// $Id: skill.c,v 1.8 2004/09/25 05:32:19 MouseJstr Exp $ /* スキル関係 */ #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 "pet.h" #include "mob.h" #include "battle.h" #include "party.h" #include "itemdb.h" #include "script.h" #include "intif.h" #include "log.h" #ifdef MEMWATCH #include "memwatch.h" #endif #define SKILLUNITTIMER_INVERVAL 100 #define STATE_BLIND 0x10 /* スキル番号=>ステータス異常番号変換テーブル */ int SkillStatusChangeTable[]={ /* skill.hのenumのSC_***とあわせること */ /* 0- */ -1,-1,-1,-1,-1,-1, SC_PROVOKE, /* プロボック */ -1, 1,-1, /* 10- */ SC_SIGHT, /* サイト */ -1,-1,-1,-1, SC_FREEZE, /* フロストダイバー */ SC_STONE, /* ストーンカース */ -1,-1,-1, /* 20- */ -1,-1,-1,-1, SC_RUWACH, /* ルアフ */ -1,-1,-1,-1, SC_INCREASEAGI, /* 速度増加 */ /* 30- */ SC_DECREASEAGI, /* 速度減少 */ -1, SC_SIGNUMCRUCIS, /* シグナムクルシス */ SC_ANGELUS, /* エンジェラス */ SC_BLESSING, /* ブレッシング */ -1,-1,-1,-1,-1, /* 40- */ -1,-1,-1,-1,-1, SC_CONCENTRATE, /* 集中力向上 */ -1,-1,-1,-1, /* 50- */ -1, SC_HIDING, /* ハイディング */ -1,-1,-1,-1,-1,-1,-1,-1, /* 60- */ SC_TWOHANDQUICKEN, /* 2HQ */ SC_AUTOCOUNTER, -1,-1,-1,-1, SC_IMPOSITIO, /* インポシティオマヌス */ SC_SUFFRAGIUM, /* サフラギウム */ SC_ASPERSIO, /* アスペルシオ */ SC_BENEDICTIO, /* 聖体降福 */ /* 70- */ -1, SC_SLOWPOISON, -1, SC_KYRIE, /* キリエエレイソン */ SC_MAGNIFICAT, /* マグニフィカート */ SC_GLORIA, /* グロリア */ SC_DIVINA, /* レックスディビーナ */ -1, SC_AETERNA, /* レックスエーテルナ */ -1, /* 80- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 90- */ -1,-1, SC_QUAGMIRE, /* クァグマイア */ -1,-1,-1,-1,-1,-1,-1, /* 100- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 110- */ -1, SC_ADRENALINE, /* アドレナリンラッシュ */ SC_WEAPONPERFECTION,/* ウェポンパーフェクション */ SC_OVERTHRUST, /* オーバートラスト */ SC_MAXIMIZEPOWER, /* マキシマイズパワー */ -1,-1,-1,-1,-1, /* 120- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 130- */ -1,-1,-1,-1,-1, SC_CLOAKING, /* クローキング */ SC_STAN, /* ソニックブロー */ -1, SC_ENCPOISON, /* エンチャントポイズン */ SC_POISONREACT, /* ポイズンリアクト */ /* 140- */ SC_POISON, /* ベノムダスト */ SC_SPLASHER, /* ベナムスプラッシャー */ -1, SC_TRICKDEAD, /* 死んだふり */ -1,-1,-1,-1,-1,-1, /* 150- */ -1,-1,-1,-1,-1, SC_LOUD, /* ラウドボイス */ -1, SC_ENERGYCOAT, /* エナジーコート */ -1,-1, /* 160- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, -1,-1,-1, SC_SELFDESTRUCTION, -1,-1,-1,-1,-1,-1, -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, -1, SC_KEEPING, -1,-1, SC_BARRIER, -1,-1, SC_HALLUCINATION, -1,-1, /* 210- */ -1,-1,-1,-1,-1, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, -1, /* 220- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 230- */ -1,-1,-1,-1, SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, -1,-1, /* 240- */ -1,-1,-1,-1,-1,-1,-1,-1,-1, SC_AUTOGUARD, /* 250- */ -1,-1, SC_REFLECTSHIELD, -1,-1, SC_DEVOTION, SC_PROVIDENCE, SC_DEFENDER, SC_SPEARSQUICKEN, -1, /* 260- */ -1,-1,-1,-1,-1,-1,-1,-1, SC_STEELBODY, SC_BLADESTOP_WAIT, /* 270- */ SC_EXPLOSIONSPIRITS, SC_EXTREMITYFIST, -1,-1,-1,-1, SC_MAGICROD, -1,-1,-1, /* 280- */ SC_FLAMELAUNCHER, SC_FROSTWEAPON, SC_LIGHTNINGLOADER, SC_SEISMICWEAPON, -1, SC_VOLCANO, SC_DELUGE, SC_VIOLENTGALE, SC_LANDPROTECTOR, -1, /* 290- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 300- */ -1,-1,-1,-1,-1,-1, SC_LULLABY, SC_RICHMANKIM, SC_ETERNALCHAOS, SC_DRUMBATTLE, /* 310- */ SC_NIBELUNGEN, SC_ROKISWEIL, SC_INTOABYSS, SC_SIEGFRIED, -1,-1,-1, SC_DISSONANCE, -1, SC_WHISTLE, /* 320- */ SC_ASSNCROS, SC_POEMBRAGI, SC_APPLEIDUN, -1,-1, SC_UGLYDANCE, -1, SC_HUMMING, SC_DONTFORGETME, SC_FORTUNE, /* 330- */ SC_SERVICE4U, SC_SELFDESTRUCTION, -1,-1,-1,-1,-1,-1,-1,-1, /* 340- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 350- */ -1,-1,-1,-1,-1, SC_AURABLADE, SC_PARRYING, SC_CONCENTRATION, SC_TENSIONRELAX, SC_BERSERK, /* 360- */ SC_BERSERK, SC_ASSUMPTIO, SC_BASILICA, -1,-1,-1, SC_MAGICPOWER, -1,-1, SC_GOSPEL, /* 370- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 380- */ SC_TRUESIGHT, -1,-1, SC_WINDWALK, SC_MELTDOWN, -1,-1, SC_CARTBOOST, -1, SC_CHASEWALK, /* 390- */ SC_REJECTSWORD, -1,-1,-1,-1,-1, SC_MARIONETTE, -1, SC_HEADCRUSH, SC_JOINTBEAT, /* 400 */ -1,-1, SC_MINDBREAKER, SC_MEMORIZE, SC_FOGWALL, SC_SPIDERWEB, -1,-1,-1,-1, /* 410- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, }; struct skill_name_db skill_names[] = { { AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow" } , { AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration" } , { AC_DOUBLE, "DOUBLE", "Double_Strafe" } , { AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation" } , { AC_OWL, "OWL", "Owl's_Eye" } , { AC_SHOWER, "SHOWER", "Arrow_Shower" } , { AC_VULTURE, "VULTURE", "Vulture's_Eye" } , { ALL_RESURRECTION, "RESURRECTION", "Resurrection" } , { AL_ANGELUS, "ANGELUS", "Angelus" } , { AL_BLESSING, "BLESSING", "Blessing" } , { AL_CRUCIS, "CRUCIS", "Signum_Crusis" } , { AL_CURE, "CURE", "Cure" } , { AL_DECAGI, "DECAGI", "Decrease_AGI" } , { AL_DEMONBANE, "DEMONBANE", "Demon_Bane" } , { AL_DP, "DP", "Divine_Protection" } , { AL_HEAL, "HEAL", "Heal" } , { AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light" } , { AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta" } , { AL_INCAGI, "INCAGI", "Increase_AGI" } , { AL_PNEUMA, "PNEUMA", "Pneuma" } , { AL_RUWACH, "RUWACH", "Ruwach" } , { AL_TELEPORT, "TELEPORT", "Teleport" } , { AL_WARP, "WARP", "Warp_Portal" } , { AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror" } , { AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery" } , { AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher" } , { AM_BIOETHICS, "BIOETHICS", "Bioethics" } , { AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology" } , { AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus" } , { AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize" } , { AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor" } , { AM_CP_HELM, "HELM", "Chemical_Protection_Helm" } , { AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield" } , { AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon" } , { AM_CREATECREATURE, "CREATECREATURE", "Life_Creation" } , { AM_CULTIVATION, "CULTIVATION", "Cultivation" } , { AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration" } , { AM_DRILLMASTER, "DRILLMASTER", "Drillmaster" } , { AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control" } , { AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus" } , { AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION" } , { AM_PHARMACY, "PHARMACY", "Pharmacy" } , { AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher" } , { AM_REST, "REST", "Sabbath" } , { AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus" } , { AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine" } , { ASC_BREAKER, "BREAKER", "Breaker" } , { ASC_CDP, "CDP", "Create_Deadly_Poison" } , { ASC_EDP, "EDP", "Deadly_Poison_Enchantment" } , { ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk" } , { ASC_KATAR, "KATAR", "Advanced_Katar_Mastery" } , { ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault" } , { AS_CLOAKING, "CLOAKING", "Cloaking" } , { AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison" } , { AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth" } , { AS_KATAR, "KATAR", "Katar_Mastery" } , { AS_LEFT, "LEFT", "Lefthand_Mastery" } , { AS_POISONREACT, "POISONREACT", "Poison_React" } , { AS_RIGHT, "RIGHT", "Righthand_Mastery" } , { AS_SONICBLOW, "SONICBLOW", "Sonic_Blow" } , { AS_SPLASHER, "SPLASHER", "Venom_Splasher" } , { AS_VENOMDUST, "VENOMDUST", "Venom_Dust" } , { BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun" } , { BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross" } , { BA_DISSONANCE, "DISSONANCE", "Dissonance" } , { BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke" } , { BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson" } , { BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike" } , { BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi" } , { BA_WHISTLE, "WHISTLE", "Whistle" } , { BD_ADAPTATION, "ADAPTATION", "Adaption" } , { BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField" } , { BD_ENCORE, "ENCORE", "Encore" } , { BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos" } , { BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss" } , { BD_LULLABY, "LULLABY", "Lullaby" } , { BD_RAGNAROK, "RAGNAROK", "Ragnarok" } , { BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim" } , { BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen" } , { BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail" } , { BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried" } , { BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush" } , { BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2" } , { BS_AXE, "AXE", "Smith_Axe" } , { BS_DAGGER, "DAGGER", "Smith_Dagger" } , { BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft" } , { BS_FINDINGORE, "FINDINGORE", "Ore_Discovery" } , { BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall" } , { BS_HILTBINDING, "HILTBINDING", "Hilt_Binding" } , { BS_IRON, "IRON", "Iron_Tempering" } , { BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace" } , { BS_MACE, "MACE", "Smith_Mace" } , { BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize" } , { BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research" } , { BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust" } , { BