status.max_sp/5; if(sp < 1) sp = 1; pc_heal(sd,0,-sp); } } else { int bl_skillid=0,bl_skilllv=0; if(bl->type == BL_PC) { if(dstsd && dstsd->skilltimer != -1) { bl_skillid = dstsd->skillid; bl_skilllv = dstsd->skilllv; } } else if(bl->type == BL_MOB) { if(dstmd && dstmd->skilltimer != -1) { bl_skillid = dstmd->skillid; bl_skilllv = dstmd->skilllv; } } if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) { clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_castcancel(bl,0); sp = skill_get_sp(bl_skillid,bl_skilllv); if(dstsd) pc_heal(dstsd,0,-sp); if(sd) { sp = sp*(25*(skilllv-1))/100; if(skilllv > 1 && sp < 1) sp = 1; if(sp > 0x7fff) sp = 0x7fff; else if(sp < 1) sp = 1; if(sd->status.sp + sp > sd->status.max_sp) { sp = sd->status.max_sp - sd->status.sp; sd->status.sp = sd->status.max_sp; } else sd->status.sp += sp; clif_heal(sd->fd,SP_SP,sp); } } else if(sd) clif_skill_fail(sd,skillid,0,0); } } break; case SA_MAGICROD: if (dstsd && dstsd->special_state.no_magic_damage ) break; status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case SA_AUTOSPELL: /* オ?トスペル */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) clif_autospell(sd,skilllv); else { int maxlv=1,spellid=0; static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; if(skilllv >= 10) { spellid = MG_FROSTDIVER; maxlv = skilllv - 9; } else if(skilllv >=8) { spellid = MG_FIREBALL; maxlv = skilllv - 7; } else if(skilllv >=5) { spellid = MG_SOULSTRIKE; maxlv = skilllv - 4; } else if(skilllv >=2) { int i = rand()%3; spellid = spellarray[i]; maxlv = skilllv - 1; } else if(skilllv > 0) { spellid = MG_NAPALMBEAT; maxlv = 3; } if(spellid > 0) status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0, skill_get_time(SA_AUTOSPELL,skilllv),0); } break; /* ランダム?性?化、水?性?化、地、火、風 */ case NPC_ATTRICHANGE: case NPC_CHANGEWATER: case NPC_CHANGEGROUND: case NPC_CHANGEFIRE: case NPC_CHANGEWIND: /* 毒、聖、念、闇 */ case NPC_CHANGEPOISON: case NPC_CHANGEHOLY: case NPC_CHANGEDARKNESS: case NPC_CHANGETELEKINESIS: if(md){ clif_skill_nodamage(src,bl,skillid,skilllv,1); md->def_ele=skill_get_pl(skillid); if(md->def_ele==0) /* ランダム?化、ただし、*/ md->def_ele=rand()%10; /* 不死?性は除く */ md->def_ele+=(1+rand()%4)*20; /* ?性レベルはランダム */ } break; case NPC_PROVOCATION: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(md) clif_pet_performance(src,mob_db[md->class_].skill[md->skillidx].val[0]); break; case NPC_HALLUCINATION: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd && dstsd->special_state.no_magic_damage ) break; status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case NPC_KEEPING: case NPC_BARRIER: { int skill_time = skill_get_time(skillid,skilllv); clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 ); if (md) mob_changestate(md,MS_DELAY,skill_time); else if (sd) sd->attackabletime = sd->canmove_tick = tick + skill_time; } break; case NPC_DARKBLESSING: { int sc_def = 100 - status_get_mdef(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd && dstsd->special_state.no_magic_damage ) break; if(status_get_elem_type(bl) == 7 || status_get_race(bl) == 6) break; if(rand()%100 < sc_def*(50+skilllv*5)/100) { if(dstsd) { int hp = status_get_hp(bl)-1; pc_heal(dstsd,-hp,0); } else if(dstmd) dstmd->hp = 1; } } break; case NPC_SELFDESTRUCTION: /* 自爆 */ case NPC_SELFDESTRUCTION2: /* 自爆2 */ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0); break; case NPC_LICK: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (dstsd) { if (dstsd->special_state.no_weapon_damage ) break; pc_heal(dstsd,0,-100); } if(rand()%100 < (skilllv*5)*sc_def_vit/100) status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_SUICIDE: /* 自決 */ if(src && bl){ clif_skill_nodamage(src,bl,skillid,skilllv,1); if (md) mob_damage(NULL,md,md->hp,0); else if (sd) pc_damage(NULL,sd,sd->status.hp); } break; case NPC_SUMMONSLAVE: /* 手下召喚 */ case NPC_SUMMONMONSTER: /* MOB召喚 */ if(md) mob_summonslave(md,mob_db[md->class_].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0); break; case NPC_RECALL: //取り巻き呼び戻し if(md) { int mobcount; md->recallcount = 0;//初期化 md->recall_flag = 0; mobcount = mob_countslave(md); if(mobcount > 0) { md->recall_flag = 1; //mob.cの[取り巻きモンスターの処理]で利用 md->recallmob_count = mobcount; } } break; case NPC_RUNAWAY: //後退 if(md) { int check; int dist = skilllv;//後退する距離 check = md->dir; //自分がどの方向に向いてるかチェック md->attacked_id = 0; md->target_id = 0; md->state.targettype = NONE_ATTACKABLE; md->state.skillstate = MSS_IDLE; switch (check) { case 0: //自分の向いてる方向と逆に移動する mob_walktoxy(md,md->bl.x,md->bl.y-dist,0);//そして、移動する break; case 1: mob_walktoxy(md,md->bl.x-dist,md->bl.y-dist,0); break; case 2: mob_walktoxy(md,md->bl.x+dist,md->bl.y,0); break; case 3: mob_walktoxy(md,md->bl.x+dist,md->bl.y+dist,0); break; case 4: mob_walktoxy(md,md->bl.x,md->bl.y+dist,0); break; case 5: mob_walktoxy(md,md->bl.x-dist,md->bl.y+dist,0); break; case 6: mob_walktoxy(md,md->bl.x-dist,md->bl.y,0); break; case 7: mob_walktoxy(md,md->bl.x-dist,md->bl.y-dist,0); break; } } break; case NPC_TRANSFORMATION: case NPC_METAMORPHOSIS: if(md) mob_class_change(md,mob_db[md->class_].skill[md->skillidx].val); break; case NPC_EMOTION: /* エモ?ション */ if(md) clif_emotion(&md->bl,mob_db[md->class_].skill[md->skillidx].val[0]); break; case NPC_DEFENDER: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; // Equipment breaking monster skills [Celest] case NPC_BREAKWEAPON: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd && battle_config.equipment_breaking) pc_breakweapon(dstsd); break; case NPC_BREAKARMOR: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd && battle_config.equipment_breaking) pc_breakarmor(dstsd); break; case NPC_BREAKHELM: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd && battle_config.equipment_breaking) pc_breakhelm(dstsd); break; case NPC_BREAKSHIELD: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd && battle_config.equipment_breaking) pc_breakshield(dstsd); break; case NPC_EXPLOSIONSPIRITS: //NPC爆裂波動 clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_start(bl,SC_EXPLOSIONSPIRITS,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case WE_MALE: /* 君だけは護るよ */ if(sd && dstsd){ int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1]; int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15% clif_skill_nodamage(src,bl,skillid,gain_hp,1); battle_heal(NULL,bl,gain_hp,0,0); } break; case WE_FEMALE: /* あなたの?に?牲になります */ if(sd && dstsd){ int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1]; int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15% clif_skill_nodamage(src,bl,skillid,gain_sp,1); battle_heal(NULL,bl,0,gain_sp,0); } break; case WE_CALLPARTNER: /* あなたに?いたい */ if(sd && dstsd){ if((dstsd = pc_get_partner(sd)) == NULL){ clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){ clif_skill_teleportmessage(sd,1); map_freeblock_unlock(); return 0; } skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0); } break; 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*10*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?やす pc_heal(sd,-conv_hp,conv_sp); clif_heal(sd->fd,SP_SP,conv_sp); } break; case HT_REMOVETRAP: /* リム?ブトラップ */ clif_skill_nodamage(src,bl,skillid,skilllv,1); { struct skill_unit *su=NULL; struct item item_tmp; int flag; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) && (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) && (su->group->unit_id != 0x92)){ //?を取り返す if(sd){ if(battle_config.skill_removetrap_type == 1){ for(i=0;i<10;i++) { if(skill_db[su->group->skill_id].itemid[i] > 0){ memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = skill_db[su->group->skill_id].itemid[i]; item_tmp.identify = 1; if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){ clif_additem(sd,0,0,flag); map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } } }else{ memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = 1065; item_tmp.identify = 1; if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){ clif_additem(sd,0,0,flag); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } } if(su->group->unit_id == 0x91 && su->group->val2){ struct block_list *target=map_id2bl(su->group->val2); if(target && (target->type == BL_PC || target->type == BL_MOB)) status_change_end(target,SC_ANKLE,-1); } skill_delunit(su); } } break; case HT_SPRINGTRAP: /* スプリングトラップ */ clif_skill_nodamage(src,bl,skillid,skilllv,1); { struct skill_unit *su=NULL; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ switch(su->group->unit_id){ case 0x91: // ankle snare if (su->group->val2 != 0) // if it is already trapping something don't spring it, // remove trap should be used instead break; // otherwise fallthrough to below case 0x8f: /* ブラストマイン */ case 0x90: /* スキッドトラップ */ case 0x93: /* ランドマイン */ case 0x94: /* ショックウェ?ブトラップ */ case 0x95: /* サンドマン */ case 0x96: /* フラッシャ? */ case 0x97: /* フリ?ジングトラップ */ case 0x98: /* クレイモア?トラップ */ case 0x99: /* ト?キ?ボックス */ su->group->unit_id = 0x8c; clif_changelook(bl,LOOK_BASE,su->group->unit_id); su->group->limit=DIFF_TICK(tick+1500,su->group->tick); su->limit=DIFF_TICK(tick+1500,su->group->tick); } } } break; case BD_ENCORE: /* アンコ?ル */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance); break; case AS_SPLASHER: /* ベナムスプラッシャ? */ if((double)status_get_max_hp(bl)*2/3 < status_get_hp(bl)) { //HPが2/3以上?っていたら失敗 map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 ); break; case PF_MINDBREAKER: /* プロボック */ { struct status_change *sc_data = status_get_sc_data(bl); /* MVPmobと不死には?かない */ if((dstmd && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない { map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害 skill_castcancel(bl,0); if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg) && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2) skill_castcancel(bl,0); if(sc_data){ if(sc_data[SC_FREEZE].timer!=-1) status_change_end(bl,SC_FREEZE,-1); if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) status_change_end(bl,SC_STONE,-1); if(sc_data[SC_SLEEP].timer!=-1) status_change_end(bl,SC_SLEEP,-1); } if(dstmd) mob_target(dstmd,src,skill_get_range(skillid,skilllv)); } break; case PF_SOULCHANGE: { int sp1 = 0, sp2 = 0; if (sd) { if (dstsd) { sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp; sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp; sd->status.sp = sp2; dstsd->status.sp = sp1; clif_heal(sd->fd,SP_SP,sp2); clif_updatestatus(sd,SP_SP); clif_heal(dstsd->fd,SP_SP,sp1); clif_updatestatus(dstsd,SP_SP); } else if (dstmd) { if (dstmd->state.soul_change_flag) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } sp2 = sd->status.max_sp * 3 /100; if (sd->status.sp + sp2 > sd->status.max_sp) sp2 = sd->status.max_sp - sd->status.sp; sd->status.sp += sp2; clif_heal(sd->fd,SP_SP,sp2); clif_updatestatus(sd,SP_SP); dstmd->state.soul_change_flag = 1; } } clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; // Weapon Refining [Celest] case WS_WEAPONREFINE: if(sd) clif_item_refine_list(sd); break; // Slim Pitcher case CR_SLIMPITCHER: { if (sd && flag&1) { struct block_list tbl; int hp = sd->potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; hp = hp * (100 + (status_get_vit(bl)<<1))/100; if (dstsd) { hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100; } tbl.id = 0; tbl.m = src->m; tbl.x = src->x; tbl.y = src->y; clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1); battle_heal(NULL,bl,hp,0,0); } } break; // Full Chemical Protection case CR_FULLPROTECTION: { int i, skilltime; struct status_change *tsc_data = status_get_sc_data(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); skilltime = skill_get_time(skillid,skilllv); for (i=0; i<4; i++) { if(tsc_data && tsc_data[SC_STRIPWEAPON + i].timer != -1) status_change_end(bl, SC_STRIPWEAPON + i, -1 ); status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 ); } } break; case RG_CLEANER: //AppleGirl clif_skill_nodamage(src,bl,skillid,skilllv,1); { struct skill_unit *su=NULL; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) && (su->group->unit_id == 0xb0)){ //?を取り返す if(sd) skill_delunit(su); } } break; case ST_PRESERVE: if (sd){ if (sd->sc_count && sd->sc_data[SC_PRESERVE].timer != -1) status_change_end(src, SC_PRESERVE, -1 ); else status_change_start(src,SC_PRESERVE,skilllv,0,0,0,skill_get_time(skillid, skilllv),0 ); clif_skill_nodamage(src,src,skillid,skilllv,1); } break; // New guild skills [Celest] case GD_BATTLEORDER: { struct guild *g = NULL; // Only usable during WoE if (!agit_flag) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } if(flag&1) { if (dstsd && dstsd->status.guild_id == sd->status.guild_id) { status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 ); } } else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) { clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinarea(skill_area_sub, src->m,src->x-15,src->y-15,src->x+15,src->y+15,0, src,skillid,skilllv,tick, flag|BCT_ALL|1, skill_castend_nodamage_id); pc_blockskill_start (sd, skillid, 300000); } } break; case GD_REGENERATION: { struct guild *g = NULL; // Only usable during WoE if (!agit_flag) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } if(flag&1) { if (dstsd && dstsd->status.guild_id == sd->status.guild_id) { status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 ); } } else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) { clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinarea(skill_area_sub, src->m,src->x-15,src->y-15,src->x+15,src->y+15,0, src,skillid,skilllv,tick, flag|BCT_ALL|1, skill_castend_nodamage_id); pc_blockskill_start (sd, skillid, 300000); } } break; case GD_RESTORE: { struct guild *g = NULL; // Only usable during WoE if (!agit_flag) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } if(flag&1) { if (dstsd && dstsd->status.guild_id == sd->status.guild_id) { int hp, sp; hp = dstsd->status.max_hp*9/10; sp = dstsd->status.max_sp*9/10; sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp; clif_skill_nodamage(src,bl,AL_HEAL,hp,1); battle_heal(NULL,bl,hp,sp,0); } } else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) { clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinarea(skill_area_sub, src->m,src->x-15,src->y-15,src->x+15,src->y+15,0, src,skillid,skilllv,tick, flag|BCT_ALL|1, skill_castend_nodamage_id); pc_blockskill_start (sd, skillid, 300000); } } break; case GD_EMERGENCYCALL: { int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; int j = 0; struct guild *g = NULL; // Only usable during WoE if (!agit_flag || (sd && map[sd->bl.m].flag.nowarpto && // if not allowed to warp to the map guild_mapname2gc(sd->mapname) == NULL)) { // and it's not a castle... clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } // i don't know if it actually summons in a circle, but oh well. ;P if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) { for(i = 0; i < g->max_member; i++, j++) { if (j>8) j=0; if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) { if (map[dstsd->bl.m].flag.nowarp && guild_mapname2gc(sd->mapname) == NULL) continue; clif_skill_nodamage(src,bl,skillid,skilllv,1); if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS)) dx[j] = dy[j] = 0; pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2); } } pc_blockskill_start (sd, skillid, 300000); } } break; default: printf("Unknown skill used:%d\n",skillid); map_freeblock_unlock(); return 1; } map_freeblock_unlock(); return 0; } /*========================================== * スキル使用(詠唱完了、ID指定) *------------------------------------------ */ int skill_castend_id( int tid, unsigned int tick, int id,int data ) { struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/; struct block_list *bl; int range,inf2; nullpo_retr(0, sd); if( sd->bl.prev == NULL ) //prevが無いのはありなの? return 0; if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* タイマIDの確認 */ return 0; if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) { sd->speed = sd->prev_speed; clif_updatestatus(sd,SP_SPEED); } if(sd->skillid != SA_CASTCANCEL) sd->skilltimer=-1; if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) { sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } if(sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } if(sd->skillid == PR_LEXAETERNA) { struct status_change *sc_data = status_get_sc_data(bl); if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } else if(sd->skillid == RG_BACKSTAP) { int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl); int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y); if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } inf2 = skill_get_inf2(sd->skillid); if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) && // 彼我敵??