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair" } , { BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering" } , { BS_SPEAR, "SPEAR", "Smith_Spear" } , { BS_STEEL, "STEEL", "Steel_Tempering" } , { BS_SWORD, "SWORD", "Smith_Sword" } , { BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword" } , { BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection" } , { BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research" } , { CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow" } , { CG_MARIONETTE, "MARIONETTE", "Marionette_Control" } , { CG_MOONLIT, "MOONLIT", "Moonlight_Petals" } , { CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo" } , { CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike" } , { CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul" } , { CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist" } , { CR_ALCHEMY, "ALCHEMY", "Alchemy" } , { CR_AUTOGUARD, "AUTOGUARD", "Guard" } , { CR_DEFENDER, "DEFENDER", "Defender" } , { CR_DEVOTION, "DEVOTION", "Sacrifice" } , { CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross" } , { CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross" } , { CR_PROVIDENCE, "PROVIDENCE", "Providence" } , { CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect" } , { CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang" } , { CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge" } , { CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken" } , { CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis" } , { CR_TRUST, "TRUST", "Faith" } , { DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson" } , { DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me" } , { DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss" } , { DC_HUMMING, "HUMMING", "Humming" } , { DC_SCREAM, "SCREAM", "Scream" } , { DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute" } , { DC_THROWARROW, "THROWARROW", "Throw_Arrow" } , { DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance" } , { HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio" } , { HP_BASILICA, "BASILICA", "Basilica" } , { HP_MEDITATIO, "MEDITATIO", "Meditation" } , { HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare" } , { HT_BEASTBANE, "BEASTBANE", "Beast_Bane" } , { HT_BLASTMINE, "BLASTMINE", "Blast_Mine" } , { HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat" } , { HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap" } , { HT_DETECTING, "DETECTING", "Detect" } , { HT_FALCON, "FALCON", "Falconry_Mastery" } , { HT_FLASHER, "FLASHER", "Flasher" } , { HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap" } , { HT_LANDMINE, "LANDMINE", "Land_Mine" } , { HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap" } , { HT_SANDMAN, "SANDMAN", "Sandman" } , { HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap" } , { HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap" } , { HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap" } , { HT_STEELCROW, "STEELCROW", "Steel_Crow" } , { HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box" } , { HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher" } , { HW_MAGICPOWER, "MAGICPOWER", "Magic_Power" } , { HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan" } , { HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain" } , { KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack" } , { KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash" } , { KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear" } , { KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery" } , { KN_PIERCE, "PIERCE", "Pierce" } , { KN_RIDING, "RIDING", "Peco_Peco_Ride" } , { KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang" } , { KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery" } , { KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab" } , { KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken" } , { LK_AURABLADE, "AURABLADE", "Aura_Blade" } , { LK_BERSERK, "BERSERK", "Berserk" } , { LK_CONCENTRATION, "CONCENTRATION", "Concentration" } , { LK_FURY, "FURY", "LK_FURY" } , { LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher" } , { LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat" } , { LK_PARRYING, "PARRYING", "Parrying" } , { LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce" } , { LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax" } , { MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution" } , { MC_CHANGECART, "CHANGECART", "Change_Cart" } , { MC_DISCOUNT, "DISCOUNT", "Discount" } , { MC_IDENTIFY, "IDENTIFY", "Item_Appraisal" } , { MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit" } , { MC_LOUD, "LOUD", "Lord_Exclamation" } , { MC_MAMMONITE, "MAMMONITE", "Mammonite" } , { MC_OVERCHARGE, "OVERCHARGE", "Overcharge" } , { MC_PUSHCART, "PUSHCART", "Pushcart" } , { MC_VENDING, "VENDING", "Vending" } , { MG_COLDBOLT, "COLDBOLT", "Cold_Bolt" } , { MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat" } , { MG_FIREBALL, "FIREBALL", "Fire_Ball" } , { MG_FIREBOLT, "FIREBOLT", "Fire_Bolt" } , { MG_FIREWALL, "FIREWALL", "Fire_Wall" } , { MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver" } , { MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt" } , { MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat" } , { MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall" } , { MG_SIGHT, "SIGHT", "Sight" } , { MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike" } , { MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery" } , { MG_STONECURSE, "STONECURSE", "Stone_Curse" } , { MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm" } , { MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits" } , { MO_BLADESTOP, "BLADESTOP", "Blade_Stop" } , { MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation" } , { MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits" } , { MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo" } , { MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish" } , { MO_DODGE, "DODGE", "Dodge" } , { MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits" } , { MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist" } , { MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive" } , { MO_INVESTIGATE, "INVESTIGATE", "Investigate" } , { MO_IRONHAND, "IRONHAND", "Iron_Hand" } , { MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery" } , { MO_STEELBODY, "STEELBODY", "Steel_Body" } , { MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows" } , { NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE" } , { NPC_BARRIER, "BARRIER", "NPC_BARRIER" } , { NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK" } , { NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN" } , { NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } , { NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE" } , { NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND" } , { NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY" } , { NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON" } , { NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } , { NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER" } , { NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND" } , { NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK" } , { NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH" } , { NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK" } , { NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING" } , { NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH" } , { NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS" } , { NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK" } , { NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER" } , { NPC_EMOTION, "EMOTION", "NPC_EMOTION" } , { NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN" } , { NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK" } , { NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK" } , { NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK" } , { NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION" } , { NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK" } , { NPC_KEEPING, "KEEPING", "NPC_KEEPING" } , { NPC_LICK, "LICK", "NPC_LICK" } , { NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK" } , { NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER" } , { NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS" } , { NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK" } , { NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT" } , { NPC_POISON, "POISON", "NPC_POISON" } , { NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK" } , { NPC_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } , { NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK" } , { NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK" } , { NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH" } , { NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!" } , { NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2" } , { NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK" } , { NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK" } , { NPC_SMOKING, "SMOKING", "NPC_SMOKING" } , { NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK" } , { NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK" } , { NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE" } , { NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER" } , { NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE" } , { NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } , { NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION" } , { NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK" } , { NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK" } , { NV_BASIC, "BASIC", "Basic_Skill" } , { NV_FIRSTAID, "FIRSTAID", "First