係チェック battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) { sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } if(inf2 & 0xC00 && sd->bl.id != bl->id) { int fail_flag = 1; if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0) fail_flag = 0; if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == status_get_guild_id(bl)) fail_flag = 0; if(fail_flag) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } range = skill_get_range(sd->skillid,sd->skilllv); if(range < 0) range = status_get_range(&sd->bl) - (range + 1); range += battle_config.pc_skill_add_range; if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST)) range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2); if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris] if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } if(!skill_check_condition(sd,1)) { /* 使用?件チェック */ sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } sd->skillitem = sd->skillitemlv = -1; if(battle_config.skill_out_range_consume) { if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; return 0; } } if(battle_config.pc_skill_log) printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid); pc_stop_walking(sd,0); switch( skill_get_nk(sd->skillid) ) { /* 攻?系/吹き飛ばし系 */ case 0: case 2: skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); break; case 1:/* 支援系 */ if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); else skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); break; } return 0; } /*========================================== * スキル使用(詠唱完了、場所指定の?際の?理) *------------------------------------------ */ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag) { struct map_session_data *sd=NULL; int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0; //if(skilllv <= 0) return 0; if(skillid > 0 && skilllv <= 0) return 0; // celest nullpo_retr(0, src); if(src->type==BL_PC){ nullpo_retr(0, sd=(struct map_session_data *)src); } if( skillid != WZ_METEOR && skillid != AM_CANNIBALIZE && skillid != AM_SPHEREMINE) clif_skill_poseffect(src,skillid,skilllv,x,y,tick); if (sd && skillnotok(skillid, sd)) // [MouseJstr] return 0; switch(skillid) { case PR_BENEDICTIO: /* 聖?降福 */ skill_area_temp[1]=src->id; map_foreachinarea(skill_area_sub, src->m,x-1,y-1,x+1,y+1,0, src,skillid,skilllv,tick, flag|BCT_NOENEMY|1, skill_castend_nodamage_id); map_foreachinarea(skill_area_sub, src->m,x-1,y-1,x+1,y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); break; case BS_HAMMERFALL: /* ハンマ?フォ?ル */ { int r = 2; if (skilllv > 5) { r = 14; skilllv = 5; // スタン率上がりすぎるため計算はLv5で固定 } skill_area_temp[1] = src->id; skill_area_temp[2] = x; skill_area_temp[3] = y; map_foreachinarea (skill_area_sub, src->m, x-r, y-r, x+r, y+r, 0, src, skillid, skilllv, tick, flag|BCT_ENEMY|2, skill_castend_nodamage_id); } break; case HT_DETECTING: /* ディテクティング */ { int range=skilllv*2+1; if(src->x!=x) x+=(src->x-x>0)?-range:range; if(src->y!=y) y+=(src->y-y>0)?-range:range; map_foreachinarea( status_change_timer_sub, src->m, x-range, y-range, x+range,y+range,0, src,SC_SIGHT,tick); } break; case MG_SAFETYWALL: /* セイフティウォ?ル */ case MG_FIREWALL: /* ファイヤ?ウォ?ル */ case MG_THUNDERSTORM: /* サンダ?スト?ム */ case AL_PNEUMA: /* ニュ?マ */ case WZ_ICEWALL: /* アイスウォ?ル */ case WZ_FIREPILLAR: /* ファイアピラ? */ case WZ_QUAGMIRE: /* クァグマイア */ case WZ_VERMILION: /* ロ?ドオブヴァ?ミリオン */ //case WZ_FROSTNOVA: /* フロストノヴァ */ case WZ_STORMGUST: /* スト?ムガスト */ case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */ case PR_SANCTUARY: /* サンクチュアリ */ case PR_MAGNUS: /* マグヌスエクソシズム */ case CR_GRANDCROSS: /* グランドクロス */ case NPC_DARKGRANDCROSS: /*闇グランドクロス*/ case HT_SKIDTRAP: /* スキッドトラップ */ case HT_LANDMINE: /* ランドマイン */ case HT_ANKLESNARE: /* アンクルスネア */ case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */ case HT_SANDMAN: /* サンドマン */ case HT_FLASHER: /* フラッシャ? */ case HT_FREEZINGTRAP: /* フリ?ジングトラップ */ case HT_BLASTMINE: /* ブラストマイン */ case HT_CLAYMORETRAP: /* クレイモア?トラップ */ case AS_VENOMDUST: /* ベノムダスト */ case AM_DEMONSTRATION: /* デモンストレ?ション */ case PF_SPIDERWEB: /* スパイダ?ウェッブ */ case PF_FOGWALL: /* フォグウォ?ル */ case HT_TALKIEBOX: /* ト?キ?ボックス */ skill_unitsetting(src,skillid,skilllv,x,y,0); break; case RG_GRAFFITI: /* Graffiti [Valaris] */ skill_clear_unitgroup(src); skill_unitsetting(src,skillid,skilllv,x,y,0); break; case SA_VOLCANO: /* ボルケ?ノ */ case SA_DELUGE: /* デリュ?ジ */ case SA_VIOLENTGALE: /* バイオレントゲイル */ case SA_LANDPROTECTOR: /* ランドプロテクタ? */ skill_clear_element_field(src);//?に自分が?動している?性場をクリア skill_unitsetting(src,skillid,skilllv,x,y,0); break; case WZ_METEOR: //メテオスト?ム { int flag=0; for(i=0;i<2+(skilllv>>1);i++) { int j=0; do { tmpx = x + (rand()%7 - 3); tmpy = y + (rand()%7 - 3); if(tmpx < 0) tmpx = 0; else if(tmpx >= map[src->m].xs) tmpx = map[src->m].xs - 1; if(tmpy < 0) tmpy = 0; else if(tmpy >= map[src->m].ys) tmpy = map[src->m].ys - 1; j++; } while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100); if(j >= 100) continue; if(flag==0){ clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick); flag=1; } if(i > 0) skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag); x1 = tmpx; y1 = tmpy; } skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag); } break; case AL_WARP: /* ワ?プポ?タル */ if(sd) { if(map[sd->bl.m].flag.noteleport) /* テレポ禁止 */ break; clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map, (sd->skilllv>1)?sd->status.memo_point[0].map:"", (sd->skilllv>2)?sd->status.memo_point[1].map:"", (sd->skilllv>3)?sd->status.memo_point[2].map:""); } break; case MO_BODYRELOCATION: if(sd){ pc_movepos(sd,x,y); }else if( src->type==BL_MOB ) mob_warp((struct mob_data *)src,-1,x,y,0); if (sd) pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000); break; case AM_CANNIBALIZE: // バイオプラント if(sd) { int id; int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; struct mob_data *md; // Correct info, don't change any of this! [celest] id = mob_once_spawn (sd, "this", x, y, "--ja--", summons[skilllv-1] ,1,""); if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){ md->master_id = sd->bl.id; // different levels of HP according to skill level md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10; md->state.special_mob_ai = 1; //非移動でアクティブで反撃する[0x0:非移動 0x1:移動 0x4:ACT 0x8:非ACT 0x40:反撃無 0x80:反撃有] md->mode = 0x0 + 0x4 + 0x80; md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0); } // To-do: 召還されるモンスターには召還したプレーヤーの名前が付きます // (attach name of player?) clif_skill_poseffect(src,skillid,skilllv,x,y,tick); } break; case AM_SPHEREMINE: // スフィア?マイン if(sd){ int id; struct mob_data *md; id = mob_once_spawn(sd, "this", x, y, "--ja--", 1142, 1, ""); if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){ md->master_id = sd->bl.id; md->hp = 2000 + skilllv * 400; md->state.special_mob_ai = 2; md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0); } clif_skill_poseffect(src,skillid,skilllv,x,y,tick); } break; // Slim Pitcher [Celest] case CR_SLIMPITCHER: { if (sd) { int i = skilllv%11 - 1; int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]); if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i]) { clif_skill_fail(sd,skillid,0,0); return 1; } sd->state.potionpitcher_flag = 1; sd->potion_hp = 0; run_script(sd->inventory_data[j]->use_script,0,sd->bl.id,0); pc_delitem(sd,j,skill_db[skillid].amount[i],0); sd->state.potionpitcher_flag = 0; clif_skill_poseffect(src,skillid,skilllv,x,y,tick); if(sd->potion_hp > 0) { map_foreachinarea(skill_area_sub, src->m,x-3,y-3,x+3,y+3,0, src,skillid,skilllv,tick,flag|BCT_PARTY|1, skill_castend_nodamage_id); } } } break; } return 0; } /*========================================== * スキル使用(詠唱完了、map指定) *------------------------------------------ */ int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map) { int x=0,y=0; nullpo_retr(0, sd); if( sd->bl.prev == NULL || pc_isdead(sd) ) return 0; if(skillnotok(skill_num, sd)) return 0; if( sd->opt1>0 || sd->status.option&2 ) return 0; //スキルが使えない?態異常中 if(sd->sc_count){ if( sd->sc_data[SC_DIVINA].timer!=-1 || sd->sc_data[SC_ROKISWEIL].timer!=-1 || sd->sc_data[SC_AUTOCOUNTER].timer != -1 || sd->sc_data[SC_STEELBODY].timer != -1 || sd->sc_data[SC_DANCING].timer!=-1 || sd->sc_data[SC_BERSERK].timer != -1 || sd->sc_data[SC_MARIONETTE].timer != -1) return 0; } if( skill_num != sd->skillid) /* 不正パケットらしい */ return 0; pc_stopattack(sd); if(battle_config.pc_skill_log) printf("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map); pc_stop_walking(sd,0); if(strcmp(map,"cancel")==0) return 0; switch(skill_num){ case AL_TELEPORT: /* テレポ?ト */ if(strcmp(map,"Random")==0) pc_randomwarp(sd,3); else pc_setpos(sd,sd->status.save_point.map, sd->status.save_point.x,sd->status.save_point.y,3); break; case AL_WARP: /* ワ?プポ?タル */ { const struct point *p[4]; struct skill_unit_group *group; int i; int maxcount=0; p[0] = &sd->status.save_point; p[1] = &sd->status.memo_point[0]; p[2] = &sd->status.memo_point[1]; p[3] = &sd->status.memo_point[2]; if((maxcount = skill_get_maxcount(sd->skillid)) > 0) { int c; for(i=c=0;iskillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid) c++; } if(c >= maxcount) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = gettick(); sd->canmove_tick = gettick(); sd->skillitem = sd->skillitemlv = -1; return 0; } } if(sd->skilllv <= 0) return 0; for(i=0;iskilllv;i++){ if(strcmp(map,p[i]->map)==0){ x=p[i]->x; y=p[i]->y; break; } } if(x==0 || y==0) /* 不正パケット? */ return 0; if(!skill_check_condition(sd,3)) return 0; if((group=skill_unitsetting(&sd->bl,sd->skillid,sd->skilllv,sd->skillx,sd->skilly,0))==NULL) return 0; group->valstr=(char *)aCallocA(24,sizeof(char)); memcpy(group->valstr,map,24); group->val2=(x<<16)|y; } break; } return 0; } /*========================================== * スキルユニット設定?理 *------------------------------------------ */ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag) { struct skill_unit_group *group; int i,limit,val1=0,val2=0,val3=0; int count=0; int target,interval,range,unit_flag; struct skill_unit_layout *layout; struct status_change *sc_data; int active_flag=1; nullpo_retr(0, src); limit = skill_get_time(skillid,skilllv); range = skill_get_unit_range(skillid); interval = skill_get_unit_interval(skillid); target = skill_get_unit_target(skillid); unit_flag = skill_get_unit_flag(skillid); layout = skill_get_unit_layout(skillid,skilllv,src,x,y); if (unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) target = BCT_NOENEMY; sc_data = status_get_sc_data(src); // for firewall and fogwall - celest switch(skillid){ /* 設定 */ case MG_SAFETYWALL: /* セイフティウォ?ル */ val2=skilllv+1; break; case MG_FIREWALL: /* ファイヤ?ウォ?ル */ if(sc_data && sc_data[SC_VIOLENTGALE].timer!=-1) limit = limit*3/2; val2=4+skilllv; break; case AL_WARP: /* ワ?プポ?タル */ val1=skilllv+6; if(flag==0) limit=2000; active_flag=0; break; case PR_SANCTUARY: /* サンクチュアリ */ val1=(skilllv+3)*2; val2=(skilllv>6)?777:skilllv*100; interval += 500; break; case WZ_FIREPILLAR: /* ファイア?ピラ? */ if(flag!=0) limit=1000; val1=skilllv+2; if(skilllv >= 6) range=2; break; case WZ_METEOR: if (skilllv > 10) //広範囲メテオ range = 10; break; case WZ_VERMILION: if (skilllv > 10) //広範囲LOV range = 25; break; case HT_SANDMAN: /* サンドマン */ case HT_CLAYMORETRAP: /* クレイモア?トラップ */ case HT_SKIDTRAP: /* スキッドトラップ */ case HT_LANDMINE: /* ランドマイン */ case HT_ANKLESNARE: /* アンクルスネア */ case HT_FLASHER: /* フラッシャ? */ case HT_FREEZINGTRAP: /* フリ?ジングトラップ */ case HT_BLASTMINE: /* ブラストマイン */ // longer trap times in WOE [celest] if (map[src->m].flag.gvg) limit *= 4; break; case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */ val1=skilllv*15+10; break; case SA_LANDPROTECTOR: /* グランドクロス */ { int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills val1=skilllv*15+10; aoe_diameter=skilllv+skilllv%2+5; count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul) } break; case BA_WHISTLE: /* 口笛 */ if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1; val2 = ((status_get_agi(src)/10)&0xffff)<<16; val2 |= (status_get_luk(src)/10)&0xffff; break; case DC_HUMMING: /* ハミング */ if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; val2 = status_get_dex(src)/10; break; case DC_DONTFORGETME: /* 私を忘れないで… */ if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; val2 = ((status_get_dex(src)/20)&0xffff)<<16; val2 |= (status_get_agi(src)/10)&0xffff; break; case BA_POEMBRAGI: /* ブラギの詩 */ if(src->type == BL_PC) val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON); val2 = ((status_get_dex(src)/10)&0xffff)<<16; val2 |= (status_get_int(src)/5)&0xffff; break; case BA_APPLEIDUN: /* イドゥンの林檎 */ if(src->type == BL_PC) val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)&0xffff; val2 |= (status_get_vit(src))&0xffff; val3 = 0;//回復用タイムカウンタ(6秒?に1?加) break; case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */ if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; val2 = status_get_int(src)/10; break; case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1; val2 = status_get_agi(src)/20; break; case DC_FORTUNEKISS: /* 幸運のキス */ if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; val2 = status_get_luk(src)/10; break; case PF_FOGWALL: /* フォグウォ?ル */ if(sc_data && sc_data[SC_DELUGE].timer!=-1) limit *= 2; break; case RG_GRAFFITI: /* Graffiti */ count=1; // Leave this at 1 [Valaris] break; } nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count), skillid,skilllv,skill_get_unit_id(skillid,flag&1))); group->limit=limit; group->val1=val1; group->val2=val2; group->val3=val3; group->target_flag=target; group->interval=interval; if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){ group->valstr=(char *) aCallocA(80, 1); if(group->valstr==NULL){ printf("skill_castend_map: out of memory !\n"); exit(1); } memcpy(group->valstr,talkie_mes,80); } for(i=0;icount;i++){ struct skill_unit *unit; int ux,uy,val1=skilllv,val2=0,limit=group->limit,alive=1; ux = x + layout->dx[i]; uy = y + layout->dy[i]; switch (skillid) { case MG_FIREWALL: /* ファイヤ?ウォ?ル */ val2=group->val2; break; case WZ_ICEWALL: /* アイスウォ?ル */ if(skilllv <= 1) val1 = 500; else val1 = 200 + 200*skilllv; break; case RG_GRAFFITI: /* Graffiti [Valaris] */ ux+=(i%5-2); uy+=(i/5-2); break; } //直上スキルの場合設置座標上にランドプロテクタ?がないかチェック if(range<=0) map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive); if(skillid==WZ_ICEWALL && alive){ val2=map_getcell(src->m,ux,uy,CELL_GETTYPE); if(val2==5 || val2==1) alive=0; else { map_setcell(src->m,ux,uy,5); clif_changemapcell(src->m,ux,uy,5,0); } } if(alive){ nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy)); unit->val1=val1; unit->val2=val2; unit->limit=limit; unit->range=range; if (range==0 && active_flag) map_foreachinarea(skill_unit_effect,unit->bl.m ,unit->bl.x,unit->bl.y,unit->bl.x,unit->bl.y ,0,&unit->bl,gettick(),1); } } return group; } /*========================================== * スキルユニットの?動イベント *------------------------------------------ */ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick) { struct skill_unit_group *sg; struct block_list *ss; struct skill_unit *unit2; struct status_change *sc_data; int type; nullpo_retr(0, src); nullpo_retr(0, bl); if(bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))) return 0; nullpo_retr(0, sg=src->group); nullpo_retr(0, ss=map_id2bl(sg->src_id)); sc_data = status_get_sc_data(bl); type = SkillStatusChangeTable[sg->skill_id]; if (battle_check_target(&src->bl,bl,sg->target_flag)<=0) return 0; // 対象がLP上に居る場合は無効 if (map_find_skill_unit_oncell(bl,bl->x,bl->y,SA_LANDPROTECTOR,NULL)) return 0; switch (sg->unit_id) { case 0x85: /* ニューマ */ case 0x7e: /* セイフティウォール */ if (sc_data && sc_data[type].timer == -1) status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); break; case 0x80: /* ワープポータル(発動後) */ if(bl->type==BL_PC){ struct map_session_data *sd = (struct map_session_data *)bl; if(sd && src->bl.m == bl->m && src->bl.x == bl->x && src->bl.y == bl->y && src->bl.x == sd->to_x && src->bl.y == sd->to_y) { if( battle_config.chat_warpportal || !sd->chatID ){ pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3); if(sg->src_id == bl->id || (strcmp(map[src->bl.m].name,sg->valstr) == 0 && src->bl.x == (sg->val2>>16) && src->bl.y == (sg->val2&0xffff) )) skill_delunitgroup(sg); if (--sg->val1<=0) skill_delunitgroup(sg); } } } else if(bl->type==BL_MOB && battle_config.mob_warpportal){ int m = map_mapname2mapid(sg->valstr); mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3); } break; case 0x8e: /* クァグマイア */ if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if(sc_data && sc_data[type].timer==-1) status_change_start(bl,type,sg->skill_lv,(int)src,0,0, skill_get_time2(sg->skill_id,sg->skill_lv),0); break; case 0x9a: /* ボルケ?ノ */ case 0x9b: /* デリュ?ジ */ case 0x9c: /* バイオレントゲイル */ if (sc_data && sc_data[type].timer!=-1) { unit2 = (struct skill_unit *)sc_data[type].val4; if (unit2 && unit2->group && (unit2==src || DIFF_TICK(sg->tick,unit2->group->tick)<=0)) break; } status_change_start(bl,type,sg->skill_lv,(int)src,0,0, skill_get_time2(sg->skill_id,sg->skill_lv),0); break; case 0x9e: /* 子守唄 */ case 0x9f: /* ニヨルドの宴 */ case 0xa0: /* 永遠の混沌 */ case 0xa1: /* ?太鼓の響き */ case 0xa2: /* ニ?ベルングの指輪 */ case 0xa3: /* ロキの叫び */ case 0xa4: /* 深淵の中に */ case 0xa5: /* 不死身のジ?クフリ?ド */ case 0xa6: /* 不協和音 */ case 0xa7: /* 口笛 */ case 0xa8: /* 夕陽のアサシンクロス */ case 0xa9: /* ブラギの詩 */ case 0xaa: /* イドゥンの林檎 */ case 0xab: /* 自分勝手なダンス */ case 0xac: /* ハミング */ case 0xad: /* 私を忘れないで… */ case 0xae: /* 幸運のキス */ case 0xaf: /* サ?ビスフォ?ユ? */ if (sg->src_id==bl->id) break; if (sc_data && sc_data[type].timer!=-1) { unit2 = (struct skill_unit *)sc_data[type].val4; if (unit2 && unit2->group && (unit2 == src || DIFF_TICK(sg->tick,unit2->group->tick)<=0)) break; } status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); break; case 0xb4: // Basilica if (battle_check_target(&src->bl,bl,BCT_NOENEMY)>0) { if (sc_data && sc_data[type].timer!=-1) { struct skill_unit_group *sg2 = (struct skill_unit_group *)sc_data[type].val4; if (sg2 && (sg2 == src->group || DIFF_TICK(sg->tick,sg2->tick)<=0)) break; } else status_change_start(bl,type,sg->skill_lv,(int)src,0,0, skill_get_time2(sg->skill_id,sg->skill_lv),0); } else if (!status_get_mode(bl)&0x20) skill_blown(&src->bl,bl,1); break; case 0xb6: /* フォグウォ?ル */ if (sc_data && sc_data[type].timer!=-1) { unit2 = (struct skill_unit *)sc_data[type].val4; if (unit2 && unit2->group && (unit2 == src || DIFF_TICK(sg->tick,unit2->group->tick)<=0)) break; } status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); break; case 0xb2: /* あなたを_?いたいです */ case 0xb3: /* ゴスペル */ //case 0xb6: /* フォグウォ?ル */ - moved [celest] //とりあえず何もしない break; /* default: if(battle_config.error_log) printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); break;*/ } return 0; } /*========================================== * スキルユニットの発動イベント(タイマー発動) *------------------------------------------ */ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick) { struct skill_unit_group *sg; struct block_list *ss; int splash_count=0; struct status_change *sc_data; struct skill_unit_group_tickset *ts; int type; int diff=0; nullpo_retr(0, src); nullpo_retr(0, bl); if (bl->type!=BL_PC && bl->type!=BL_MOB) return 0; if (bl->prev==NULL || !src->alive || (bl->type==BL_PC && pc_isdead((struct map_session_data *)bl))) return 0; nullpo_retr(0, sg=src->group); nullpo_retr(0, ss=map_id2bl(sg->src_id)); sc_data = status_get_sc_data(bl); type = SkillStatusChangeTable[sg->skill_id]; // 対象がLP上に居る場合は無効 if (map_find_skill_unit_oncell(bl,bl->x,bl->y,SA_LANDPROTECTOR,NULL)) return 0; // 前に影響を受けてからintervalの間は影響を受けない nullpo_retr(0,ts = skill_unitgrouptickset_search(bl,sg,tick)); diff = DIFF_TICK(tick,ts->tick); if (sg->skill_id == PR_SANCTUARY) diff += 500; // 新規に回復したユニットだけカウントするための仕掛け if (diff < 0) return 0; ts->tick = tick+sg->interval; // GXは重なっていたら3HITしない if (sg->skill_id==CR_GRANDCROSS && !battle_config.gx_allhit) ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y)-1); switch (sg->unit_id) { case 0x83: /* サンクチュアリ */ { int race=status_get_race(bl); if (battle_check_undead(race,status_get_elem_type(bl)) || race==6) { if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0)) { // reduce healing count if this was meant for damaging [celest] // sg->val1 /= 2; sg->val1--; // チャットキャンセルに対応 } } else { int heal = sg->val2; if (status_get_hp(bl)>=status_get_max_hp(bl)) break; if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage) heal=0; /* 黄金蟲カード(ヒール量0) */ clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1); battle_heal(NULL,bl,heal,0,0); if (diff>=500) sg->val1--; // 新規に入ったユニットだけカウント } if (sg->val1<=0) skill_delunitgroup(sg); break; } case 0x84: /* マグヌスエクソシズム */ { int race = status_get_race(bl); if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6) return 0; skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); src->val2++; break; } case 0x7f: /* ファイヤーウォール */ skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); if (--src->val2<=0) skill_delunit(src); break; case 0x86: /* ロードオブヴァーミリオン(TS,MS,FN,SG,HD,GX,闇GX) */ skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case 0x87: /* ファイアーピラー(発動前) */ skill_delunit(src); skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); break; case 0x88: /* ファイアーピラー(発動後) */ map_foreachinarea(skill_attack_area,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest] //skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case 0x90: /* スキッドトラップ */ { int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv); if(map[bl->m].flag.gvg) c = 0; for(i=0;ibl,bl,1|0x30000); sg->unit_id = 0x8c; clif_changelook(&src->bl,LOOK_BASE,sg->unit_id); sg->limit=DIFF_TICK(tick,sg->tick)+1500; } break; case 0x93: /* ランドマイン */ skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); sg->unit_id = 0x8c; clif_changelook(&src->bl,LOOK_BASE,0x88); sg->limit=DIFF_TICK(tick,sg->tick)+1500; break; case 0x8f: /* ブラストマイン */ case 0x94: /* ショックウェ?ブトラップ */ case 0x95: /* サンドマン */ case 0x96: /* フラッシャ? */ case 0x97: /* フリ?ジングトラップ */ case 0x98: /* クレイモア?トラップ */ map_foreachinarea(skill_count_target,src->bl.m ,src->bl.x-src->range,src->bl.y-src->range ,src->bl.x+src->range,src->bl.y+src->range ,0,&src->bl,&splash_count); map_foreachinarea(skill_trap_splash,src->bl.m ,src->bl.x-src->range,src->bl.y-src->range ,src->bl.x+src->range,src->bl.y+src->range ,0,&src->bl,tick,splash_count); sg->unit_id = 0x8c; clif_changelook(&src->bl,LOOK_BASE,sg->unit_id); sg->limit=DIFF_TICK(tick,sg->tick)+1500; break; case 0x91: /* アンクルスネア */ if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){ int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE); int sec = skill_get_time2(sg->skill_id,sg->skill_lv) - status_get_agi(bl)*100; if(status_get_mode(bl)&0x20) sec = sec/5; if (sec < 3000) // minimum time of 3 seconds [celest] sec = 3000; battle_stopwalking(bl,1); status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0); skill_unit_move(bl,tick,0); if(moveblock) map_delblock(bl); bl->x = src->bl.x; bl->y = src->bl.y; if(moveblock) map_addblock(bl); skill_unit_move(bl,tick,1); if(bl->type == BL_MOB) clif_fixmobpos((struct mob_data *)bl); else if(bl->type == BL_PET) clif_fixpetpos((struct pet_data *)bl); else clif_fixpos(bl); clif_01ac(&src->bl); sg->limit=DIFF_TICK(tick,sg->tick) + sec; sg->val2=bl->id; sg->interval = -1; src->range = 0; } break; case 0x92: /* ベノムダスト */ if(sc_data && sc_data[type].timer==-1 ) status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); break; case 0xb1: /* デモンストレ?ション */ skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking) pc_breakweapon((struct map_session_data *)bl); break; case 0x99: /* トーキーボックス */ if(sg->src_id == bl->id) //自分が踏んでも発動しない break; if(sg->val2==0){ clif_talkiebox(&src->bl,sg->valstr); sg->unit_id = 0x8c; clif_changelook(&src->bl,LOOK_BASE,sg->unit_id); sg->limit=DIFF_TICK(tick,sg->tick)+5000; sg->val2=-1; //踏んだ } break; // Basilica case 0xb4: /* バジリカ */ if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0 && !(status_get_mode(bl)&0x20)) skill_blown(&src->bl,bl,1); if (sg->src_id==bl->id) break; if (battle_check_target(&src->bl,bl,BCT_NOENEMY)>0 && sc_data && sc_data[type].timer == -1) status_change_start(bl,type,sg->skill_lv,(int)src,0,0, skill_get_time2(sg->skill_id,sg->skill_lv),0); break; case 0xb7: /* スパイダ?ウェッブ */ if(sg->val2==0){ int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE); skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); skill_unit_move(bl,tick,0); if(moveblock) map_delblock(bl); bl->x = src->bl.x; bl->y = src->bl.y; if(moveblock) map_addblock(bl); skill_unit_move(bl,tick,1); if(bl->type == BL_MOB) clif_fixmobpos((struct mob_data *)bl); else if(bl->type == BL_PET) clif_fixpetpos((struct pet_data *)bl); else clif_fixpos(bl); sg->limit = DIFF_TICK(tick,sg->tick)+skill_get_time2(sg->skill_id,sg->skill_lv); sg->val2=bl->id; sg->interval = -1; src->range = 0; } break; /* default: if(battle_config.error_log) printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); break;*/ } if(bl->type==BL_MOB && ss!=bl) /* スキル使用?件のMOBスキル */ { if(battle_config.mob_changetarget_byskill == 1) { int target=((struct mob_data *)bl)->target_id; if(ss->type == BL_PC) ((struct mob_data *)bl)->target_id=ss->id; mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16)); ((struct mob_data *)bl)->target_id=target; } else mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16)); } return 0; } /*========================================== * スキルユニットから離?する(もしくはしている)場合 *------------------------------------------ */ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick) { struct skill_unit_group *sg; struct status_change *sc_data; int type; nullpo_retr(0, src); nullpo_retr(0, bl); nullpo_retr(0, sg=src->group); sc_data = status_get_sc_data(bl); type = SkillStatusChangeTable[sg->skill_id]; if (bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))) return 0; switch(sg->unit_id){ case 0x7e: /* セイフティウォール */ case 0x85: /* ニューマ */ case 0x8e: /* クァグマイア */ case 0x9a: /* ボルケーノ */ case 0x9b: /* デリュージ */ case 0x9c: /* バイオレントゲイル */ if (type==SC_QUAGMIRE && bl->type==BL_MOB) break; if (sc_data && sc_data[type].timer!=-1 && sc_data[type].val2==(int)src) { status_change_end(bl,type,-1); } break; case 0x91: /* アンクルスネア */ { struct block_list *target = map_id2bl(sg->val2); if(target && target == bl){ status_change_end(bl,SC_ANKLE,-1); sg->limit=DIFF_TICK(tick,sg->tick)+1000; } break; } case 0x9e: /* 子守唄 */ case 0x9f: /* ニヨルドの宴 */ case 0xa0: /* 永遠の混沌 */ case 0xa1: /* 戦太鼓の響き */ case 0xa2: /* ニーベルングの指輪 */ case 0xa3: /* ロキの叫び */ case 0xa4: /* 深淵の中に */ case 0xa5: /* 不死身のジークフリード */ case 0xad: /* 私を忘れないで… */ if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)src) { status_change_end(bl,type,-1); } break; case 0xa6: /* 不協和音 */ case 0xa7: /* 口笛 */ case 0xa8: /* 夕陽のアサシンクロス */ case 0xa9: /* ブラギの詩 */ case 0xaa: /* イドゥンの林檎 */ case 0xab: /* 自分勝手なダンス */ case 0xac: /* ハミング */ case 0xae: /* 幸運のキス */ case 0xaf: /* サ?ビスフォ?ユ? */ if (sg->src_id==bl->id) { status_change_end(bl,type,-1); break; } if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)src) { sc_data[type].timer = add_timer(20000+tick, status_change_timer, bl->id, type); } break; case 0xb4: // Basilica if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)sg) { status_change_end(bl,type,-1); } break; case 0xb6: { struct block_list *target = map_id2bl(sg->val2); if(target && target==bl) { status_change_end(bl,SC_FOGWALL,-1); if (sc_data && sc_data[SC_BLIND].timer!=-1) sc_data[SC_BLIND].timer = add_timer( gettick() + 30000, status_change_timer, bl->id, 0); } break; } case 0xb7: /* スパイダ?ウェッブ */ { struct block_list *target = map_id2bl(sg->val2); if (target && target==bl) status_change_end(bl,SC_SPIDERWEB,-1); sg->limit = DIFF_TICK(tick,sg->tick)+1000; break; } /* default: if(battle_config.error_log) printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); break;*/ } return 0; } /*========================================== * スキルユニット効果発動/離脱処理(foreachinarea) * bl: ユニット(BL_PC/BL_MOB) *------------------------------------------ */ int skill_unit_effect(struct block_list *bl,va_list ap) { struct skill_unit *unit; struct skill_unit_group *group; int flag; unsigned int tick; static int called = 0; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, unit=va_arg(ap,struct skill_unit*)); tick = va_arg(ap,unsigned int); flag = va_arg(ap,unsigned int); if (bl->type!