Aid" } , { NV_TRICKDEAD, "TRICKDEAD", "Play_Dead" } , { PA_GOSPEL, "GOSPEL", "Gospel" } , { PA_PRESSURE, "PRESSURE", "Pressure" } , { PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual" } , { PF_FOGWALL, "FOGWALL", "Wall_of_Fog" } , { PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion" } , { PF_MEMORIZE, "MEMORIZE", "Memorize" } , { PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker" } , { PF_SOULBURN, "SOULBURN", "Soul_Burn" } , { PF_SOULCHANGE, "SOULCHANGE", "Soul_Change" } , { PF_SPIDERWEB, "SPIDERWEB", "Spider_Web" } , { PR_ASPERSIO, "ASPERSIO", "Aspersio" } , { PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti" } , { PR_GLORIA, "GLORIA", "Gloria" } , { PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus" } , { PR_KYRIE, "KYRIE", "Kyrie_Eleison" } , { PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna" } , { PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina" } , { PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery" } , { PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat" } , { PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus" } , { PR_SANCTUARY, "SANCTUARY", "Santuary" } , { PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison" } , { PR_STRECOVERY, "STRECOVERY", "Status_Recovery" } , { PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium" } , { PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead" } , { RG_BACKSTAP, "BACKSTAP", "Back_Stab" } , { RG_CLEANER, "CLEANER", "Remover" } , { RG_COMPULSION, "COMPULSION", "Compulsion_Discount" } , { RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity" } , { RG_GANGSTER, "GANGSTER", "Gangster's_Paradise" } , { RG_GRAFFITI, "GRAFFITI", "Graffiti" } , { RG_INTIMIDATE, "INTIMIDATE", "Intimidate" } , { RG_PLAGIARISM, "PLAGIARISM", "Plagiarism" } , { RG_RAID, "RAID", "Raid" } , { RG_SNATCHER, "SNATCHER", "Snatcher" } , { RG_STEALCOIN, "STEALCOIN", "Steal_Coin" } , { RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor" } , { RG_STRIPHELM, "STRIPHELM", "Strip_Helm" } , { RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield" } , { RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon" } , { RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive" } , { SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus" } , { SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book" } , { SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast" } , { SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel" } , { SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change" } , { SA_COMA, "COMA", "Coma" } , { SA_DEATH, "DEATH", "Death" } , { SA_DELUGE, "DELUGE", "Deluge" } , { SA_DISPELL, "DISPELL", "Dispel" } , { SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology" } , { SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher" } , { SA_FORTUNE, "FORTUNE", "Fortune" } , { SA_FREECAST, "FREECAST", "Cast_Freedom" } , { SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon" } , { SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery" } , { SA_GRAVITY, "GRAVITY", "Gravity" } , { SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death" } , { SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector" } , { SA_LEVELUP, "LEVELUP", "Level_Up" } , { SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader" } , { SA_MAGICROD, "MAGICROD", "Magic_Rod" } , { SA_MONOCELL, "MONOCELL", "Monocell" } , { SA_QUESTION, "QUESTION", "Question?" } , { SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish" } , { SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon" } , { SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell" } , { SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster" } , { SA_TAMINGMONSTER, "TAMINGMONSTER", "Taming_Monster" } , { SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale" } , { SA_VOLCANO, "VOLCANO", "Volcano" } , { SG_DEVIL, "DEVIL", "Devil" } , { SG_FEEL, "FEEL", "Feel" } , { SG_FRIEND, "FRIEND", "Friend" } , { SG_FUSION, "FUSION", "Fusion" } , { SG_HATE, "HATE", "Hate" } , { SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge" } , { SG_MOON_ANGER, "ANGER", "Moon Anger" } , { SG_MOON_BLESS, "BLESS", "Moon Bless" } , { SG_MOON_COMFORT, "COMFORT", "Moon Comfort" } , { SG_MOON_WARM, "WARM", "Moon Warm" } , { SG_STAR_ANGER, "ANGER", "Star Anger" } , { SG_STAR_BLESS, "BLESS", "Star Bless" } , { SG_STAR_COMFORT, "COMFORT", "Star Comfort" } , { SG_STAR_WARM, "WARM", "Star Warm" } , { SG_SUN_ANGER, "ANGER", "Sun Anger" } , { SG_SUN_BLESS, "BLESS", "Sun Bless" } , { SG_SUN_COMFORT, "COMFORT", "Sun Comfort" } , { SG_SUN_WARM, "WARM", "Sun Warm" } , { SL_ALCHEMIST, "ALCHEMIST", "Alchemist" } , { SL_ASSASIN, "ASSASIN", "Assasin" } , { SL_BARDDANCER, "BARDDANCER", "Bard Dancer" } , { SL_BLACKSMITH, "BLACKSMITH", "Black Smith" } , { SL_CRUSADER, "CRUSADER", "Crusader" } , { SL_HUNTER, "HUNTER", "Hunter" } , { SL_KAAHI, "KAAHI", "Kaahi" } , { SL_KAINA, "KAINA", "Kaina" } , { SL_KAITE, "KAITE", "Kaite" } , { SL_KAIZEL, "KAIZEL", "Kaizel" } , { SL_KAUPE, "KAUPE", "Kaupe" } , { SL_KNIGHT, "KNIGHT", "Knight" } , { SL_MONK, "MONK", "Monk" } , { SL_PRIEST, "PRIEST", "Priest" } , { SL_ROGUE, "ROGUE", "Rogue" } , { SL_SAGE, "SAGE", "Sage" } , { SL_SKA, "SKA", "SKA" } , { SL_SKE, "SKE", "SKE" } , { SL_SMA, "SMA", "SMA" } , { SL_SOULLINKER, "SOULLINKER", "Soul Linker" } , { SL_STAR, "STAR", "Star" } , { SL_STIN, "STIN", "Stin" } , { SL_STUN, "STUN", "Stun" } , { SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice" } , { SL_SWOO, "SWOO", "Swoo" } , { SL_WIZARD, "WIZARD", "Wizard" } , { SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk" } , { SM_BASH, "BASH", "Bash" } , { SM_ENDURE, "ENDURE", "Endure" } , { SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point" } , { SM_MAGNUM, "MAGNUM", "Magnum_Break" } , { SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery" } , { SM_PROVOKE, "PROVOKE", "Provoke" } , { SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery" } , { SM_SWORD, "SWORD", "Sword_Mastery" } , { SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery" } , { SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault" } , { SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting" } , { SN_SIGHT, "SIGHT", "True_Sight" } , { SN_WINDWALK, "WINDWALK", "Wind_Walk" } , { ST_CHASEWALK, "CHASEWALK", "Chase_Walk" } , { ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword" } , { ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack" } , { TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding" } , { TF_DETOXIFY, "DETOXIFY", "Detoxify" } , { TF_DOUBLE, "DOUBLE", "Double_Attack" } , { TF_HIDING, "HIDING", "Hiding" } , { TF_MISS, "MISS", "Improve_Dodge" } , { TF_PICKSTONE, "PICKSTONE", "Take_Stone" } , { TF_POISON, "POISON", "Envenom" } , { TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand" } , { TF_STEAL, "STEAL", "Steal" } , { TF_THROWSTONE, "THROWSTONE", "Throw_Stone" } , { TK_COUNTER, "COUNTER", "Counter" } , { TK_DODGE, "DODGE", "Dodge" } , { TK_DOWNKICK, "DOWNKICK", "Down Kick" } , { TK_HIGHJUMP, "HIGHJUMP", "High Jump" } , { TK_HPTIME, "HPTIME", "HP Time" } , { TK_JUMPKICK, "JUMPKICK", "Jump Kick" } , { TK_POWER, "POWER", "Power" } , { TK_READYCOUNTER, "READYCOUNTER", "Ready Counter" } , { TK_READYDOWN, "READYDOWN", "Ready Down" } , { TK_READYSTORM, "READYSTORM", "Ready Storm" } , { TK_READYTURN, "READYTURN", "Ready Turn" } , { TK_RUN, "RUN", "TK_RUN" } , { TK_SEVENWIND, "SEVENWIND", "Seven Wind" } , { TK_SPTIME, "SPTIME", "SP Time" } , { TK_STORMKICK, "STORMKICK", "Storm Kick" } , { TK_TURNKICK, "TURNKICK", "Turn Kick" } , { WE_BABY, "BABY", "Adopt_Baby" } , { WE_CALLBABY, "CALLBABY", "Call_Baby" } , { WE_CALLPARENT, "CALLPARENT", "Call_Parent" } , { WE_CALLPARTNER, "CALLPARTNER", "I Want to See You" } , { WE_FEMALE, "FEMALE", "I Only Look Up to You" } , { WE_MALE, "MALE", "I Will Protect You" } , { WS_CARTBOOST, "CARTBOOST", "Cart_Boost" } , { WS_CREATECOIN, "CREATECOIN", "Create_Coins" } , { WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets" } , { WS_MELTDOWN, "MELTDOWN", "Meltdown" } , { WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower" } , { WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike" } , { WZ_ESTIMATION, "ESTIMATION", "Sense" } , { WZ_FIREIVY, "FIREIVY", "Fire_Ivy" } , { WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar" } , { WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova" } , { WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive" } , { WZ_ICEWALL, "ICEWALL", "Ice_Wall" } , { WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder" } , { WZ_METEOR, "METEOR", "Meteor_Storm" } , { WZ_QUAGMIRE, "QUAGMIRE", "Quagmire" } , { WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher" } , { WZ_STORMGUST, "STORMGUST", "Storm_Gust" } , { WZ_VERMILION, "VERMILION", "Lord_of_Vermilion" } , { WZ_WATERBALL, "WATERBALL", "Water_Ball" } , { 0, 0, 0 } }; static const int dirx[8]={0,-1,-1,-1,0,1,1,1}; static const int diry[8]={1,1,0,-1,-1,-1,0,1}; static int rdamage; /* スキルデータベース */ struct skill_db skill_db[MAX_SKILL_DB]; /* アイテム作成データベース */ struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; /* 矢作成スキルデータベース */ struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; /* アブラカダブラ発動スキルデータベース */ struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; int skill_get_hit( int id ){ return skill_db[id].hit; } int skill_get_inf( int id ){ return skill_db[id].inf; } int skill_get_pl( int id ){ return skill_db[id].pl; } int skill_get_nk( int id ){ return skill_db[id].nk; } int skill_get_max( int id ){ return skill_db[id].max; } int skill_get_range( int id , int lv ){ return (lv <= 0) ? 