=BL_PC && bl->type!=BL_MOB) return 0; if (!unit->alive || bl->prev==NULL) return 0; nullpo_retr(0, group=unit->group); if (flag) skill_unit_onplace(unit,bl,tick); else { skill_unit_onout(unit,bl,tick); unit = map_find_skill_unit_oncell(bl,bl->x,bl->y,group->skill_id,unit); if (unit && called == 0) { called = 1; skill_unit_onplace(unit,bl,tick); called = 0; } } return 0; } /*========================================== * スキルユニットの限界イベント *------------------------------------------ */ int skill_unit_onlimit(struct skill_unit *src,unsigned int tick) { struct skill_unit_group *sg; nullpo_retr(0, src); nullpo_retr(0, sg=src->group); switch(sg->unit_id){ case 0x81: /* ワ?プポ?タル(?動前) */ { struct skill_unit_group *group= skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv, src->bl.x,src->bl.y,1); if(group == NULL) return 0; group->valstr=(char *) aCallocA(24, 1); if(group->valstr==NULL){ printf("skill_unit_onlimit: out of memory !\n"); exit(1); } memcpy(group->valstr,sg->valstr,24); group->val2=sg->val2; } break; case 0x8d: /* アイスウォ?ル */ map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2); clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1); break; case 0xb2: /* あなたに?いたい */ { struct map_session_data *sd = NULL; struct map_session_data *p_sd = NULL; if((sd = map_id2sd(sg->src_id)) == NULL) return 0; if((p_sd = pc_get_partner(sd)) == NULL) return 0; pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3); } break; } return 0; } /*========================================== * スキルユニットのダメ?ジイベント *------------------------------------------ */ int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl, int damage,unsigned int tick) { struct skill_unit_group *sg; nullpo_retr(0, src); nullpo_retr(0, sg=src->group); switch(sg->unit_id){ case 0x8d: /* アイスウォ?ル */ src->val1-=damage; break; case 0x8f: /* ブラストマイン */ case 0x98: /* クレイモア?トラップ */ skill_blown(bl,&src->bl,2); //吹き飛ばしてみる break; default: damage = 0; break; } return damage; } /*---------------------------------------------------------------------------- */ /*========================================== * スキル使用(詠唱完了、場所指定) *------------------------------------------ */ int skill_castend_pos( int tid, unsigned int tick, int id,int data ) { struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/; int range,maxcount; nullpo_retr(0, sd); if( sd->bl.prev == NULL ) return 0; if( sd->skilltimer != tid ) /* タイマIDの確認 */ return 0; if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) { sd->speed = sd->prev_speed; clif_updatestatus(sd,SP_SPEED); } sd->skilltimer=-1; if(pc_isdead(sd)) { sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } /*case MG_SAFETYWALL: case WZ_FIREPILLAR: case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case HT_TALKIEBOX: case AL_WARP: case PF_SPIDERWEB: case RG_GRAFFITI: range = 0; break; case AL_PNEUMA: range = 1; break;*/ if (!battle_config.pc_skill_reiteration && skill_get_unit_flag(sd->skillid)&UF_NOREITERATION && skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } /*case WZ_FIREPILLAR: case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case HT_TALKIEBOX: case PF_SPIDERWEB: case WZ_ICEWALL: range = 2; break; case AL_WARP: range = 0; break;*/ if (battle_config.pc_skill_nofootset && skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET && skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } if(battle_config.pc_land_skill_limit) { maxcount = skill_get_maxcount(sd->skillid); if(maxcount > 0) { int i,c; for(i=c=0;iskillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid) c++; } if(c >= maxcount) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } } if(sd->skilllv <= 0) return 0; range = skill_get_range(sd->skillid,sd->skilllv); if(range < 0) range = status_get_range(&sd->bl) - (range + 1); range += battle_config.pc_skill_add_range; if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris] if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } if(!skill_check_condition(sd,1)) { /* 使用?件チェック */ sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } sd->skillitem = sd->skillitemlv = -1; if(battle_config.skill_out_range_consume) { if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; return 0; } } if(battle_config.pc_skill_log) printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid); pc_stop_walking(sd,0); skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0); return 0; } /*========================================== * 範??キャラ存在確認判定?理(foreachinarea) *------------------------------------------ */ static int skill_check_condition_char_sub(struct block_list *bl,va_list ap) { int *c; struct block_list *src; struct map_session_data *sd; struct map_session_data *ssd; struct pc_base_job s_class; struct pc_base_job ss_class; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, sd=(struct map_session_data*)bl); nullpo_retr(0, src=va_arg(ap,struct block_list *)); nullpo_retr(0, c=va_arg(ap,int *)); nullpo_retr(0, ssd=(struct map_session_data*)src); s_class = pc_calc_base_job(sd->status.class_); //チェックしない設定ならcにありえない大きな?字を返して終了 if(!battle_config.player_skill_partner_check){ //本?はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ (*c)=99; return 0; } ss_class = pc_calc_base_job(ssd->status.class_); switch(ssd->skillid){ case PR_BENEDICTIO: /* 聖?降福 */ if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) && (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10) (*c)++; break; case BD_LULLABY: /* 子守歌 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */ case BD_ROKISWEIL: /* ロキの叫び */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */ case BD_RAGNAROK: /* 神?の?昏 */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ if(sd != ssd && ((ss_class.job==19 && s_class.job==20) || (ss_class.job==20 && s_class.job==19)) && pc_checkskill(sd,ssd->skillid) > 0 && (*c)==0 && sd->status.party_id == ssd->status.party_id && !pc_issit(sd) && sd->sc_data[SC_DANCING].timer==-1 ) (*c)=pc_checkskill(sd,ssd->skillid); break; } return 0; } /*========================================== * 範??キャラ存在確認判定後スキル使用?理(foreachinarea) *------------------------------------------ */ static int skill_check_condition_use_sub(struct block_list *bl,va_list ap) { int *c; struct block_list *src; struct map_session_data *sd; struct map_session_data *ssd; struct pc_base_job s_class; struct pc_base_job ss_class; int skillid,skilllv; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, sd=(struct map_session_data*)bl); nullpo_retr(0, src=va_arg(ap,struct block_list *)); nullpo_retr(0, c=va_arg(ap,int *)); nullpo_retr(0, ssd=(struct map_session_data*)src); s_class = pc_calc_base_job(sd->status.class_); //チェックしない設定ならcにありえない大きな?字を返して終了 if(!battle_config.player_skill_partner_check){ //本?はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ (*c)=99; return 0; } ss_class = pc_calc_base_job(ssd->status.class_); skillid=ssd->skillid; skilllv=ssd->skilllv; //if(skilllv <= 0) return 0; if(skillid > 0 && skilllv <= 0) return 0; // celest switch(skillid){ case PR_BENEDICTIO: /* 聖?降福 */ if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) && (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){ sd->status.sp -= 10; status_calc_pc(sd,0); (*c)++; } break; case BD_LULLABY: /* 子守歌 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */ case BD_ROKISWEIL: /* ロキの叫び */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */ case BD_RAGNAROK: /* 神?の?昏 */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ if(sd != ssd && //本人以外で ((ss_class.job==19 && s_class.job==20) || //自分がバ?ドならダンサ?で (ss_class.job==20 && s_class.job==19)) && //自分がダンサ?ならバ?ドで pc_checkskill(sd,skillid) > 0 && //スキルを持っていて (*c)==0 && //最初の一人で sd->status.party_id == ssd->status.party_id && //パ?ティ?が同じで !pc_issit(sd) && //座ってない sd->sc_data[SC_DANCING].timer==-1 //ダンス中じゃない ){ ssd->sc_data[SC_DANCING].val4=bl->id; clif_skill_nodamage(bl,src,skillid,skilllv,1); status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0); sd->skillid_dance=sd->skillid=skillid; sd->skilllv_dance=sd->skilllv=skilllv; (*c)++; } break; } return 0; } /*========================================== * 範??バイオプラント、スフィアマイン用Mob存在確認判定?理(foreachinarea) *------------------------------------------ */ static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap) { int *c,src_id=0,mob_class=0; struct mob_data *md; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, md=(struct mob_data*)bl); nullpo_retr(0, src_id=va_arg(ap,int)); nullpo_retr(0, mob_class=va_arg(ap,int)); nullpo_retr(0, c=va_arg(ap,int *)); if(md->class_==mob_class && md->master_id==src_id) (*c)++; return 0; } /*========================================== * スキル使用?件(?で使用失敗) *------------------------------------------ */ int skill_check_condition(struct map_session_data *sd,int type) { int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp; int index[10],itemid[10],amount[10]; int arrow_flag = 0; nullpo_retr(0, sd); if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) { sd->skillitem = sd->skillitemlv = -1; return 1; } if( sd->opt1>0) { clif_skill_fail(sd,sd->skillid,0,0); sd->skillitem = sd->skillitemlv = -1; return 0; } if(pc_is90overweight(sd)) { clif_skill_fail(sd,sd->skillid,9,0); sd->skillitem = sd->skillitemlv = -1; return 0; } if(sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) { sd->skillitem = sd->skillitemlv = -1; return 0; } if((sd->skillid == AM_PHARMACY || sd->skillid == ASC_CDP) && sd->state.produce_flag == 1) { sd->skillitem = sd->skillitemlv = -1; return 0; } if(sd->skillitem == sd->skillid) { /* アイテムの場合無?件成功 */ if(type&1) sd->skillitem = sd->skillitemlv = -1; return 1; } if( sd->opt1>0 ){ clif_skill_fail(sd,sd->skillid,0,0); return 0; } if(sd->sc_count){ if( sd->sc_data[SC_DIVINA].timer!=-1 || sd->sc_data[SC_ROKISWEIL].timer!=-1 || (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) || sd->sc_data[SC_STEELBODY].timer != -1 || sd->sc_data[SC_BERSERK].timer != -1 || (sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){ clif_skill_fail(sd,sd->skillid,0,0); return 0; /* ?態異常や沈?など */ } } skill = sd->skillid; lv = sd->skilllv; if(lv <= 0) return 0; // for the guild skills [celest] if (skill >= 10000 && skill < 10015) skill-= 9500; hp=skill_get_hp(skill, lv); /* 消費HP */ sp=skill_get_sp(skill, lv); /* 消費SP */ if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance) sp=sp/2; //アンコ?ル時はSP消費が半分 hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1]; sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1]; zeny = skill_get_zeny(skill,lv); weapon = skill_db[skill].weapon; state = skill_db[skill].state; spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1]; mhp=skill_get_mhp(skill, lv); /* 消費HP */ for(i=0;i<10;i++) { itemid[i] = skill_db[skill].itemid[i]; amount[i] = skill_db[skill].amount[i]; } if(mhp > 0) hp += (sd->status.max_hp * mhp)/100; if(hp_rate > 0) hp += (sd->status.hp * hp_rate)/100; else hp += (sd->status.max_hp * abs(hp_rate))/100; if(sp_rate > 0) sp += (sd->status.sp * sp_rate)/100; else sp += (sd->status.max_sp * abs(sp_rate))/100; if(sd->dsprate!=100) sp=sp*sd->dsprate/100; /* 消費SP修正 */ switch(skill) { case SA_CASTCANCEL: if(sd->skilltimer == -1) { clif_skill_fail(sd,skill,0,0); return 0; } break; case BS_MAXIMIZE: /* マキシマイズパワ? */ case NV_TRICKDEAD: /* 死んだふり */ case TF_HIDING: /* ハイディング */ case AS_CLOAKING: /* クロ?キング */ case CR_AUTOGUARD: /* オ?トガ?ド */ case CR_DEFENDER: /* ディフェンダ? */ case ST_CHASEWALK: if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1) return 1; /* 解除する場合はSP消費しない */ break; case AL_TELEPORT: case AL_WARP: if(map[sd->bl.m].flag.noteleport) { clif_skill_teleportmessage(sd,0); return 0; } break; case MO_CALLSPIRITS: /* ?功 */ if(sd->spiritball >= lv) { clif_skill_fail(sd,skill,0,0); return 0; } break; case CH_SOULCOLLECT: /* 狂?功 */ if(sd->spiritball >= 5) { clif_skill_fail(sd,skill,0,0); return 0; } break; case MO_FINGEROFFENSIVE: //指? if (sd->spiritball > 0 && sd->spiritball < spiritball) { spiritball = sd->spiritball; sd->spiritball_old = sd->spiritball; } else sd->spiritball_old = lv; break; case MO_BODYRELOCATION: if (sd->sc_count && sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1) spiritball = 0; break; case MO_CHAINCOMBO: //連打掌 if(sd->sc_data[SC_BLADESTOP].timer==-1){ if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK) return 0; } break; case MO_COMBOFINISH: //猛龍拳 if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO) return 0; break; case CH_TIGERFIST: //伏虎拳 if((sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH) && !sd->state.skill_flag) return 0; break; case CH_CHAINCRUSH: //連柱崩? if(sd->sc_data[SC_COMBO].timer == -1) return 0; if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST) return 0; break; case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 if((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1) spiritball--; break; case BD_ADAPTATION: /* アドリブ */ { struct skill_unit_group *group=NULL; if(sd->sc_data[SC_DANCING].timer==-1 || ((group=(struct skill_unit_group*)sd->sc_data[SC_DANCING].val2) && (skill_get_time(sd->sc_data[SC_DANCING].val1,group->skill_lv) - sd->sc_data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以上のみ? clif_skill_fail(sd,skill,0,0); return 0; } } break; case PR_BENEDICTIO: /* 聖?降福 */ { int range=1; int c=0; if(!(type&1)){ map_foreachinarea(skill_check_condition_char_sub,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); if(c<2){ clif_skill_fail(sd,skill,0,0); return 0; } }else{ map_foreachinarea(skill_check_condition_use_sub,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); } } break; case WE_CALLPARTNER: /* あなたに逢いたい */ if(!sd->status.partner_id){ clif_skill_fail(sd,skill,0,0); return 0; } break; case AM_CANNIBALIZE: /* バイオプラント */ case AM_SPHEREMINE: /* スフィア?マイン */ if(type&1){ int c=0; int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill); int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142; if(battle_config.pc_land_skill_limit && maxcount>0) { map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c ); if(c >= maxcount){ clif_skill_fail(sd,skill,0,0); return 0; } } } break; case MG_FIREWALL: /* ファイア?ウォ?ル */ case WZ_QUAGMIRE: case WZ_FIREPILLAR: // celest case PF_FOGWALL: /* ?制限 */ if(battle_config.pc_land_skill_limit) { int maxcount = skill_get_maxcount(skill); if(maxcount > 0) { int i,c; for(i=c=0;iskillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill) c++; } if(c >= maxcount) { clif_skill_fail(sd,skill,0,0); return 0; } } } break; // skills require arrows as of 12/07 [celest] case AC_DOUBLE: case AC_SHOWER: case AC_CHARGEARROW: case BA_MUSICALSTRIKE: case DC_THROWARROW: case SN_SHARPSHOOTING: case CG_ARROWVULCAN: if(sd->equip_index[10] < 0) { clif_arrow_fail(sd,0); return 0; } arrow_flag = 1; break; case RG_BACKSTAP: if(sd->status.weapon == 11) { if (sd->equip_index[10] < 0) { clif_arrow_fail(sd,0); return 0; } arrow_flag = 1; } break; } if(!