0:skill_db[id].range[lv-1]; } int skill_get_hp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].hp[lv-1]; } int skill_get_sp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].sp[lv-1]; } int skill_get_zeny( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].zeny[lv-1]; } int skill_get_num( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].num[lv-1]; } int skill_get_cast( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].cast[lv-1]; } int skill_get_delay( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].delay[lv-1]; } int skill_get_time( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time[lv-1]; } int skill_get_time2( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1]; } int skill_get_castdef( int id ){ return skill_db[id].cast_def_rate; } int skill_get_weapontype( int id ){ return skill_db[id].weapon; } int skill_get_inf2( int id ){ return skill_db[id].inf2; } int skill_get_maxcount( int id ){ return skill_db[id].maxcount; } int skill_get_blewcount( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1]; } int skill_get_mhp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].mhp[lv-1]; } int skill_get_castnodex( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].castnodex[lv-1]; } /* プロトタイプ */ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag); int skill_check_condition( struct map_session_data *sd,int type); int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); int skill_frostjoke_scream(struct block_list *bl,va_list ap); int skill_status_change_timer_sub(struct block_list *bl, va_list ap ); int skill_attack_area(struct block_list *bl,va_list ap); int skill_abra_dataset(int skilllv); int skill_clear_element_field(struct block_list *bl); int skill_landprotector(struct block_list *bl, va_list ap ); int skill_trap_splash(struct block_list *bl, va_list ap ); int skill_count_target(struct block_list *bl, va_list ap ); // [MouseJstr] - skill ok to cast? and when? int skillnotok(int skillid, struct map_session_data *sd) { if (sd == 0) return 0; if (pc_isGM(sd) >= 20) return 0; // gm's can do anything damn thing they want switch (skillid) { case AL_WARP: case AL_TELEPORT: case MC_VENDING: case MC_IDENTIFY: return 0; // always allowed default: return(map[sd->bl.m].flag.noskill); } } static int distance(int x0,int y0,int x1,int y1) { int dx,dy; dx=abs(x0-x1); dy=abs(y0-y1); return dx>dy ? dx : dy; } /* スキルユニットIDを返す(これもデータベースに入れたいな) */ int skill_get_unit_id(int id,int flag) { switch(id){ case MG_SAFETYWALL: return 0x7e; /* セイフティウォール */ case MG_FIREWALL: return 0x7f; /* ファイアーウォール */ case AL_WARP: return (flag==0)?0x81:0x80; /* ワープポータル */ case PR_BENEDICTIO: return 0x82; /* 聖体降福 */ case PR_SANCTUARY: return 0x83; /* サンクチュアリ */ case PR_MAGNUS: return 0x84; /* マグヌスエクソシズム */ case AL_PNEUMA: return 0x85; /* ニューマ */ case MG_THUNDERSTORM: return 0x86; /* サンダーストーム */ case WZ_HEAVENDRIVE: return 0x86; /* ヘヴンズドライブ */ case WZ_SIGHTRASHER: return 0x86; /* サイトラッシャー */ case WZ_METEOR: return 0x86; /* メテオストーム */ case WZ_VERMILION: return 0x86; /* ロードオブヴァーミリオン */ case WZ_FROSTNOVA: return 0x86; /* フロストノヴァ */ case WZ_STORMGUST: return 0x86; /* ストームガスト(とりあえずLoVと同じで処理) */ case CR_GRANDCROSS: return 0x86; /* グランドクロス */ case WZ_FIREPILLAR: return (flag==0)?0x87:0x88; /* ファイアーピラー */ case HT_TALKIEBOX: return 0x99; /* トーキーボックス */ case WZ_ICEWALL: return 0x8d; /* アイスウォール */ case WZ_QUAGMIRE: return 0x8e; /* クァグマイア */ case HT_BLASTMINE: return 0x8f; /* ブラストマイン */ case HT_SKIDTRAP: return 0x90; /* スキッドトラップ */ case HT_ANKLESNARE: return 0x91; /* アンクルスネア */ case AS_VENOMDUST: return 0x92; /* ベノムダスト */ case HT_LANDMINE: return 0x93; /* ランドマイン */ case HT_SHOCKWAVE: return 0x94; /* ショックウェーブトラップ */ case HT_SANDMAN: return 0x95; /* サンドマン */ case HT_FLASHER: return 0x96; /* フラッシャー */ case HT_FREEZINGTRAP: return 0x97; /* フリージングトラップ */ case HT_CLAYMORETRAP: return 0x98; /* クレイモアートラップ */ case SA_VOLCANO: return 0x9a; /* ボルケーノ */ case SA_DELUGE: return 0x9b; /* デリュージ */ case SA_VIOLENTGALE: return 0x9c; /* バイオレントゲイル */ case SA_LANDPROTECTOR: return 0x9d; /* ランドプロテクター */ case BD_LULLABY: return 0x9e; /* 子守歌 */ case BD_RICHMANKIM: return 0x9f; /* ニヨルドの宴 */ case BD_ETERNALCHAOS: return 0xa0; /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD:return 0xa1; /* 戦太鼓の響き */ case BD_RINGNIBELUNGEN: return 0xa2; /* ニーベルングの指輪 */ case BD_ROKISWEIL: return 0xa3; /* ロキの叫び */ case BD_INTOABYSS: return 0xa4; /* 深淵の中に */ case BD_SIEGFRIED: return 0xa5; /* 不死身のジークフリード */ case BA_DISSONANCE: return 0xa6; /* 不協和音 */ case BA_WHISTLE: return 0xa7; /* 口笛 */ case BA_ASSASSINCROSS: return 0xa8; /* 夕陽のアサシンクロス */ case BA_POEMBRAGI: return 0xa9; /* ブラギの詩 */ case BA_APPLEIDUN: return 0xaa; /* イドゥンの林檎 */ case DC_UGLYDANCE: return 0xab; /* 自分勝手なダンス */ case DC_HUMMING: return 0xac; /* ハミング */ case DC_DONTFORGETME: return 0xad; /* 私を忘れないで… */ case DC_FORTUNEKISS: return 0xae; /* 幸運のキス */ case DC_SERVICEFORYOU: return 0xaf; /* サービスフォーユー */ case RG_GRAFFITI: return 0xb0; /* グラフィティ */ case AM_DEMONSTRATION: return 0xb1; /* デモンストレーション */ case WE_CALLPARTNER: return 0xb2; /* あなたに逢いたい */ case PA_GOSPEL: return 0xb3; /* ゴスペル */ case HP_BASILICA: return 0xb4; /* バジリカ */ case PF_FOGWALL: return 0xb6; /* フォグウォール */ case PF_SPIDERWEB: return 0xb7; /* スパイダーウェッブ */ } return 0; /* 0x89,0x8a,0x8b 表示無し 0x9a 炎属性の詠唱みたいなエフェクト 0x9b 水属性の詠唱みたいなエフェクト 0x9c 風属性の詠唱みたいなエフェクト 0x9d 白い小さなエフェクト 0xb1 Alchemist Demonstration 0xb2 = Pink Warp Portal 0xb3 = Gospel For Paladin 0xb4 = Basilica 0xb5 = Empty 0xb6 = Fog Wall for Professor 0xb7 = Spider Web for Professor 0xb8 = Empty 0xb9 = */ } /*========================================== * スキル追加効果 *------------------------------------------ */ int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick) { /* MOB追加効果スキル用 */ const int sc[]={ SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN, SC_STONE, SC_CURSE, SC_SLEEP }; const int sc2[]={ MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK, NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK, NPC_SILENCEATTACK,0,NPC_BLINDATTACK }; struct map_session_data *sd=NULL; struct map_session_data *dstsd=NULL; struct mob_data *md=NULL; struct mob_data *dstmd=NULL; struct pet_data *pd=NULL; int skill,skill2; int rate,luk; int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk; int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2; nullpo_retr(0, src); nullpo_retr(0, bl); if(skilllv < 0) return 0; if(src->type==BL_PC){ nullpo_retr(0, sd=(struct map_session_data *)src); }else if(src->type==BL_MOB){ nullpo_retr(0, md=(struct mob_data *)src); //未使用? }else if(src->type==BL_PET){ nullpo_retr(0, pd=(struct pet_data *)src); // [Valaris] } //対象の耐性 luk = battle_get_luk(bl); sc_def_mdef=100 - (3 + battle_get_mdef(bl) + luk/3); sc_def_vit=100 - (3 + battle_get_vit(bl) + luk/3); sc_def_int=100 - (3 + battle_get_int(bl) + luk/3); sc_def_luk=100 - (3 + luk); //自分の耐性 luk = battle_get_luk(src); sc_def_mdef2=100 - (3 + battle_get_mdef(src) + luk/3); sc_def_vit2=100 - (3 + battle_get_vit(src) + luk/3); sc_def_int2=100 - (3 + battle_get_int(src) + luk/3); sc_def_luk2=100 - (3 + luk); if(bl->type==BL_PC) dstsd=(struct map_session_data *)bl; else if(bl->type==BL_MOB){ dstmd=(struct mob_data *)bl; //未使用? if(sc_def_mdef>50) sc_def_mdef=50; if(sc_def_vit>50) sc_def_vit=50; if(sc_def_int>50) sc_def_int=50; if(sc_def_luk>50) sc_def_luk=50; } if(sc_def_mdef<0) sc_def_mdef=0; if(sc_def_vit<0) sc_def_vit=0; if(sc_def_int<0) sc_def_int=0; switch(skillid){ case 0: /* 通常攻撃 */ /* 自動鷹 */ if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && rand()%1000 <= sd->paramc[5]*10/3+1 ) { int lv=(sd->status.job_level+9)/10; skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skillstatus.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0) if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) { if(pc_steal_item(sd,bl)) clif_skill_nodamage(src,bl,TF_STEAL,skill2,1); else clif_skill_fail(sd,skillid,0,0); } break; case SM_BASH: /* バッシュ(急所攻撃) */ if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){ if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 ) skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0); } break; case TF_POISON: /* インベナム */ case AS_SPLASHER: /* ベナムスプラッシャー */ if(rand()%100< (2*skilllv+10)*sc_def_vit/100 ) skill_status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); else{ if(sd && skillid==TF_POISON) clif_skill_fail(sd,skillid,0,0); } break; case AS_SONICBLOW: /* ソニックブロー */ if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case HT_FREEZINGTRAP: /* フリージングトラップ */ rate=skilllv*3+35; if(rand()%100 < rate*sc_def_mdef/100) skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case MG_FROSTDIVER: /* フロストダイバー */ case WZ_FROSTNOVA: /* フロストノヴァ */ rate=(skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15; rate=rate<=5?5:rate; if(rand()%100 < rate) skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); else if(sd) clif_skill_fail(sd,skillid,0,0); break; case WZ_STORMGUST: /* ストームガスト */ { struct status_change *sc_data = battle_get_sc_data(bl); if(sc_data) { sc_data[SC_FREEZE].val3++; if(sc_data[SC_FREEZE].val3 >= 3) skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } } break; case HT_LANDMINE: /* ランドマイン */ if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 ) skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case HT_SHOCKWAVE: /* ショックウェーブトラップ */ if(map[bl->m].flag.pvp && dstsd){ dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100; pc_calcstatus(dstsd,0); } break; case HT_SANDMAN: /* サンドマン */ if( rand()%100 < (5*skilllv+30)*sc_def_int/100 ) skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case TF_SPRINKLESAND: /* 砂まき */ if( rand()%100 < 15*sc_def_int/100 ) skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case TF_THROWSTONE: /* 石投げ */ if( rand()%100 < 5*sc_def_vit/100 ) skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case CR_HOLYCROSS: /* ホーリークロス */ if( rand()%100 < 3*skilllv*sc_def_int/100 ) skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case CR_GRANDCROSS: /* グランドクロス */ { int race = battle_get_race(bl); if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //強制付与だが完全耐性には無効 skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } break; case CR_SHIELDCHARGE: /* シールドチャージ */ if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case RG_RAID: /* サプライズアタック */ if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 ) skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); if( rand()%100 < (10+3*skilllv)*sc_def_int/100 ) skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case BA_FROSTJOKE: if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100) skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case DC_SCREAM: if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 ) skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case BD_LULLABY: /* 子守唄 */ if( rand()%100 < 15*sc_def_int/100 ) skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; /* MOBの追加効果付きスキル */ case NPC_PETRIFYATTACK: if(rand()%100 < sc_def_mdef) skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_POISON: case NPC_SILENCEATTACK: case NPC_STUNATTACK: if(rand()%100 < sc_def_vit && src->type!=BL_PET) skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); if(src->type==BL_PET) skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0); break; case NPC_CURSEATTACK: if(rand()%100 < sc_def_luk) skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_SLEEPATTACK: case NPC_BLINDATTACK: if(rand()%100 < sc_def_int) skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_MENTALBREAKER: if(dstsd) { int sp = dstsd->status.max_sp*(10+skilllv)/100; if(sp < 1) sp = 1; pc_heal(dstsd,0,-sp); } break; // -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion) // case WZ_METEOR: if(rand()%100 < sc_def_vit) skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case WZ_VERMILION: if(rand()%100 < sc_def_int) skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; // -- moonsoul (stun ability of new champion skill tigerfist) // case CH_TIGERFIST: if( rand()%100 < (5 + skilllv*5)*sc_def_vit/100 ) skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case LK_SPIRALPIERCE: if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case ST_REJECTSWORD: /* フリージングトラップ */ if( rand()%100 < (10 + skilllv*5) ) skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case PF_FOGWALL: /* ホーリークロス */ if( rand()%100 < 3*skilllv*sc_def_int/100 ) skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case LK_HEADCRUSH: /* ヘッドクラッシュ */ {//条件が良く分からないので適当に int race=battle_get_race(bl); if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) skill_status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } break; case LK_JOINTBEAT: /* ジョイントビート */ //条件が良く分からないので適当に if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) skill_status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case PF_SPIDERWEB: /* スパイダーウェッブ */ { int sec=skill_get_time2(skillid,skilllv); if(map[src->m].flag.pvp) //PvPでは拘束時間半減? sec = sec/2; battle_stopwalking(bl,1); skill_status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0); } break; case ASC_METEORASSAULT: /* メテオアサルト */ if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //状態異常は詳細が分からないので適当に skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); if( rand()%100 < (10+3*skilllv)*sc_def_int/100 ) skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */ //阿修羅を使うと5分間自然回復しないようになる skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ); break; } if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カードによる追加効果 */ int i; int sc_def_card=100; for(i=SC_STONE;i<=SC_BLIND;i++){ //対象に状態異常 if(i==SC_STONE || i==SC_FREEZE) sc_def_card=sc_def_mdef; else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE) sc_def_card=sc_def_vit; else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND) sc_def_card=sc_def_int; else if(i==SC_CURSE) sc_def_card=sc_def_luk; if(!sd->state.arrow_atk) { if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){ if(battle_config.battle_log) printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]); skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); } } else { if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){ if(battle_config.battle_log) printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]); skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); } } //自分に状態異常 if(i==SC_STONE || i==SC_FREEZE) sc_def_card=sc_def_mdef2; else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE) sc_def_card=sc_def_vit2; else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND) sc_def_card=sc_def_int2; else if(i==SC_CURSE) sc_def_card=sc_def_luk2; if(!sd->state.arrow_atk) { if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){ if(battle_config.battle_log) printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]); skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); } } else { if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){ if(battle_config.battle_log) printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]); skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); } } } } return 0; } /*========================================================================= スキル攻撃吹き飛ばし処理 -------------------------------------------------------------------------*/ int skill_blown( struct block_list *src, struct block_list *target,int count) { int dx=0,dy=0,nx,ny; int x=target->x,y=target->y; int ret,prev_state=MS_IDLE; int moveblock; struct map_session_data *sd=NULL; struct mob_data *md=NULL; struct pet_data *pd=NULL; struct skill_unit *su=NULL; nullpo_retr(0, src); nullpo_retr(0, target); if(target->type==BL_PC){ nullpo_retr(0, sd=(struct map_session_data *)target); }else if(target->type==BL_MOB){ nullpo_retr(0, md=(struct mob_data *)target); }else if(target->type==BL_PET){ nullpo_retr(0, pd=(struct pet_data *)target); }else if(target->type==BL_SKILL){ nullpo_retr(0, su=(struct skill_unit *)target); }else return 0; if(!(count&0x10000 && (sd||md||pd||su))){ /* 指定なしなら位置関係から方向を求める */ dx=target->x-src->x; dx=(dx>0)?1:((dx<0)?-1: 0); dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0); } if(dx==0 && dy==0){ int dir=battle_get_dir(target); if(dir>=0 && dir<8){ dx=-dirx[dir]; dy=-diry[dir]; } } ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff); nx=ret>>16; ny=ret&0xffff; moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE); if(count&0x20000) { battle_stopwalking(target,1); if(sd){ sd->to_x=nx; sd->to_y=ny; sd->walktimer = 1; clif_walkok(sd); clif_movechar(sd); } else if(md) { md->to_x=nx; md->to_y=ny; prev_state = md->state.state; md->state.state = MS_WALK; clif_fixmobpos(md); } else if(pd) { pd->to_x=nx; pd->to_y=ny; prev_state = pd->state.state; pd->state.state = MS_WALK; clif_fixpetpos(pd); } } else battle_stopwalking(target,2); dx = nx - x; dy = ny - y; if(sd) /* 画面外に出たので消去 */ map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd); else if(md) map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md); else if(pd) map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd); if(su){ skill_unit_move_unit_group(su->group,target->m,dx,dy); }else{ // struct status_change *sc_data=battle_get_sc_data(target); if(moveblock) map_delblock(target); target->x=nx; target->y=ny; if(moveblock) map_addblock(target); /*ダンス中にエフェクトは移動しないらしい if(sc_data && sc_data[SC_DANCING].timer!=-1){ //対象がダンス中なのでエフェクトも移動 struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2; if(sg) skill_unit_move_unit_group(sg,target->m,dx,dy); } */ } if(sd) { /* 画面内に入ってきたので表示 */ map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd); if(count&0x20000) sd->walktimer = -1; } else if(md) { map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md); if(count&0x20000) md->state.state = prev_state; } else if(pd) { map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd); if(count&0x20000) pd->state.state = prev_state; } skill_unit_move(target,gettick(),(count&0xffff)+7); /* スキルユニットの判定 */ return 0; } /* * ========================================================================= * スキル攻撃効果処理まとめ * flagの説明。