(type&2)){ if( hp>0 && sd->status.hp < hp) { /* HPチェック */ clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */ return 0; } if( sp>0 && sd->status.sp < sp) { /* SPチェック */ clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */ return 0; } if( zeny>0 && sd->status.zeny < zeny) { clif_skill_fail(sd,skill,5,0); return 0; } if(!(weapon & (1<status.weapon) ) ) { clif_skill_fail(sd,skill,6,0); return 0; } if( spiritball > 0 && sd->spiritball < spiritball) { clif_skill_fail(sd,skill,0,0); // 氣球不足 return 0; } } switch(state) { case ST_HIDING: if(!(sd->status.option&2)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_CLOAKING: if(!(sd->status.option&4)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_HIDDEN: if(!pc_ishiding(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_RIDING: if(!pc_isriding(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_FALCON: if(!pc_isfalcon(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_CART: if(!pc_iscarton(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_SHIELD: if(sd->status.shield <= 0) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_SIGHT: if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_EXPLOSIONSPIRITS: if (skill == MO_EXTREMITYFIST && ((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)) { break; } if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_RECOV_WEIGHT_RATE: if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_MOVE_ENABLE: { struct walkpath_data wpd; if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) { clif_skill_fail(sd,skill,0,0); return 0; } } break; case ST_WATER: if((!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))&& (sd->sc_data[SC_DELUGE].timer==-1)){ //水場判定 clif_skill_fail(sd,skill,0,0); return 0; } break; } for(i=0;i<10;i++) { int x = lv%11 - 1; index[i] = -1; if(itemid[i] <= 0) continue; if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone) continue; if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1) continue; if(skill == WZ_FIREPILLAR && lv<=5) continue; // no gemstones for 1-5 [Celest] if((skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER) && i != x) continue; index[i] = pc_search_inventory(sd,itemid[i]); if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) { if(itemid[i] == 716 || itemid[i] == 717) clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0); else clif_skill_fail(sd,skill,0,0); return 0; } } if(!(type&1)) return 1; if(skill != AM_POTIONPITCHER && skill != CR_SLIMPITCHER && skill != MG_STONECURSE) { if(skill == AL_WARP && !(type&2)) return 1; for(i=0;i<10;i++) { if(index[i] >= 0) pc_delitem(sd,index[i],amount[i],0); // アイテム消費 } if (arrow_flag && battle_config.arrow_decrement) pc_delitem(sd,sd->equip_index[10],1,0); } if(type&2) return 1; if(sp > 0) { // SP消費 sd->status.sp-=sp; clif_updatestatus(sd,SP_SP); } if(hp > 0) { // HP消費 sd->status.hp-=hp; clif_updatestatus(sd,SP_HP); } if(zeny > 0) // Zeny消費 pc_payzeny(sd,zeny); if(spiritball > 0) // 氣球消費 pc_delspiritball(sd,spiritball,0); return 1; } /*========================================== * 詠唱時間計算 *------------------------------------------ */ int skill_castfix( struct block_list *bl, int time ) { struct map_session_data *sd = NULL; struct mob_data *md; // [Valaris] struct status_change *sc_data; int castrate=100; int skill,lv; nullpo_retr(0, bl); if(bl->type==BL_MOB){ // Crash fix [Valaris] nullpo_retr(0, md=(struct mob_data*)bl); skill = md->skillid; lv = md->skilllv; } else { nullpo_retr(0, sd=(struct map_session_data*)bl); skill = sd->skillid; lv = sd->skilllv; } if(lv <= 0) return 0; sc_data = status_get_sc_data(bl); if (skill > MAX_SKILL_DB || skill < 0) return 0; /* サフラギウム */ if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 ) time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100; status_change_end( bl, SC_SUFFRAGIUM, -1); if(time==0) return 0; if (sd) { if(!skill_get_castnodex(skill, lv) > 0) { castrate=((struct map_session_data *)bl)->castrate; time=time*castrate*(battle_config.castrate_dex_scale - status_get_dex(bl))/(battle_config.castrate_dex_scale * 100); time=time*battle_config.cast_rate/100; } } /* ブラギの詩 */ if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1) time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2 +(sc_data[SC_POEMBRAGI].val3>>16)))/100; return (time>0)?time:0; } /*========================================== * ディレイ計算 *------------------------------------------ */ int skill_delayfix( struct block_list *bl, int time ) { struct status_change *sc_data; struct map_session_data *sd = NULL; int skill = 0,lv = 0; int delayrate = 100; nullpo_retr(0, bl); if(bl->type == BL_PC){ nullpo_retr(0, sd = (struct map_session_data*)bl); skill = sd->skillid; lv = sd->skilllv; } if(lv <= 0) return 0; sc_data = status_get_sc_data(bl); if(sd) { delayrate=((struct map_session_data *)bl)->delayrate; // instant cast attack skills depend on aspd as delay [celest] if (time == 0) { if (skill_db[skill].skill_type == BF_WEAPON) time = status_get_adelay (bl)/2; else time = 300; // default delay, according to official servers } else if (time < 0) time = abs(time) + status_get_adelay (bl)/2; // if set to <0, the aspd delay will be added if(battle_config.delay_dependon_dex && /* dexの影響を計算する */ !skill_get_delaynodex(skill, lv)) // if skill casttime is allowed to be reduced by dex time = time * (battle_config.castrate_dex_scale - status_get_dex(bl)) / (battle_config.castrate_dex_scale); time = time * delayrate * battle_config.delay_rate / 10000; if (time < battle_config.min_skill_delay_limit) // check minimum skill delay time = battle_config.min_skill_delay_limit; } /* ブラギの詩 */ if(sc_data && sc_data[SC_POEMBRAGI].timer != -1 ) time = time * (100 - (sc_data[SC_POEMBRAGI].val1 * 3 + sc_data[SC_POEMBRAGI].val2 + (sc_data[SC_POEMBRAGI].val3 & 0xffff))) / 100; return (time>0)?time:0; } /*========================================== * スキル使用(ID指定) *------------------------------------------ */ int skill_use_id( struct map_session_data *sd, int target_id, int skill_num, int skill_lv) { 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?や異常(ただし、グリムなどの判定をする) */ if( sd->opt1>0 ) return 0; if(sc_data){ // allow to use only Chasewalk [celest] if(sc_data[SC_CHASEWALK].timer != -1 && skill_num != ST_CHASEWALK) return 0; if(sc_data[SC_VOLCANO].timer != -1){ if(skill_num==WZ_ICEWALL) return 0; } if(sc_data[SC_ROKISWEIL].timer!=-1){ if(skill_num==BD_ADAPTATION) return 0; } if(sc_data[SC_DIVINA].timer!=-1 || sc_data[SC_ROKISWEIL].timer!=-1 || (sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) || sc_data[SC_STEELBODY].timer != -1 || sc_data[SC_BERSERK].timer != -1 || (sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){ return 0; /* ?態異常や沈?など */ } if(sc_data[SC_BLADESTOP].timer != -1){ int lv = sc_data[SC_BLADESTOP].val1; if(sc_data[SC_BLADESTOP].val2==1) return 0;//白羽された側なのでダメ if(lv==1) return 0; if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0; if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0; if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0; if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0; } if (sc_data[SC_BASILICA].timer != -1) { // Disallow all other skills in Basilica [celest] struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4; // if caster is the owner of basilica if (sg && sg->src_id == sd->bl.id && skill_num == HP_BASILICA) ; // do nothing // otherwise... else return 0; } /* 演奏/ダンス中 */ if(sc_data[SC_DANCING].timer!=-1 ){ // if(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(sd->status.option&4 && skill_num==TF_HIDING) return 0; if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID ) return 0; if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id) return 0; //直前のスキルが何か?える必要のあるスキル switch(skill_num){ case SA_CASTCANCEL: if(sd->skillid != skill_num){ //キャストキャンセル自?は?えない sd->skillid_old = sd->skillid; sd->skilllv_old = sd->skilllv; break; } case BD_ENCORE: /* アンコ?ル */ if(!sd->skillid_dance){ //前回使用した踊りがないとだめ clif_skill_fail(sd,skill_num,0,0); return 0; }else{ sd->skillid_old = skill_num; } break; case GD_BATTLEORDER: case GD_REGENERATION: case GD_RESTORE: case GD_EMERGENCYCALL: { struct guild *g; if (!sd->status.guild_id) return 0; if ((g = guild_search(sd->status.guild_id)) == NULL) return 0; if (strcmp(sd->status.name,g->master)) return 0; skill_lv = guild_checkskill(g, skill_num); if (skill_lv <= 0) return 0; } break; } sd->skillid = skill_num; sd->skilllv = skill_lv; switch(skill_num){ //事前にレベルが?わったりするスキル case BD_LULLABY: /* 子守歌 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */ case BD_ROKISWEIL: /* ロキの叫び */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */ case BD_RAGNAROK: /* 神?の?昏 */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ { int range=1; int c=0; map_foreachinarea(skill_check_condition_char_sub,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); if(c<1){ clif_skill_fail(sd,skill_num,0,0); return 0; }else if(c==99){ //相方不要設定だった ; }else{ sd->skilllv=(c + skill_lv)/2; } } break; } if(!skill_check_condition(sd,0)) return 0; { int check_range_flag = 0; /* 射程と障害物チェック */ range = skill_get_range(skill_num,skill_lv); if(range < 0) range = status_get_range(&sd->bl) - (range + 1); // be lenient if the skill was cast before we have moved to the correct position [Celest] if (sd->walktimer != -1) range++; else check_range_flag = 1; if(!battle_check_range(&sd->bl,bl,range)) { if (check_range_flag && battle_check_range(&sd->bl,bl,range + 1)) { int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}}; int dir = map_calc_dir(&sd->bl,bl->x,bl->y); pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]); } else return 0; } } if(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 == CH_CHAINCRUSH && sd->state.skill_flag) || (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) ) pc_stopattack(sd); casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) ); if(skill_num != SA_MAGICROD) delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) ); //sd->state.skillcastcancel = skill_db[skill_num].castcancel; sd->state.skillcastcancel = skill_get_castcancel(skill_num); switch(skill_num){ /* 何か特殊な?理が必要 */ // case AL_HEAL: /* ヒ?ル */ // if(battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) // forcecast=1; /* ヒ?ルアタックなら詠唱エフェクト有り */ // break; case ALL_RESURRECTION: /* リザレクション */ if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))){ /* 敵がアンデッドなら */ forcecast=1; /* タ?ンアンデットと同じ詠唱時間 */ casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) ); } break; case MO_FINGEROFFENSIVE: /* 指? */ casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv); break; case MO_CHAINCOMBO: /*連打掌*/ target_id = sd->attacktarget; if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){ struct block_list *tbl; if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない? return 0; target_id = tbl->id; } break; case MO_COMBOFINISH: /*猛龍拳*/ // case CH_TIGERFIST: /* 伏虎拳 */ case CH_CHAINCRUSH: /* 連柱崩? */ target_id = sd->attacktarget; break; case CH_TIGERFIST: /* 伏虎拳 */ if(sc_data && sc_data[SC_COMBO].timer != -1 && sc_data[SC_COMBO].val1 == MO_COMBOFINISH) target_id = sd->attacktarget; break; // -- moonsoul (altered to allow proper usage of extremity from new champion combos) // case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/ if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) { casttime = 0; target_id = sd->attacktarget; } forcecast=1; break; case SA_MAGICROD: case SA_SPELLBREAKER: forcecast=1; break; case WE_MALE: case WE_FEMALE: { struct map_session_data *p_sd = pc_get_partner(sd); if (p_sd == NULL) // it's possible to get null if we're not married ^^; return 0; // nullpo_retr (0, p_sd) if(skill_num == WE_MALE && sd->status.hp <= ((15*sd->status.max_hp)/100)) // Requires more than 15% of Max HP for WE_MALE return 0; else if(skill_num == WE_FEMALE && sd->status.sp <= ((15*sd->status.max_sp)/100)) // Requires more than 15% of Max SP for WE_FEMALE return 0; target_id = p_sd->bl.id; //rangeをもう1回?査 range = skill_get_range(skill_num,skill_lv); if(range < 0) range = status_get_range(&sd->bl) - (range + 1); if(!battle_check_range(&sd->bl,&p_sd->bl,range)) return 0; } break; case HP_BASILICA: /* バジリカ */ { struct status_change *sc_data; if (skill_check_unit_range(sd->bl.m,sd->bl.x,sd->bl.y,sd->skillid,sd->skilllv)) { clif_skill_fail(sd,sd->skillid,0,0); return 0; } if (skill_check_unit_range2(&sd->bl,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillid,sd->skilllv)) { clif_skill_fail(sd,sd->skillid,0,0); return 0; } // cancel Basilica if already in effect sc_data = status_get_sc_data(&sd->bl); if(sc_data && sc_data[SC_BASILICA].timer != -1) { struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4; if (sg && sg->src_id == sd->bl.id) { status_change_end(&sd->bl,SC_BASILICA,-1); skill_delunitgroup (sg); return 0; } } } break; case GD_BATTLEORDER: case GD_REGENERATION: case GD_RESTORE: case GD_EMERGENCYCALL: casttime = 1000; // temporary [Celest] break; } //メモライズ?態ならキャストタイムが1/3 if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){ casttime = casttime/2; if((--sc_data[SC_MEMORIZE].val2)<=0) status_change_end(&sd->bl, SC_MEMORIZE, -1); } if(battle_config.pc_skill_log) printf("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",sd->bl.id,target_id,skill_num,skill_lv,casttime); // if(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?モンスタ? */ if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class_].mode&0x10 && md->state.state!=MS_ATTACK && sd->invincible_timer == -1){ md->target_id=sd->bl.id; md->state.targettype = ATTACKABLE; md->min_chase=13; } } 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) 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); } 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 || sc_data[SC_MARIONETTE].timer != -1) return 0; /* ?態異常や沈?など */ if (sc_data[SC_BASILICA].timer != -1) { struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4; // if caster is the owner of basilica if (sg && sg->src_id == sd->bl.id && skill_num == HP_BASILICA) ; // do nothing // otherwise... else return 0; } } if(sd->status.option&2) return 0; sd->skillid = skill_num; sd->skilllv = skill_lv; if(skill_lv <= 0) return 0; sd->skillx = skill_x; sd->skilly = skill_y; if(!skill_check_condition(sd,0)) return 0; /* 射程と障害物チェック */ bl.type = BL_NUL; bl.m = sd->bl.m; bl.x = skill_x; bl.y = skill_y; { int check_range_flag = 0; /* 射程と障害物チェック */ range = skill_get_range(skill_num,skill_lv); if(range < 0) range = status_get_range(&sd->bl) - (range + 1); // be lenient if the skill was cast before we have moved to the correct position [Celest] if (sd->walktimer != -1) range ++; else check_range_flag = 1; if(!battle_check_range(&sd->bl,&bl,range)) { if (check_range_flag && battle_check_range(&sd->bl,&bl,range + 1)) { int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}}; int dir = map_calc_dir(&sd->bl,bl.x,bl.y); pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]); } else return 0; } } pc_stopattack(sd); casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) ); delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) ); sd->state.skillcastcancel = skill_db[skill_num].castcancel; if(battle_config.pc_skill_log) printf("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",sd->bl.id,skill_x,skill_y,skill_num,skill_lv,casttime); // if(sd->skillitem == skill_num) // casttime = delay = 0; //メモライズ?