16進図 * 00XRTTff * ff = magicで計算に渡される) * TT = パケットのtype部分(0でデフォルト) * X = パケットのスキルLv * R = 予約(skill_area_subで使用する) *------------------------------------------------------------------------- */ int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ) { struct Damage dmg; struct status_change *sc_data; int type,lv,damage; rdamage = 0; nullpo_retr(0, src); nullpo_retr(0, dsrc); nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); //何もしない判定ここから if(dsrc->m != bl->m) //対象が同じマップにいなければ何もしない return 0; if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※ return 0; if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //術者?がPCですでに死んでいたら何もしない return 0; if(dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //術者?がPCですでに死んでいたら何もしない return 0; if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //対象がPCですでに死んでいたら何もしない return 0; if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *) bl)) return 0; // [MouseJstr] if(sc_data && sc_data[SC_HIDING].timer != -1) { //ハイディング状態で if(skill_get_pl(skillid) != 2) //スキルの属性が地属性でなければ何もしない return 0; } if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない return 0; if(skillid == WZ_STORMGUST) { //使用スキルがストームガストで if(sc_data && sc_data[SC_FREEZE].timer != -1) //凍結状態なら何もしない return 0; } if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない return 0; if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //術者がPCでチャット中なら何もしない return 0; if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //術者がPCでチャット中なら何もしない return 0; if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0) return 0; //何もしない判定ここまで type=-1; lv=(flag>>20)&0xf; dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダメージ計算 //マジックロッド処理ここから if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //魔法攻撃でマジックロッド状態でsrc=dsrcなら dmg.damage = dmg.damage2 = 0; //ダメージ0 if(bl->type == BL_PC) { //対象がPCの場合 int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸収 sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸収率計算 if(skillid == WZ_WATERBALL && skilllv > 1) //ウォーターボールLv1以上 sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算? if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値 else if(sp < 1) sp = 1; //1以下の場合は1 if(((struct map_session_data *)bl)->status.sp + sp > ((struct map_session_data *)bl)->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合 sp = ((struct map_session_data *)bl)->status.max_sp - ((struct map_session_data *)bl)->status.sp; //SPをMSP-現在SPにする ((struct map_session_data *)bl)->status.sp = ((struct map_session_data *)bl)->status.max_sp; //現在のSPにMSPを代入 } else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算 ((struct map_session_data *)bl)->status.sp += sp; clif_heal(((struct map_session_data *)bl)->fd,SP_SP,sp); //SP回復エフェクトの表示 ((struct map_session_data *)bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); // } clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示 } //マジックロッド処理ここまで if(src->type==BL_PET) { // [Valaris] dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), battle_get_element(bl) ); dmg.damage2=0; } damage = dmg.damage + dmg.damage2; if(lv==15) lv=-1; if( flag&0xff00 ) type=(flag&0xff00)>>8; if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※ dmg.blewcount = 0; if(skillid == CR_GRANDCROSS) {//グランドクロス if(battle_config.gx_disptype) dsrc = src; // 敵ダメージ白文字表示 if( src == bl) type = 4; // 反動はダメージモーションなし } //使用者がPCの場合の処理ここから if(src->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)src; nullpo_retr(0, sd); //連打掌(MO_CHAINCOMBO)ここから if(skillid == MO_CHAINCOMBO) { int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); //基本ディレイの計算 if(damage < battle_get_hp(bl)) { //ダメージが対象のHPより小さい場合 if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&気球保持時は+300ms delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 skill_status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 } //連打掌(MO_CHAINCOMBO)ここまで //猛龍拳(MO_COMBOFINISH)ここから else if(skillid == MO_COMBOFINISH) { int delay = 700 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); if(damage < battle_get_hp(bl)) { //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms //伏虎拳(CH_TIGERFIST)取得時も+300ms if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) || (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) || (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)) delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 skill_status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 } //猛龍拳(MO_COMBOFINISH)ここまで //伏虎拳(CH_TIGERFIST)ここから else if(skillid == CH_TIGERFIST) { int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); if(damage < battle_get_hp(bl)) { if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩撃(CH_CHAINCRUSH)取得時は+300ms delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 skill_status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 } //伏虎拳(CH_TIGERFIST)ここまで //連柱崩撃(CH_CHAINCRUSH)ここから else if(skillid == CH_CHAINCRUSH) { int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); if(damage < battle_get_hp(bl)) { //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 skill_status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 } //連柱崩撃(CH_CHAINCRUSH)ここまで } //使用者がPCの場合の処理ここまで //武器スキル?ここから //AppleGirl Was Here if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah if(bl->type == BL_PC) { //Blah Blah struct map_session_data *tsd = (struct map_session_data *)bl; if(tsd->magic_damage_return > 0) { //More Blah rdamage += damage * tsd->magic_damage_return / 100; if(rdamage < 1) rdamage = 1; } } } //Stop Here if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc) { //武器スキル&ダメージあり&使用者と対象者が違う&src=dsrc if(dmg.flag&BF_SHORT) { //近距離攻撃時?※ if(bl->type == BL_PC) { //対象がPCの時 struct map_session_data *tsd = (struct map_session_data *)bl; nullpo_retr(0, tsd); if(tsd->short_weapon_damage_return > 0) { //近距離攻撃跳ね返し?※ rdamage += damage * tsd->short_weapon_damage_return / 100; if(rdamage < 1) rdamage = 1; } } if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシールド時 rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算 if(rdamage < 1) rdamage = 1; } } else if(dmg.flag&BF_LONG) { //遠距離攻撃時?※ if(bl->type == BL_PC) { //対象がPCの時 struct map_session_data *tsd = (struct map_session_data *)bl; nullpo_retr(0, tsd); if(tsd->long_weapon_damage_return > 0) { //遠距離攻撃跳ね返し?※ rdamage += damage * tsd->long_weapon_damage_return / 100; if(rdamage < 1) rdamage = 1; } } } if(rdamage > 0) clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); } //武器スキル?ここまで switch(skillid){ case WZ_SIGHTRASHER: clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, 5); break; case AS_SPLASHER: clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); break; case NPC_SELFDESTRUCTION: case NPC_SELFDESTRUCTION2: break; default: clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type ); } if(dmg.blewcount > 0 && !map[src->m].flag.gvg) { /* 吹き飛ばし処理とそのパケット */ if(skillid == WZ_SIGHTRASHER) skill_blown(src,bl,dmg.blewcount); else skill_blown(dsrc,bl,dmg.blewcount); if(bl->type == BL_MOB) clif_fixmobpos((struct mob_data *)bl); else if(bl->type == BL_PET) clif_fixpetpos((struct pet_data *)bl); else clif_fixpos(bl); } map_freeblock_lock(); /* 実際にダメージ処理を行う */ if(skillid != KN_BOWLINGBASH || flag) battle_damage(src,bl,damage,0); if(skillid == RG_INTIMIDATE && damage > 0 && !(battle_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) { int s_lv = battle_get_lv(src),t_lv = battle_get_lv(bl); int rate = 50 + skilllv * 5; rate = rate + (s_lv - t_lv); if(rand()%100 < rate) skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag); } if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM)){ struct map_session_data *tsd = (struct map_session_data *)bl; nullpo_retr(0, tsd); if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id && !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){ //既に盗んでいるスキルがあれば該当スキルを消す if (tsd->cloneskill_id && tsd->cloneskill_lv && tsd->status.skill[tsd->cloneskill_id].flag==13){ tsd->status.skill[tsd->cloneskill_id].id=0; tsd->status.skill[tsd->cloneskill_id].lv=0; tsd->status.skill[tsd->cloneskill_id].flag=0; } tsd->cloneskill_id=skillid; tsd->cloneskill_lv=skilllv; tsd->status.skill[skillid].id=skillid; tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))? skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM); tsd->status.skill[skillid].flag=13;//cloneskill flag clif_skillinfoblock(tsd); } } /* ダメージがあるなら追加効果判定 */ if(bl->prev != NULL){ struct map_session_data *sd = (struct map_session_data *)bl; nullpo_retr(0, sd); if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) { if(damage > 0) skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick); if(bl->type==BL_MOB && src!=bl) /* スキル使用条件のMOBスキル */ { struct mob_data *md=(struct mob_data *)bl; nullpo_retr(0, md); if(battle_config.mob_changetarget_byskill == 1) { int target; target=md->target_id; if(src->type == BL_PC) md->target_id=src->id; mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16)); md->target_id=target; } else mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16)); } } } if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) { struct map_session_data *sd = (struct map_session_data *)src; int hp = 0,sp = 0; nullpo_retr(0, sd); if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) { hp += (dmg.damage * sd->hp_drain_per)/100; if(sd->hp_drain_rate > 0 && hp < 1) hp = 1; else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1; } if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) { hp += (dmg.damage2 * sd->hp_drain_per_)/100; if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1; else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1; } if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) { sp += (dmg.damage * sd->sp_drain_per)/100; if(sd->sp_drain_rate > 0 && sp < 1) sp = 1; else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1; } if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) { sp += (dmg.damage2 * sd->sp_drain_per_)/100; if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1; else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1; } if(hp || sp) pc_heal(sd,hp,sp); } if((skillid != KN_BOWLINGBASH || flag) && rdamage > 0) battle_damage(bl,src,rdamage,0); if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) { if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id) battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1); skill_status_change_end(bl,SC_AUTOCOUNTER,-1); } map_freeblock_unlock(); return (dmg.damage+dmg.damage2); /* 与ダメを返す */ } /*========================================== * スキル範囲攻撃用(map_foreachinareaから呼ばれる) * flagについて:16進図を確認 * MSB <- 00fTffff ->LSB * T =ターゲット選択用(BCT_*) * ffff=自由に使用可能 * 0 =予約。0に固定 *------------------------------------------ */ static int skill_area_temp[8]; /* 一時変数。必要なら使う。 */ typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int); int skill_area_sub( struct block_list *bl,va_list ap ) { struct block_list *src; int skill_id,skill_lv,flag; unsigned int tick; SkillFunc func; nullpo_retr(0, bl); nullpo_retr(0, ap); if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL) return 0; src=va_arg(ap,struct block_list *); //ここではsrcの値を参照していないのでNULLチェックはしない skill_id=va_arg(ap,int); skill_lv=va_arg(ap,int); tick=va_arg(ap,unsigned int); flag=va_arg(ap,int); func=va_arg(ap,SkillFunc); if(battle_check_target(src,bl,flag) > 0) func(src,bl,skill_id,skill_lv,tick,flag); return 0; } static int skill_check_unit_range_sub( struct block_list *bl,va_list ap ) { struct skill_unit *unit; int *c,x,y,range,sx[4],sy[4]; int t_range,tx[4],ty[4]; int i,r_flag,skillid; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, unit = (struct skill_unit *)bl); nullpo_retr(0, c = va_arg(ap,int *)); if(bl->prev == NULL || bl->type != BL_SKILL) return 0; if(!unit->alive) return 0; x = va_arg(ap,int); y = va_arg(ap,int); range = va_arg(ap,int); skillid = va_arg(ap,int); if(skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) { if(unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85) return 0; } else if(skillid == AL_WARP) { if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92) return 0; } else if((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP) || skillid == HT_TALKIEBOX) { if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92) return 0; } else if(skillid == WZ_FIREPILLAR) { if(unit->group->unit_id != 0x87) return 0; } else return 0; t_range=(unit->range!=0)? unit->range:unit->group->range; tx[0] = tx[3] = unit->bl.x - t_range; tx[1] = tx[2] = unit->bl.x + t_range; ty[0] = ty[1] = unit->bl.y - t_range; ty[2] = ty[3] = unit->bl.y + t_range; sx[0] = sx[3] = x - range; sx[1] = sx[2] = x + range; sy[0] = sy[1] = y - range; sy[2] = sy[3] = y + range; for(i=r_flag=0;i<4;i++) { if(sx[i] >= tx[0] && sx[i] <= tx[1] && sy[i] >= ty[0] && sy[i] <= ty[2]) { r_flag = 1; break; } if(tx[i] >= sx[0] && tx[i] <= sx[1] && ty[i] >= sy[0] && ty[i] <= sy[2]) { r_flag = 1; break; } } if(r_flag) (*c)++; return 0; } int skill_check_unit_range(int m,int x,int y,int range,int skillid) { int c = 0; map_foreachinarea(skill_check_unit_range_sub,m,x-10,y-10,x+10,y+10,BL_SKILL,&c,x,y,range,skillid); return c; } static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap ) { int *c; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, c = va_arg(ap,int *)); if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB)) return 0; if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) return 0; (*c)++; return 0; } int skill_check_unit_range2(int m,int x,int y,int range) { int c = 0; map_foreachinarea(skill_check_unit_range2_sub,m,x-range,y-range,x+range,y+range,0,&c); return c; } /*========================================================================= * 範囲スキル使用処理小分けここから */ /* 対象の数をカウントする。(skill_area_temp[0]を初期化しておくこと) */ int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag) { if(skill_area_temp[0] < 0xffff) skill_area_temp[0]++; return 0; } /*========================================== * *------------------------------------------ */ static int skill_timerskill(int tid, unsigned int tick, int id,int data ) { struct map_session_data *sd = NULL; struct mob_data *md = NULL; struct pet_data *pd = NULL; struct block_list *src = map_id2bl(id),*target; struct skill_timerskill *skl = NULL; int range; nullpo_retr(0, src); if(src->prev == NULL) return 0; if(src->type == BL_PC) { nullpo_retr(0, sd = (struct map_session_data *)src); skl = &sd->skilltimerskill[data]; } else if(src->type == BL_MOB) { nullpo_retr(0, md = (struct mob_data *)src); skl = &md->skilltimerskill[data]; } else if(src->type == BL_PET) { // [Valaris] nullpo_retr(0, pd = (struct pet_data *)src); skl = &pd->skilltimerskill[data]; } else return 0; nullpo_retr(0, skl); skl->timer = -1; if(skl->target_id) { struct block_list tbl; target = map_id2bl(skl->target_id); if(skl->skill_id == RG_INTIMIDATE) { if(target == NULL) { target = &tbl; //初期化してないのにアドレス突っ込んでいいのかな? target->type = BL_NUL; target->m = src->m; target->prev = target->next = NULL; } } if(target == NULL) return 0; if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE) return 0; if(src->m != target->m) return 0; if(sd && pc_isdead(sd)) return 0; if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE) return 0; switch(skl->skill_id) { case TF_BACKSLIDING: clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1); break; case RG_INTIMIDATE: if(sd && !map[src->m].flag.noteleport) { int x,y,i,j,c; pc_randomwarp(sd,3); for(i=0;i<16;i++) { j = rand()%8; x = sd->bl.x + dirx[j]; y = sd->bl.y + diry[j]; if((c=map_getcell(sd->bl.m,x,y)) != 1 && c != 5) break; } if(i >= 16) { x = sd->bl.x; y = sd->bl.y; } if(target->prev != NULL) { if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target)) pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3); else if(target->type == BL_MOB) mob_warp((struct mob_data *)target,-1,x,y,3); } } else if(md && !map[src->m].flag.monster_noteleport) { int x,y,i,j,c; mob_warp(md,-1,-1,-1,3); for(i=0;i<16;i++) { j = rand()%8; x = md->bl.x + dirx[j]; y = md->bl.y + diry[j]; if((c=map_getcell(md->bl.m,x,y)) != 1 && c != 5) break; } if(i >= 16) { x = md->bl.x; y = md->bl.y; } if(target->prev != NULL) { if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target)) pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3); else if(target->type == BL_MOB) mob_warp((struct mob_data *)target,-1,x,y,3); } } break; case BA_FROSTJOKE: /* 寒いジョーク */ case DC_SCREAM: /* スクリーム */ range=15; //視界全体 map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range, src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick); break; default: skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; } } else { if(src->m != skl->map) return 0; switch(skl->skill_id) { case WZ_METEOR: if(skl->type >= 0) { skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0); clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); } else skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0); break; } } return 0; } /*========================================== * *------------------------------------------ */ int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag) { int i; nullpo_retr(1, src); if(src->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)src; nullpo_retr(1, sd); for(i=0;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; 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); for(i=0;iskilltimerskill[i].timer != -1) { delete_timer(sd->skilltimerskill[i].timer, skill_timerskill); sd->skilltimerskill[i].timer = -1; } } } else if(src->type == BL_MOB) { struct mob_data *md = (struct mob_data *)src; nullpo_retr(0, md); for(i=0;iskilltimerskill[i].timer != -1) { delete_timer(md->skilltimerskill[i].timer, skill_timerskill); md->skilltimerskill[i].timer = -1; } } } return 0; } /* 範囲スキル使用処理小分けここまで * ------------------------------------------------------------------------- */ /*========================================== * スキル使用(詠唱完了、ID指定攻撃系) * (スパゲッティに向けて1歩前進!