態ならキャストタイムが1/3 if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){ casttime = casttime/3; if((--sc_data[SC_MEMORIZE].val2)<=0) status_change_end(&sd->bl, SC_MEMORIZE, -1); } if( casttime>0 ) /* 詠唱が必要 */ clif_skillcasting( &sd->bl, sd->bl.id, 0, skill_x,skill_y, skill_num,casttime); 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) 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?の?果終了 if (skill_get_unit_id(skill_num, 0) != 0x86 && sc_data && sc_data[SC_MAGICPOWER].timer != -1) status_change_end(&sd->bl,SC_MAGICPOWER,-1); return 0; } /*========================================== * スキル詠唱キャンセル *------------------------------------------ */ int skill_castcancel(struct block_list *bl,int type) { int inf; int ret=0; nullpo_retr(0, bl); if(bl->type==BL_PC){ struct map_session_data *sd=(struct map_session_data *)bl; unsigned long tick=gettick(); nullpo_retr(0, sd); sd->canact_tick=tick; sd->canmove_tick = tick; if( sd->skilltimer!=-1){ if(pc_checkskill(sd,SA_FREECAST) > 0) { sd->speed = sd->prev_speed; clif_updatestatus(sd,SP_SPEED); } if(!type) { if((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32) ret=delete_timer( sd->skilltimer, skill_castend_pos ); else ret=delete_timer( sd->skilltimer, skill_castend_id ); if(ret<0) printf("delete timer error : skillid : %d\n",sd->skillid); } else { if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32) ret=delete_timer( sd->skilltimer, skill_castend_pos ); else ret=delete_timer( sd->skilltimer, skill_castend_id ); if(ret<0) printf("delete timer error : skillid : %d\n",sd->skillid_old); } sd->skilltimer=-1; clif_skillcastcancel(bl); } return 0; }else if(bl->type==BL_MOB){ struct mob_data *md=(struct mob_data *)bl; nullpo_retr(0, md); if( md->skilltimer!=-1 ){ if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32) ret=delete_timer( md->skilltimer, mobskill_castend_pos ); else ret=delete_timer( md->skilltimer, mobskill_castend_id ); md->skilltimer=-1; clif_skillcastcancel(bl); } if(ret<0) printf("delete timer error : skillid : %d\n",md->skillid); return 0; } return 1; } /*========================================= * ブランディッシュスピア 初期範?決定 *---------------------------------------- */ void skill_brandishspear_first(struct square *tc,int dir,int x,int y){ nullpo_retv(tc); if(dir == 0){ tc->val1[0]=x-2; tc->val1[1]=x-1; tc->val1[2]=x; tc->val1[3]=x+1; tc->val1[4]=x+2; tc->val2[0]= tc->val2[1]= tc->val2[2]= tc->val2[3]= tc->val2[4]=y-1; } else if(dir==2){ tc->val1[0]= tc->val1[1]= tc->val1[2]= tc->val1[3]= tc->val1[4]=x+1; tc->val2[0]=y+2; tc->val2[1]=y+1; tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-2; } else if(dir==4){ tc->val1[0]=x-2; tc->val1[1]=x-1; tc->val1[2]=x; tc->val1[3]=x+1; tc->val1[4]=x+2; tc->val2[0]= tc->val2[1]= tc->val2[2]= tc->val2[3]= tc->val2[4]=y+1; } else if(dir==6){ tc->val1[0]= tc->val1[1]= tc->val1[2]= tc->val1[3]= tc->val1[4]=x-1; tc->val2[0]=y+2; tc->val2[1]=y+1; tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-2; } else if(dir==1){ tc->val1[0]=x-1; tc->val1[1]=x; tc->val1[2]=x+1; tc->val1[3]=x+2; tc->val1[4]=x+3; tc->val2[0]=y-4; tc->val2[1]=y-3; tc->val2[2]=y-1; tc->val2[3]=y; tc->val2[4]=y+1; } else if(dir==3){ tc->val1[0]=x+3; tc->val1[1]=x+2; tc->val1[2]=x+1; tc->val1[3]=x; tc->val1[4]=x-1; tc->val2[0]=y-1; tc->val2[1]=y; tc->val2[2]=y+1; tc->val2[3]=y+2; tc->val2[4]=y+3; } else if(dir==5){ tc->val1[0]=x+1; tc->val1[1]=x; tc->val1[2]=x-1; tc->val1[3]=x-2; tc->val1[4]=x-3; tc->val2[0]=y+3; tc->val2[1]=y+2; tc->val2[2]=y+1; tc->val2[3]=y; tc->val2[4]=y-1; } else if(dir==7){ tc->val1[0]=x-3; tc->val1[1]=x-2; tc->val1[2]=x-1; tc->val1[3]=x; tc->val1[4]=x+1; tc->val2[1]=y; tc->val2[0]=y+1; tc->val2[2]=y-1; tc->val2[3]=y-2; tc->val2[4]=y-3; } } /*========================================= * ブランディッシュスピア 方向判定 範??張 *----------------------------------------- */ void skill_brandishspear_dir(struct square *tc,int dir,int are){ int c; nullpo_retv(tc); for(c=0;c<5;c++){ if(dir==0){ tc->val2[c]+=are; }else if(dir==1){ tc->val1[c]-=are; tc->val2[c]+=are; }else if(dir==2){ tc->val1[c]-=are; }else if(dir==3){ tc->val1[c]-=are; tc->val2[c]-=are; }else if(dir==4){ tc->val2[c]-=are; }else if(dir==5){ tc->val1[c]+=are; tc->val2[c]-=are; }else if(dir==6){ tc->val1[c]+=are; }else if(dir==7){ tc->val1[c]+=are; tc->val2[c]+=are; } } } /*========================================== * ディボ?ション 有?確認 *------------------------------------------ */ void skill_devotion(struct map_session_data *md,int target) { // ?確認 int n; nullpo_retv(md); for(n=0;n<5;n++){ if(md->dev.val1[n]){ struct map_session_data *sd = map_id2sd(md->dev.val1[n]); // 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){ skill_devotion_end(md,sd,n); } } } } void skill_devotion2(struct block_list *bl,int crusader) { // 被ディボ?ションが?いた時の距離チェック struct map_session_data *sd = map_id2sd(crusader); nullpo_retv(bl); if(sd) skill_devotion3(&sd->bl,bl->id); } int skill_devotion3(struct block_list *bl,int target) { // クルセが?いた時の距離チェック struct map_session_data *md; struct map_session_data *sd; int n,r=0; nullpo_retr(1, bl); md = (struct map_session_data *)bl; if ((sd = map_id2sd(target))==NULL) return 1; else r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y); if(pc_checkskill(md,CR_DEVOTION)+6 < r){ // 許容範?を超えてた for(n=0;n<5;n++) if(md->dev.val1[n]==target) md->dev.val2[n]=0; // 離れた時は、?を切るだけ clif_devotion(md,sd->bl.id); return 1; } return 0; } void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target) { // クルセと被ディボキャラのリセット nullpo_retv(md); nullpo_retv(sd); md->dev.val1[target]=md->dev.val2[target]=0; if(sd && sd->sc_data){ // status_change_end(sd->bl,SC_DEVOTION,-1); sd->sc_data[SC_DEVOTION].val1=0; sd->sc_data[SC_DEVOTION].val2=0; clif_status_change(&sd->bl,SC_DEVOTION,0); clif_devotion(md,sd->bl.id); } } /*========================================== * オ?トスペル *------------------------------------------ */ int skill_autospell(struct map_session_data *sd,int skillid) { int skilllv; int maxlv=1,lv; nullpo_retr(0, sd); skilllv = pc_checkskill(sd,SA_AUTOSPELL); if(skilllv <= 0) return 0; if(skillid==MG_NAPALMBEAT) maxlv=3; else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){ if(skilllv==2) maxlv=1; else if(skilllv==3) maxlv=2; else if(skilllv>=4) maxlv=3; } else if(skillid==MG_SOULSTRIKE){ if(skilllv==5) maxlv=1; else if(skilllv==6) maxlv=2; else if(skilllv>=7) maxlv=3; } else if(skillid==MG_FIREBALL){ if(skilllv==8) maxlv=1; else if(skilllv>=9) maxlv=2; } else if(skillid==MG_FROSTDIVER) maxlv=1; else return 0; if(maxlv > (lv=pc_checkskill(sd,skillid))) maxlv = lv; status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い???? return 0; } /*========================================== * ギャングスタ?パラダイス判定?理(foreachinarea) *------------------------------------------ */ static int skill_gangster_count(struct block_list *bl,va_list ap) { int *c; struct map_session_data *sd; nullpo_retr(0, bl); nullpo_retr(0, ap); sd=(struct map_session_data*)bl; c=va_arg(ap,int *); if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0) (*c)++; return 0; } static int skill_gangster_in(struct block_list *bl,va_list ap) { struct map_session_data *sd; nullpo_retr(0, bl); nullpo_retr(0, ap); sd=(struct map_session_data*)bl; if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0) sd->state.gangsterparadise=1; return 0; } static int skill_gangster_out(struct block_list *bl,va_list ap) { struct map_session_data *sd; nullpo_retr(0, bl); nullpo_retr(0, ap); sd=(struct map_session_data*)bl; if(sd && sd->state.gangsterparadise) sd->state.gangsterparadise=0; return 0; } int skill_gangsterparadise(struct map_session_data *sd ,int type) { int range=1; int c=0; nullpo_retr(0, sd); if(pc_checkskill(sd,RG_GANGSTER) <= 0) return 0; if(type==1) {/* 座った時の?理 */ map_foreachinarea(skill_gangster_count,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC,&c); if(c > 1) {/*ギャングスタ?成功したら自分にもギャングスタ??性付?*/ map_foreachinarea(skill_gangster_in,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC); sd->state.gangsterparadise = 1; } return 0; } else if(type==0) {/* 立ち上がったときの?理 */ map_foreachinarea(skill_gangster_count,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC,&c); if(c < 2) map_foreachinarea(skill_gangster_out,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC); sd->state.gangsterparadise = 0; return 0; } return 0; } /*========================================== * 寒いジョ?ク?スクリ?ム判定?理(foreachinarea) *------------------------------------------ */ int skill_frostjoke_scream(struct block_list *bl,va_list ap) { struct block_list *src; int skillnum,skilllv; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, src=va_arg(ap,struct block_list*)); skillnum=va_arg(ap,int); skilllv=va_arg(ap,int); if(skilllv <= 0) return 0; tick=va_arg(ap,unsigned int); if(src == bl)//自分には?かない return 0; if (map[src->m].flag.gvg || map[src->m].flag.pvp) skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); // we freeze everybody except of ourselfes on pvp/gvg [veider] else { if(battle_check_target(src,bl,BCT_ENEMY) > 0) skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10) skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); } // so on non-pvp/gvg we are just freezing as freezed before return 0; } /*========================================== * Moonlit creates a 'safe zone' [celest] *------------------------------------------ */ static int skill_moonlit_count(struct block_list *bl,va_list ap) { int *c, id; struct map_session_data *sd; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, (sd=(struct map_session_data *)bl)); id=va_arg(ap,int); c=va_arg(ap,int *); if (sd->bl.id != id && sd->sc_count && sd->sc_data[SC_MOONLIT].timer != -1 && c) (*c)++; return 0; } int skill_check_moonlit (struct block_list *bl, int dx, int dy) { int c=0; nullpo_retr(0, bl); map_foreachinarea(skill_moonlit_count,bl->m, dx-1,dy-1,dx+1,dy+1,BL_PC,bl->id,&c); return (c>0); } /*========================================== *アブラカダブラの使用スキル決定(決定スキルがダメなら0を返す) *------------------------------------------ */ int skill_abra_dataset(int skilllv) { int skill = rand()%331; if(skilllv <= 0) return 0; //dbに基づくレベル?確率判定 if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0; //NPCスキルはダメ if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0; //演奏スキルはダメ if (skill_get_unit_flag(skill)&UF_DANCE) return 0; return skill; } /*========================================== * バジリカのセルを設定する *------------------------------------------ */ void skill_basilica_cell(struct skill_unit *unit,int flag) { int i,x,y,range = skill_get_unit_range(HP_BASILICA); int size = range*2+1; for (i=0;ibl.x+(i%size-range); y = unit->bl.y+(i/size-range); map_setcell(unit->bl.m,x,y,flag); } } /*========================================== * *------------------------------------------ */ int skill_attack_area(struct block_list *bl,va_list ap) { struct block_list *src,*dsrc; int atk_type,skillid,skilllv,flag,type; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); atk_type = va_arg(ap,int); if((src=va_arg(ap,struct block_list*)) == NULL) return 0; if((dsrc=va_arg(ap,struct block_list*)) == NULL) return 0; skillid=va_arg(ap,int); skilllv=va_arg(ap,int); //if(skilllv <= 0) return 0; if(skillid > 0 && skilllv <= 0) return 0; // celest tick=va_arg(ap,unsigned int); flag=va_arg(ap,int); type=va_arg(ap,int); if(battle_check_target(dsrc,bl,type) > 0) skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); return 0; } /*========================================== * *------------------------------------------ */ int skill_clear_element_field(struct block_list *bl) { struct mob_data *md=NULL; struct map_session_data *sd=NULL; int i,max,skillid; nullpo_retr(0, bl); if (bl->type==BL_MOB) { max = MAX_MOBSKILLUNITGROUP; md = (struct mob_data *)bl; } else if(bl->type==BL_PC) { max = MAX_SKILLUNITGROUP; sd = (struct map_session_data *)bl; } else return 0; for (i=0;iskillunit[i].skill_id; if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR) skill_delunitgroup(&sd->skillunit[i]); }else if(md){ skillid=md->skillunit[i].skill_id; if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR) skill_delunitgroup(&md->skillunit[i]); } } return 0; } /*========================================== * ランドプロテクタ?チェック(foreachinarea) *------------------------------------------ */ int skill_landprotector(struct block_list *bl, va_list ap ) { int skillid; int *alive; struct skill_unit *unit; nullpo_retr(0, bl); nullpo_retr(0, ap); skillid=va_arg(ap,int); alive=va_arg(ap,int *); if((unit=(struct skill_unit *)bl) == NULL) return 0; if(skillid==SA_LANDPROTECTOR){ skill_delunit(unit); }else{ if(alive && unit->group->skill_id==SA_LANDPROTECTOR) (*alive)=0; } return 0; } /*========================================== * イドゥンの林檎の回復?理(foreachinarea) *------------------------------------------ */ int skill_idun_heal(struct block_list *bl, va_list ap ) { struct skill_unit *unit; struct skill_unit_group *sg; int heal; nullpo_retr(0, bl); 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??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea) *------------------------------------------ */ int skill_count_target(struct block_list *bl, va_list ap) { struct block_list *src; int *c; nullpo_retr(0, bl); nullpo_retr(0, ap); if((src = va_arg(ap,struct block_list *)) == NULL) return 0; if((c = va_arg(ap,int *)) == NULL) return 0; if(battle_check_target(src,bl,BCT_ENEMY) > 0) (*c)++; return 0; } /*========================================== * トラップ範??理(foreachinarea) *------------------------------------------ */ int skill_trap_splash(struct block_list *bl, va_list ap ) { struct block_list *src; int tick; int splash_count; struct skill_unit *unit; struct skill_unit_group *sg; struct block_list *ss; int i; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, src = va_arg(ap,struct block_list *)); nullpo_retr(0, unit = (struct skill_unit *)src); nullpo_retr(0, sg = unit->group); nullpo_retr(0, ss = map_id2bl(sg->src_id)); tick = va_arg(ap,int); splash_count = va_arg(ap,int); if(battle_check_target(src,bl,BCT_ENEMY) > 0){ switch(sg->unit_id){ case 0x95: /* サンドマン */ case 0x96: /* フラッシャ? */ case 0x94: /* ショックウェ?ブトラップ */ skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); break; case 0x8f: /* ブラストマイン */ case 0x98: /* クレイモア?トラップ */ for(i=0;iskill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0); } case 0x97: /* フリ?ジングトラップ */ skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0); break; default: break; } } return 0; } /*========================================== * ステ?タス異常終了 *------------------------------------------ */ int skill_encchant_eremental_end(struct block_list *bl,int type) { struct status_change *sc_data; nullpo_retr(0, bl); nullpo_retr(0, sc_data=status_get_sc_data(bl)); if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* エンチャントポイズン解除 */ status_change_end(bl,SC_ENCPOISON,-1); if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* アスペルシオ解除 */ status_change_end(bl,SC_ASPERSIO,-1); if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* フレイムランチャ解除 */ status_change_end(bl,SC_FLAMELAUNCHER,-1); if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* フロストウェポン解除 */ status_change_end(bl,SC_FROSTWEAPON,-1); if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ライトニングロ?ダ?解除 */ status_change_end(bl,SC_LIGHTNINGLOADER,-1); if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* サイスミックウェポン解除 */ status_change_end(bl,SC_SEISMICWEAPON,-1); return 0; } /* クロ?キング?査(周りに移動不可能地?があるか) */ int skill_check_cloaking(struct block_list *bl) { struct map_session_data *sd = NULL; static int dx[]={ 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus static int dy[]={-1, 0, 1, 0, -1, -1, 1, 1}; int end=1,i; nullpo_retr(0, bl); if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked return 0; else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type) return 0; //missing sd [Found by Celest, commited by Aria] if (bl->type == BL_PC) sd=(struct map_session_data *)bl; for(i=0;im,bl->x+dx[i],bl->y+dy[i],CELL_CHKNOPASS)) { end=0; break; } } if(end){ if ((sd && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) { status_change_end(bl, SC_CLOAKING, -1); } else if (sd && sd->sc_data[SC_CLOAKING].val3 != 130) { sd->sc_data[SC_CLOAKING].val3 = 130; status_calc_speed (sd); } } else { if (sd && sd->sc_data[SC_CLOAKING].val3 != 103) { sd->sc_data[SC_CLOAKING].val3 = 103; status_calc_speed (sd); } } return end; } /* *---------------------------------------------------------------------------- * スキルユニット *---------------------------------------------------------------------------- */ /*========================================== * 演奏/ダンスをやめる * flag 1で合奏中なら相方にユニットを任せる * *------------------------------------------ */ void skill_stop_dancing(struct block_list *src, int flag) { struct status_change* sc_data; struct skill_unit_group* group; short* sc_count; nullpo_retv(src); nullpo_retv(sc_data = status_get_sc_data(src)); nullpo_retv(sc_count = status_get_sc_count(src)); if((*sc_count)>0 && sc_data[SC_DANCING].timer != -1) { group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //合奏中? struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得 if(flag){ //ログアウトなど片方が落ちても演奏が??される if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが落ちる group->src_id=sc_data[SC_DANCING].val4; //相方にグル?プを任せる if(flag&1) //ログアウト dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス?態 if(flag&2) //ハエ飛びなど return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり }else if(dsd && dsd->bl.id == group->src_id){ //相方がグル?プを持っているPCが落ちる(自分はグル?プを持っていない) if(flag&1) //ログアウト dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス?態 if(flag&2) //ハエ飛びなど return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり } status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる //そしてグル?プは消さない&消さないのでステ?タス計算もいらない? return; }else{ if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが止める status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステ?タスを終了させる } if(dsd && dsd->bl.id == group->src_id){ //相方がグル?プを持っているPCが止める(自分はグル?プを持っていない) status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる } } } if(flag&2 && group && src->type==BL_PC){ //ハエで飛んだときとかはユニットも飛ぶ struct map_session_data *sd = (struct map_session_data *)src; skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y)); return; } skill_delunitgroup(group); if(src->type==BL_PC) status_calc_pc((struct map_session_data *)src,0); } } /*========================================== * スキルユニット初期化 *------------------------------------------ */ struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y) { struct skill_unit *unit; nullpo_retr(NULL, group); nullpo_retr(NULL, unit=&group->unit[idx]); if(!unit->alive) group->alive_count++; unit->bl.id=map_addobject(&unit->bl); unit->bl.type=BL_SKILL; unit->bl.m=group->map; unit->bl.x=x; unit->bl.y=y; unit->group=group; unit->val1=unit->val2=0; unit->alive=1; map_addblock(&unit->bl); clif_skill_setunit(unit); if (group->skill_id==HP_BASILICA) skill_basilica_cell(unit,CELL_SETBASILICA); return unit; } /*========================================== * スキルユニット削除 *------------------------------------------ */ int skill_delunit(struct skill_unit *unit) { struct skill_unit_group *group; nullpo_retr(0, unit); if(!unit->alive) return 0; nullpo_retr(0, group=unit->group); /* onlimitイベント呼び出し */ skill_unit_onlimit( unit,gettick() ); /* onoutイベント呼び出し */ if (!unit->range) { map_foreachinarea(skill_unit_effect,unit->bl.m, unit->bl.x,unit->bl.y,unit->bl.x,unit->bl.y,0, &unit->bl,gettick(),0); } if (group->skill_id==HP_BASILICA) skill_basilica_cell(unit,CELL_CLRBASILICA); clif_skill_delunit(unit); unit->group=NULL; unit->alive=0; map_delobjectnofree(unit->bl.id); if(group->alive_count>0 && (--group->alive_count)<=0) skill_delunitgroup(group); return 0; } /*========================================== * スキルユニットグル?プ初期化 *------------------------------------------ */ static int skill_unit_group_newid = MAX_SKILL_DB; struct skill_unit_group *skill_initunitgroup(struct block_list *src, int count,int skillid,int skilllv,int unit_id) { int i; struct skill_unit_group *group=NULL, *list=NULL; int maxsug=0; if(skilllv <= 0) return 0; nullpo_retr(NULL, src); if(src->type==BL_PC){ list=((struct map_session_data *)src)->skillunit; maxsug=MAX_SKILLUNITGROUP; }else if(src->type==BL_MOB){ list=((struct mob_data *)src)->skillunit; maxsug=MAX_MOBSKILLUNITGROUP; }else if(src->type==BL_PET){ list=((struct pet_data *)src)->skillunit; maxsug=MAX_MOBSKILLUNITGROUP; } if(list){ for(i=0;imaxdiff){ maxdiff=x; j=i; } skill_delunitgroup(&list[j]); group=&list[j]; } } if(group==NULL){ printf("skill_initunitgroup: error unit group !\n"); exit(1); } group->src_id=src->id; group->party_id=status_get_party_id(src); group->guild_id=status_get_guild_id(src); group->group_id=skill_unit_group_newid++; if(skill_unit_group_newid<=0) skill_unit_group_newid = MAX_SKILL_DB; group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); group->unit_count=count; group->val1=group->val2=0; group->skill_id=skillid; group->skill_lv=skilllv; group->unit_id=unit_id; group->map=src->m; group->limit=10000; group->interval=1000; group->tick=gettick(); group->valstr=NULL; if (skill_get_unit_flag(skillid)&UF_DANCE) { struct map_session_data *sd = NULL; if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){ sd->skillid_dance=skillid; sd->skilllv_dance=skilllv; } status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0); //合奏スキルは相方をダンス状態にする if (sd && skill_get_unit_flag(skillid)&UF_ENSEMBLE) { int c=0; map_foreachinarea(skill_check_condition_use_sub,sd->bl.m, sd->bl.x-1,sd->bl.y-1,sd->bl.x+1,sd->bl.y+1,BL_PC,&sd->bl,&c); } } return group; } /*========================================== * スキルユニットグル?プ削除 *------------------------------------------ */ int skill_delunitgroup(struct skill_unit_group *group) { struct block_list *src; int i; nullpo_retr(0, group); if(group->unit_count<=0) return 0; src=map_id2bl(group->src_id); //ダンススキルはダンス状態を解除する if(src) { if (skill_get_unit_flag(group->skill_id)&UF_DANCE) status_change_end(src,SC_DANCING,-1); if (group->unit_id == 0x86) { struct status_change *sc_data = status_get_sc_data(src); if(sc_data && sc_data[SC_MAGICPOWER].timer != -1) //マジックパワ?の?果終了 status_change_end(src,SC_MAGICPOWER,-1); } } group->alive_count=0; if(group->unit!=NULL){ for(i=0;iunit_count;i++) if(group->unit[i].alive) skill_delunit(&group->unit[i]); } if(group->valstr!=NULL){ map_freeblock(group->valstr); group->valstr=NULL; } map_freeblock(group->unit); /* aFree()の替わり */ group->unit=NULL; group->src_id=0; group->group_id=0; group->unit_count=0; return 0; } /*========================================== * スキルユニットグル?プ全削除 *------------------------------------------ */ int skill_clear_unitgroup(struct block_list *src) { struct skill_unit_group *group=NULL; int maxsug=0; nullpo_retr(0, src); if(src->type==BL_PC){ group=((struct map_session_data *)src)->skillunit; maxsug=MAX_SKILLUNITGROUP; } else if(src->type==BL_MOB){ group=((struct mob_data *)src)->skillunit; maxsug=MAX_MOBSKILLUNITGROUP; } else if(src->type==BL_PET){ // [Valaris] group=((struct pet_data *)src)->skillunit; maxsug=MAX_MOBSKILLUNITGROUP; } else return 0; if(group){ int i; for(i=0;i0 && group[i].src_id == src->id) skill_delunitgroup(&group[i]); } return 0; } /*========================================== * スキルユニットグル?プの被影響tick?索 *------------------------------------------ */ struct skill_unit_group_tickset *skill_unitgrouptickset_search( struct block_list *bl,struct skill_unit_group *group,int tick) { int i,j=-1,k,s,id; struct skill_unit_group_tickset *set; nullpo_retr(0, bl); if (group->interval==-1) return NULL; if (bl->type == BL_PC) set = ((struct map_session_data *)bl)->skillunittick; else if (bl->type == BL_MOB) set = ((struct mob_data *)bl)->skillunittick; else return 0; if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP) id = s = group->skill_id; else id = s = group->group_id; for (i=0; i0 || set[k].id==0)) j=k; } if (j == -1) { if(battle_config.error_log) { sprintf (tmp_output, "skill_unitgrouptickset_search: tickset is full\n"); ShowWarning (tmp_output); } j = id % MAX_SKILLUNITGROUPTICKSET; } set[j].id = id; set[j].tick = tick; return &set[j]; } /*========================================== * スキルユニットタイマ??動?理用(foreachinarea) *------------------------------------------ */ int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap ) { struct skill_unit *unit; struct skill_unit_group *group; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); unit = va_arg(ap,struct skill_unit *); tick = va_arg(ap,unsigned int); if (bl->type!=BL_PC && bl->type!=BL_MOB) return 0; if (!unit->alive || bl->prev==NULL) return 0; nullpo_retr(0, group=unit->group); if (battle_check_target(&unit->bl,bl,group->target_flag)<=0) return 0; skill_unit_onplace_timer(unit,bl,tick); return 0; } /*========================================== * スキルユニットタイマ??理用(foreachobject) *------------------------------------------ */ int skill_unit_timer_sub( struct block_list *bl, va_list ap ) { struct skill_unit *unit; struct skill_unit_group *group; int range; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, unit=(struct skill_unit *)bl); tick=va_arg(ap,unsigned int); if(!unit->alive) return 0; group=unit->group; nullpo_retr(0, group); range = unit->range; /* onplace_timerイベント呼び出し */ if (range>=0 && group->interval!=-1) { map_foreachinarea(skill_unit_timer_sub_onplace, bl->m, bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,bl,tick); if (!unit->alive) return 0; // マグヌスは発動したユニットは削除する if (group->skill_id==PR_MAGNUS && unit->val2) { skill_delunit(unit); return 0; } } // イドゥンの林檎による回復 if (group->unit_id==0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val3) { struct block_list *src = map_id2bl(group->src_id); int range = skill_get_unit_layout_type(group->skill_id,group->skill_lv); nullpo_retr(0, src); map_foreachinarea(skill_idun_heal,src->m, src->x-range,src->y-range,src->x+range,src->y+range,0,unit); group->val3++; } /* 時間切れ削除 */ if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){ switch(group->unit_id){ case 0x8f: /* ブラストマイン */ group->unit_id = 0x8c; clif_changelook(bl,LOOK_BASE,group->unit_id); group->limit=DIFF_TICK(tick+1500,group->tick); unit->limit=DIFF_TICK(tick+1500,group->tick); break; case 0x90: /* スキッドトラップ */ case 0x91: /* アンクルスネア */ case 0x93: /* ランドマイン */ case 0x94: /* ショックウェ?ブトラップ */ case 0x95: /* サンドマン */ case 0x96: /* フラッシャ? */ case 0x97: /* フリ?ジングトラップ */ case 0x98: /* クレイモア?トラップ */ case 0x99: /* ト?キ?ボックス */ { struct block_list *src=map_id2bl(group->src_id); if(group->unit_id == 0x91 && group->val2); else{ if(src && src->type==BL_PC){ struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid=1065; item_tmp.identify=1; map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還 } } skill_delunit(unit); } break; case 0xc1: case 0xc2: case 0xc3: case 0xc4: { struct block_list *src=map_id2bl(group->src_id); if (src) group->tick = tick; } break; default: skill_delunit(unit); } } if(group->unit_id == 0x8d) { unit->val1 -= 5; if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700) unit->limit = DIFF_TICK(tick+700,group->tick); } return 0; } /*========================================== * スキルユニットタイマ??理 *------------------------------------------ */ int skill_unit_timer( int tid,unsigned int tick,int id,int data) { map_freeblock_lock(); map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick ); map_freeblock_unlock(); return 0; } /*========================================== * スキルユニット移動時?理用(foreachinarea) *------------------------------------------ */ int skill_unit_move_sub( struct block_list *bl, va_list ap ) { struct skill_unit *unit = (struct skill_unit *)bl; struct skill_unit_group *group; struct block_list *target; unsigned int tick,flag; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, target=va_arg(ap,struct block_list*)); tick = va_arg(ap,unsigned int); flag = va_arg(ap,int); if (target->type!=BL_PC && target->type!=BL_MOB) return 0; nullpo_retr(0, group=unit->group); if (group->interval!=-1) return 0; if (!unit->alive || target->prev==NULL) return 0; if (flag) skill_unit_onplace(unit,target,tick); else skill_unit_onout(unit,target,tick); return 0; } /*========================================== * スキルユニット移動時?理 *------------------------------------------ */ int skill_unit_move(struct block_list *bl,unsigned int tick,int flag) { nullpo_retr(0, bl); if(bl->prev==NULL ) return 0; map_foreachinarea(skill_unit_move_sub, bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,bl,tick,flag); return 0; } /*========================================== * スキルユニット自?の移動時?理 * 引?はグル?プと移動量 *------------------------------------------ */ int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy) { int i,j; int tick = gettick(); int *m_flag; struct skill_unit *unit1; struct skill_unit *unit2; nullpo_retr(0, group); if (group->unit_count<=0) return 0; if (group->unit==NULL) return 0; // 移動可能なスキルはダンス系と、ブラストマイン、クレイモアートラップのみ if (!(skill_get_unit_flag(group->skill_id)&UF_DANCE) && group->skill_id!=HT_CLAYMORETRAP && group->skill_id!=HT_BLASTMINE) return 0; m_flag = (int *) aMalloc(sizeof(int)*group->unit_count); memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ // 先にフラグを全部決める // m_flag // 0: 単純移動 // 1: ユニットを移動する(現位置からユニットがなくなる) // 2: 残留&新位置が移動先となる(移動先にユニットが存在しない) // 3: 残留 for(i=0;iunit_count;i++){ unit1=&group->unit[i]; if (!unit1->alive || unit1->bl.m!=m) continue; for(j=0;junit_count;j++){ unit2=&group->unit[j]; if (!unit2->alive) continue; if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){ // 移動先にユニットがかぶっている m_flag[i] |= 0x1; } if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){ // ユニットがこの場所にやってくる m_flag[i] |= 0x2; } } } // フラグに基づいてユニット移動 // フラグが1のunitを探し、フラグが2のunitの移動先に移す j = 0; for (i=0;iunit_count;i++) { unit1=&group->unit[i]; if (!unit1->alive) continue; if (!(m_flag[i]&0x2)) { // ユニットがなくなる場所でスキルユニット影響を消す map_foreachinarea(skill_unit_effect,unit1->bl.m, unit1->bl.x,unit1->bl.y,unit1->bl.x,unit1->bl.y,0, &unit1->bl,tick,0); } if (m_flag[i]==0) { // 単純移動 map_delblock(&unit1->bl); unit1->bl.m = m; unit1->bl.x += dx; unit1->bl.y += dy; map_addblock(&unit1->bl); clif_skill_setunit(unit1); } else if (m_flag[i]==1) { // フラグが2のものを探してそのユニットの移動先に移動 for(;junit_count;j++) { if (m_flag[j]==2) { // 継承移動 unit2 = &group->unit[j]; if (!unit2->alive) continue; map_delblock(&unit1->bl); unit1->bl.m = m; unit1->bl.x = unit2->bl.x+dx; unit1->bl.y = unit2->bl.y+dy; map_addblock(&unit1->bl); clif_skill_setunit(unit1); j++; break; } } } if (!(m_flag[i]&0x2)) { // 移動後の場所でスキルユニットを発動 map_foreachinarea(skill_unit_effect,unit1->bl.m, unit1->bl.x,unit1->bl.y,unit1->bl.x,unit1->bl.y,0, &unit1->bl,tick,1); } } aFree(m_flag); return 0; } /*---------------------------------------------------------------------------- * アイテム合成 *---------------------------------------------------------------------------- */ /*========================================== * アイテム合成可能判定 *------------------------------------------ */ int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger ) { int i,j; nullpo_retr(0, sd); if(nameid<=0) return 0; for(i=0;i= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */ return 0; if(trigger>=0){ if(trigger == 32 || trigger == 16 || trigger==64 || trigger == 256) { if(skill_produce_db[i].itemlv!=trigger) /* ファ?マシ?*ポ?ション類と溶??*?石以外はだめ */ return 0; }else{ if(skill_produce_db[i].itemlv>=16) /* 武器以外はだめ */ return 0; if( itemdb_wlv(nameid)>trigger ) /* 武器Lv判定 */ return 0; } } if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 ) return 0; /* スキルが足りない */ for(j=0;jstatus.inventory[y].nameid == id ) x+=sd->status.inventory[y].amount; if(x=994 && slot[i]<=997 && ele==0){ /* ?性石 */ static const int ele_table[4]={3,1,4,2}; pc_delitem(sd,j,1,1); ele=ele_table[slot[i]-994]; } } /* 材料消費 */ for(i=0;i= 0){ y = sd->status.inventory[j].amount; if(y>x)y=x; /* 足りている */ pc_delitem(sd,j,y,0); }else { if(battle_config.error_log) printf("skill_produce_mix: material item error\n"); } x-=y; /* まだ足りない個?を計算 */ }while( j>=0 && x>0 ); /* 材料を消費するか、エラ?になるまで繰り返す */ } /* 確率判定 */ equip = itemdb_isequip(nameid); if(!equip) { // Corrected rates [DracoRPG] --------------------------// if(skill_produce_db[idx].req_skill==AM_PHARMACY) { make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 + sd->paramc[4]*10+sd->paramc[5]*10; if(nameid >= 501 && nameid <= 505) // Normal potions make_per += 2000 + pc_checkskill(sd,AM_POTIONPITCHER)*100; else if(nameid >= 605 && nameid <= 606) // Anodyne & Aloevera (not sure of the formula, I put the same base value as normal pots but without the Aid Potion bonus since they are not throwable pots ^^) make_per += 2000; else if(nameid >= 545 && nameid <= 547) // Concentrated potions ; else if(nameid == 970) // Alcohol make_per += 1000; else if(nameid == 7135) // Bottle Grenade make_per += 500 + pc_checkskill(sd,AM_DEMONSTRATION)*100; else if(nameid == 7136) // Acid Bottle make_per += 500 + pc_checkskill(sd,AM_ACIDTERROR)*100; else if(nameid == 7137) // Plant Bottle make_per += 500 + pc_checkskill(sd,AM_CANNIBALIZE)*100; else if(nameid == 7138) // Marine Sphere Bottle make_per += 500 + pc_checkskill(sd,AM_SPHEREMINE)*100; else if(nameid == 7139) // Glistening Coat make_per += 500 + pc_checkskill(sd,AM_CP_WEAPON)*100 + pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100; } else if (skill_produce_db[idx].req_skill == ASC_CDP) { make_per = 2000 + 40*sd->paramc[4] + 20*sd->paramc[5]; } else { if(nameid == 998) make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600; else make_per = 1000 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500; } if(battle_config.pp_rate != 100) make_per = make_per * battle_config.pp_rate / 100; } else { // Corrected rates [DracoRPG] int add_per=0; if(pc_search_inventory(sd,989) >= 0) add_per = 400; else if(pc_search_inventory(sd,988) >= 0) add_per = 300; else if(pc_search_inventory(sd,987) >= 0) add_per = 200; else if(pc_search_inventory(sd,986) >= 0) add_per = 100; wlv = itemdb_wlv(nameid); make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*1000 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 + ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0) + add_per - (ele? 2500:0) - sc*((4-wlv)*500) - wlv*1000; if(battle_config.wp_rate != 100) /* 確率補正 */ make_per = make_per * battle_config.wp_rate / 100; } // -----------------------------------------------------// if(make_per < 1) make_per = 1; // if(battle_config.etc_log) // printf("make rate = %d\n",make_per); if(rand()%10000 < make_per){ /* 成功 */ struct item tmp_item; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid=nameid; tmp_item.amount=1; tmp_item.identify=1; if(equip){ /* 武器の場合 */ tmp_item.card[0]=0x00ff; /* 製造武器フラグ */ tmp_item.card[1]=((sc*5)<<8)+ele; /* ?性とつよさ */ *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */ } else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) || (battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) { tmp_item.card[0]=0x00fe; tmp_item.card[1]=0; *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */ } if(log_config.produce > 0) log_produce(sd,nameid,slot1,slot2,slot3,1); switch (skill_produce_db[idx].req_skill) { case AM_PHARMACY: clif_produceeffect(sd,2,nameid);/* 製?エフェクト */ clif_misceffect(&sd->bl,5); /* 他人にも成功を通知 */ break; case ASC_CDP: clif_produceeffect(sd,2,nameid);/* 暫定で製?エフェクト */ clif_misceffect(&sd->bl,5); break; default: /* 武器製造、コイン製造 */ clif_produceeffect(sd,0,nameid); /* 武器製造エフェクト */ clif_misceffect(&sd->bl,3); break; } if((flag = pc_additem(sd,&tmp_item,1))) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } else { if(log_config.produce > 0) log_produce(sd,nameid,slot1,slot2,slot3,0); switch (skill_produce_db[idx].req_skill) { case AM_PHARMACY: clif_produceeffect(sd,3,nameid);/* 製?失敗エフェクト */ clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */ break; case ASC_CDP: { clif_produceeffect(sd,3,nameid); /* 暫定で製?エフェクト */ clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */ pc_heal(sd, -(sd->status.max_hp>>2), 0); } break; default: clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクト */ clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */ break; } } return 0; } int skill_arrow_create( struct map_session_data *sd,int nameid) { int i,j,flag,index=-1; struct item tmp_item; nullpo_retr(0, sd); if(nameid <= 0) return 1; for(i=0;ichar_id; /* キャラID */ } if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) continue; if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } return 0; } /*---------------------------------------------------------------------------- * 初期化系 */ /*---------------------------------------------------------------------------- * 初期化系 */ /* * 文字列処理 * ',' で区切って val に戻す */ int skill_split_str(char *str,char **val,int num) { int i; for (i=0; i=10000 && i<10015) // for guild skills [Celest] i -= 9500; else if(i<=0 || i>MAX_SKILL_DB) continue; /* printf("skill id=%d\n",i); */ skill_split_atoi(split[1],skill_db[i].range); skill_db[i].hit=atoi(split[2]); skill_db[i].inf=atoi(split[3]); skill_db[i].pl=atoi(split[4]); skill_db[i].nk=atoi(split[5]); skill_db[i].max=atoi(split[6]); skill_split_atoi(split[7],skill_db[i].num); if(strcmpi(split[8],"yes") == 0) skill_db[i].castcancel=1; else skill_db[i].castcancel=0; skill_db[i].cast_def_rate=atoi(split[9]); skill_db[i].inf2=atoi(split[10]); skill_db[i].maxcount=atoi(split[11]); if(strcmpi(split[12],"weapon") == 0) skill_db[i].skill_type=BF_WEAPON; else if(strcmpi(split[12],"magic") == 0) skill_db[i].skill_type=BF_MAGIC; else if(strcmpi(split[12],"misc") == 0) skill_db[i].skill_type=BF_MISC; else skill_db[i].skill_type=0; skill_split_atoi(split[13],skill_db[i].blewcount); } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_db.txt"); ShowStatus(tmp_output); fp=fopen("db/skill_require_db.txt","r"); if(fp==NULL){ printf("can't read db/skill_require_db.txt\n"); return 1; } while(fgets(line,1020,fp)){ char *split[50]; if(line[0]=='/' && line[1]=='/') continue; j = skill_split_str(line,split,30); if(split[29]==NULL || j<30) continue; i=atoi(split[0]); if (i>=10000 && i<10015) // for guild skills [Celest] i -= 9500; else if(i<=0 || i>MAX_SKILL_DB) continue; skill_split_atoi(split[1],skill_db[i].hp); skill_split_atoi(split[2],skill_db[i].mhp); skill_split_atoi(split[3],skill_db[i].sp); skill_split_atoi(split[4],skill_db[i].hp_rate); skill_split_atoi(split[5],skill_db[i].sp_rate); skill_split_atoi(split[6],skill_db[i].zeny); p = split[7]; for(j=0;j<32;j++){ l = atoi(p); if (l==99) { skill_db[i].weapon = 0xffffffff; break; } else skill_db[i].weapon |= 1<=10000 && i<10015) // for guild skills [Celest] i -= 9500; else if(i<=0 || i>MAX_SKILL_DB) continue; skill_split_atoi(split[1],skill_db[i].cast); skill_split_atoi(split[2],skill_db[i].delay); skill_split_atoi(split[3],skill_db[i].upkeep_time); skill_split_atoi(split[4],skill_db[i].upkeep_time2); } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_cast_db.txt"); ShowStatus(tmp_output); /* スキルユニットデータベース */ fp = fopen("db/skill_unit_db.txt","r"); if (fp==NULL) { printf("can't read db/skill_unit_db.txt\n"); return 1; } while (fgets(line,1020,fp)) { char *split[50]; if (line[0]=='/' && line[1]=='/') continue; j = skill_split_str(line,split,8); if (split[7]==NULL || j<8) continue; i=atoi(split[0]); if (i>=10000 && i<10015) // for guild skills [Celest] i -= 9500; else if(i<=0 || i>MAX_SKILL_DB) continue; skill_db[i].unit_id[0] = strtol(split[1],NULL,16); skill_db[i].unit_id[1] = strtol(split[2],NULL,16); skill_split_atoi(split[3],skill_db[i].unit_layout_type); skill_db[i].unit_range = atoi(split[4]); skill_db[i].unit_interval = atoi(split[5]); if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY; else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY; else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY; else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL; else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY; else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF; else skill_db[i].unit_target = strtol(split[6],NULL,16); skill_db[i].unit_flag = strtol(split[7],NULL,16); k++; } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_unit_db.txt"); ShowStatus(tmp_output); skill_init_unit_layout(); /* 製造系スキルデ?タベ?ス */ memset(skill_produce_db,0,sizeof(skill_produce_db)); for(m=0;m<2;m++){ fp=fopen(filename[m],"r"); if(fp==NULL){ if(m>0) continue; printf("can't read %s\n",filename[m]); return 1; } k=0; while(fgets(line,1020,fp)){ char *split[6 + MAX_PRODUCE_RESOURCE * 2]; int x,y; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2)); if(split[0]==0) //fixed by Lupus continue; i=atoi(split[0]); if(i<=0) continue; skill_produce_db[k].nameid=i; skill_produce_db[k].itemlv=atoi(split[1]); skill_produce_db[k].req_skill=atoi(split[2]); for(x=3,y=0; split[x] && split[x+1] && y= MAX_SKILL_PRODUCE_DB) break; } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,filename[m]); ShowStatus(tmp_output); } memset(skill_arrow_db,0,sizeof(skill_arrow_db)); fp=fopen("db/create_arrow_db.txt","r"); if(fp==NULL){ printf("can't read db/create_arrow_db.txt\n"); return 1; } k=0; while(fgets(line,1020,fp)){ char *split[16]; int x,y; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,13); if(split[0]==0) //fixed by Lupus continue; i=atoi(split[0]); if(i<=0) continue; skill_arrow_db[k].nameid=i; for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){ skill_arrow_db[k].cre_id[y]=atoi(split[x]); skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]); } k++; if(k >= MAX_SKILL_ARROW_DB) break; } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/create_arrow_db.txt"); ShowStatus(tmp_output); memset(skill_abra_db,0,sizeof(skill_abra_db)); fp=fopen("db/abra_db.txt","r"); if(fp==NULL){ printf("can't read db/abra_db.txt\n"); return 1; } k=0; while(fgets(line,1020,fp)){ char *split[16]; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,13); if(split[0]==0) //fixed by Lupus continue; i=atoi(split[0]); if(i<=0) continue; skill_abra_db[i].req_lv=atoi(split[2]); skill_abra_db[i].per=atoi(split[3]); k++; if(k >= MAX_SKILL_ABRA_DB) break; } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/abra_db.txt"); ShowStatus(tmp_output); fp=fopen("db/skill_castnodex_db.txt","r"); if(fp==NULL){ printf("can't read db/skill_castnodex_db.txt\n"); return 1; } while(fgets(line,1020,fp)){ char *split[50]; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,3); if(split[0]==0) //fixed by Lupus continue; i=atoi(split[0]); if (i>=10000 && i<10015) // for guild skills [Celest] i -= 9500; else if(i<=0 || i>MAX_SKILL_DB) continue; skill_split_atoi(split[1],skill_db[i].castnodex); if (!split[2]) continue; skill_split_atoi(split[2],skill_db[i].delaynodex); } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_castnodex_db.txt"); ShowStatus(tmp_output); fp=fopen("db/skill_nocast_db.txt","r"); if(fp==NULL){ printf("can't read db/skill_nocast_db.txt\n"); return 1; } k=0; while(fgets(line,1020,fp)){ char *split[16]; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,2); if(split[0]==0) //fixed by Lupus continue; i=atoi(split[0]); if (i>=10000 && i<10015) // for guild skills [Celest] i -= 9500; else if(i<=0 || i>MAX_SKILL_DB) continue; skill_db[i].nocast=atoi(split[1]); k++; } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_nocast_db"); ShowStatus(tmp_output); return 0; } /*=============================================== * For reading leveluseskillspamount.txt [Celest] *----------------------------------------------- */ static int skill_read_skillspamount(void) { char *buf,*p; struct skill_db *skill = NULL; int s, idx, new_flag=1, level=1, sp=0; buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s); if(buf==NULL) return -1; buf[s]=0; for(p=buf;p-bufsp[level-1]=sp; level++; } p=strchr(p,10); if(!p) break; p++; } aFree(buf); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt"); ShowStatus(tmp_output); return 0; } void skill_reload(void) { skill_readdb(); if (battle_config.skill_sp_override_grffile) skill_read_skillspamount(); } /*========================================== * スキル?係初期化?理 *------------------------------------------ */ int do_init_skill(void) { skill_readdb(); if (battle_config.skill_sp_override_grffile) skill_read_skillspamount(); add_timer_func_list(skill_unit_timer,"skill_unit_timer"); add_timer_func_list(skill_castend_id,"skill_castend_id"); add_timer_func_list(skill_castend_pos,"skill_castend_pos"); add_timer_func_list(skill_timerskill,"skill_timerskill"); add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL); return 0; }