(ダメポ)) *------------------------------------------ */ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ) { struct map_session_data *sd=NULL; int i; nullpo_retr(1, src); nullpo_retr(1, bl); if(src->type==BL_PC) sd=(struct map_session_data *)src; if(sd && pc_isdead(sd)) return 1; if((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS) && src != bl) bl = src; if(bl->prev == NULL) return 1; if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) return 1; map_freeblock_lock(); switch(skillid) { /* 武器攻撃系スキル */ case SM_BASH: /* バッシュ */ case MC_MAMMONITE: /* メマーナイト */ case AC_DOUBLE: /* ダブルストレイフィング */ case AS_SONICBLOW: /* ソニックブロー */ case KN_PIERCE: /* ピアース */ case KN_SPEARBOOMERANG: /* スピアブーメラン */ case TF_POISON: /* インベナム */ case TF_SPRINKLESAND: /* 砂まき */ case AC_CHARGEARROW: /* チャージアロー */ case KN_SPEARSTAB: /* スピアスタブ */ case RG_RAID: /* サプライズアタック */ case RG_INTIMIDATE: /* インティミデイト */ case BA_MUSICALSTRIKE: /* ミュージカルストライク */ case DC_THROWARROW: /* 矢撃ち */ case BA_DISSONANCE: /* 不協和音 */ case CR_HOLYCROSS: /* ホーリークロス */ case CR_SHIELDCHARGE: case CR_SHIELDBOOMERANG: /* 以下MOB専用 */ /* 単体攻撃、SP減少攻撃、遠距離攻撃、防御無視攻撃、多段攻撃 */ case NPC_PIERCINGATT: case NPC_MENTALBREAKER: case NPC_RANGEATTACK: case NPC_CRITICALSLASH: case NPC_COMBOATTACK: /* 必中攻撃、毒攻撃、暗黒攻撃、沈黙攻撃、スタン攻撃 */ case NPC_GUIDEDATTACK: case NPC_POISON: case NPC_BLINDATTACK: case NPC_SILENCEATTACK: case NPC_STUNATTACK: /* 石化攻撃、呪い攻撃、睡眠攻撃、ランダムATK攻撃 */ case NPC_PETRIFYATTACK: case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case NPC_RANDOMATTACK: /* 水属性攻撃、地属性攻撃、火属性攻撃、風属性攻撃 */ case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: /* 毒属性攻撃、聖属性攻撃、闇属性攻撃、念属性攻撃、SP減少攻撃 */ case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_TELEKINESISATTACK: case LK_AURABLADE: /* オーラブレード */ case LK_SPIRALPIERCE: /* スパイラルピアース */ case LK_HEADCRUSH: /* ヘッドクラッシュ */ case LK_JOINTBEAT: /* ジョイントビート */ case PA_PRESSURE: /* プレッシャー */ case PA_SACRIFICE: /* サクリファイス */ case SN_SHARPSHOOTING: /* シャープシューティング */ case CG_ARROWVULCAN: /* アローバルカン */ case ASC_BREAKER: /* ソウルブレーカー */ case HW_MAGICCRASHER: /* マジッククラッシャー */ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case NPC_DARKBREATH: clif_emotion(src,7); skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); break; case MO_INVESTIGATE: /* 発勁 */ { struct status_change *sc_data = battle_get_sc_data(src); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(sc_data[SC_BLADESTOP].timer != -1) skill_status_change_end(src,SC_BLADESTOP,-1); } break; case SN_FALCONASSAULT: /* ファルコンアサルト */ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); break; case KN_BRANDISHSPEAR: /* ブランディッシュスピア */ { struct mob_data *md = (struct mob_data *)bl; nullpo_retr(1, md); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(md->hp > 0){ skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)); if(bl->type == BL_MOB) clif_fixmobpos((struct mob_data *)bl); else if(bl->type == BL_PET) clif_fixpetpos((struct pet_data *)bl); else clif_fixpos(bl); } } break; case RG_BACKSTAP: /* バックスタブ */ { int dir = map_calc_dir(src,bl->x,bl->y),t_dir = battle_get_dir(bl); int dist = distance(src->x,src->y,bl->x,bl->y); if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) { struct status_change *sc_data = battle_get_sc_data(src); if(sc_data && sc_data[SC_HIDING].timer != -1) skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除 skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); } else if(src->type == BL_PC) clif_skill_fail(sd,sd->skillid,0,0); } break; case AM_ACIDTERROR: /* アシッドテラー */ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking) pc_breakarmor((struct map_session_data *)bl); break; case MO_FINGEROFFENSIVE: /* 指弾 */ { struct status_change *sc_data = battle_get_sc_data(src); if(!battle_config.finger_offensive_type) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); else { skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(sd) { for(i=1;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) skill_status_change_end(src,SC_BLADESTOP,-1); } break; case MO_CHAINCOMBO: /* 連打掌 */ { struct status_change *sc_data = battle_get_sc_data(src); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(sc_data && sc_data[SC_BLADESTOP].timer != -1) skill_status_change_end(src,SC_BLADESTOP,-1); } break; case MO_COMBOFINISH: /* 猛龍拳 */ case CH_TIGERFIST: /* 伏虎拳 */ case CH_CHAINCRUSH: /* 連柱崩撃 */ case CH_PALMSTRIKE: /* 猛虎硬派山 */ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */ { struct status_change *sc_data = battle_get_sc_data(src); if(sd) { struct walkpath_data wpd; int dx,dy; dx = bl->x - sd->bl.x; dy = bl->y - sd->bl.y; if(dx > 0) dx++; else if(dx < 0) dx--; if(dy > 0) dy++; else if(dy < 0) dy--; if(dx == 0 && dy == 0) dx++; if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) { dx = bl->x - sd->bl.x; dy = bl->y - sd->bl.y; if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) { clif_skill_fail(sd,sd->skillid,0,0); break; } } sd->to_x = sd->bl.x + dx; sd->to_y = sd->bl.y + dy; skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); clif_walkok(sd); clif_movechar(sd); if(dx < 0) dx = -dx; if(dy < 0) dy = -dy; sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy); if(sd->canact_tick < sd->canmove_tick) sd->canact_tick = sd->canmove_tick; pc_movepos(sd,sd->to_x,sd->to_y); skill_status_change_end(&sd->bl,SC_COMBO,-1); } else skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); skill_status_change_end(src, SC_EXPLOSIONSPIRITS, -1); if(sc_data && sc_data[SC_BLADESTOP].timer != -1) skill_status_change_end(src,SC_BLADESTOP,-1); } break; /* 武器系範囲攻撃スキル */ case AC_SHOWER: /* アローシャワー */ case SM_MAGNUM: /* マグナムブレイク */ case AS_GRIMTOOTH: /* グリムトゥース */ case MC_CARTREVOLUTION: /* カートレヴォリューション */ case NPC_SPLASHATTACK: /* スプラッシュアタック */ case ASC_METEORASSAULT: /* メテオアサルト */ case AS_SPLASHER: /* [Valaris] */ if(flag&1){ /* 個別にダメージを与える */ if(bl->id!=skill_area_temp[1]){ int dist=0; if(skillid==SM_MAGNUM){ /* マグナムブレイクなら中心からの距離を計算 */ int dx=abs( bl->x - skill_area_temp[2] ); int dy=abs( bl->y - skill_area_temp[3] ); dist=((dx>dy)?dx:dy); } skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick, 0x0500|dist ); } }else{ int ar=1; int x=bl->x,y=bl->y; if( skillid==SM_MAGNUM){ x=src->x; y=src->y; }else if(skillid==AC_SHOWER || skillid==ASC_METEORASSAULT) /* アローシャワー、メテオアサルト範囲5*5 */ ar=2; else if(skillid==AS_SPLASHER) /* ベナムスプラッシャー範囲3*3 */ ar=1; else if(skillid==NPC_SPLASHATTACK) /* スプラッシュアタックは範囲7*7 */ ar=3; skill_area_temp[1]=bl->id; skill_area_temp[2]=x; skill_area_temp[3]=y; /* まずターゲットに攻撃を加える */ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); /* その後ターゲット以外の範囲内の敵全体に処理を行う */ map_foreachinarea(skill_area_sub, bl->m,x-ar,y-ar,x+ar,y+ar,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case KN_BOWLINGBASH: /* ボウリングバッシュ */ if(flag&1){ /* 個別にダメージを与える */ if(bl->id!=skill_area_temp[1]) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500); } else { int damage; map_freeblock_lock(); damage = skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); if(damage > 0) { int i,c; /* 他人から聞いた動きなので間違ってる可能性大&効率が悪いっす>< */ c = skill_get_blewcount(skillid,skilllv); if(map[bl->m].flag.gvg) c = 0; for(i=0;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; skill_area_temp[2]=bl->x; skill_area_temp[3]=bl->y; /* その後ターゲット以外の範囲内の敵全体に処理を行う */ map_foreachinarea(skill_area_sub, bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); battle_damage(src,bl,damage,1); if(rdamage > 0) battle_damage(bl,src,rdamage,0); } map_freeblock_unlock(); } break; case ALL_RESURRECTION: /* リザレクション */ case PR_TURNUNDEAD: /* ターンアンデッド */ if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); else { map_freeblock_unlock(); return 1; } break; /* 魔法系スキル */ case MG_SOULSTRIKE: /* ソウルストライク */ case MG_COLDBOLT: /* コールドボルト */ case MG_FIREBOLT: /* ファイアーボルト */ case MG_LIGHTNINGBOLT: /* ライトニングボルト */ case WZ_EARTHSPIKE: /* アーススパイク */ case AL_HEAL: /* ヒール */ case AL_HOLYLIGHT: /* ホーリーライト */ case MG_FROSTDIVER: /* フロストダイバー */ case WZ_JUPITEL: /* ユピテルサンダー */ case NPC_MAGICALATTACK: /* MOB:魔法打撃攻撃 */ case PR_ASPERSIO: /* アスペルシオ */ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case WZ_WATERBALL: /* ウォーターボール */ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); if(skilllv>1) skill_status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0); break; case PR_BENEDICTIO: /* 聖体降福 */ if(battle_get_race(bl)==1 || battle_get_race(bl)==6) skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; /* 魔法系範囲攻撃スキル */ case MG_NAPALMBEAT: /* ナパームビート */ case MG_FIREBALL: /* ファイヤーボール */ if(flag&1){ /* 個別にダメージを与える */ if(bl->id!=skill_area_temp[1]){ if(skillid==MG_FIREBALL){ /* ファイヤーボールなら中心からの距離を計算 */ int dx=abs( bl->x - skill_area_temp[2] ); int dy=abs( bl->y - skill_area_temp[3] ); skill_area_temp[0]=((dx>dy)?dx:dy); } skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500); } }else{ int ar=(skillid==MG_NAPALMBEAT)?1:2; skill_area_temp[1]=bl->id; if(skillid==MG_NAPALMBEAT){ /* ナパームでは先に数える */ skill_area_temp[0]=0; map_foreachinarea(skill_area_sub, bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY , skill_area_sub_count); }else{ skill_area_temp[0]=0; skill_area_temp[2]=bl->x; skill_area_temp[3]=bl->y; } /* まずターゲットに攻撃を加える */ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0] ); /* その後ターゲット以外の範囲内の敵全体に処理を行う */ map_foreachinarea(skill_area_sub, bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case HW_NAPALMVULCAN: // Fixed By SteelViruZ if(flag&1){ if(bl->id!=skill_area_temp[1]){ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]); } }else{ int ar=(skillid==HW_NAPALMVULCAN)?1:2; skill_area_temp[1]=bl->id; if(skillid==HW_NAPALMVULCAN){ skill_area_temp[0]=0; map_foreachinarea(skill_area_sub, bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY , skill_area_sub_count); }else{ skill_area_temp[0]=0; skill_area_temp[2]=bl->x; skill_area_temp[3]=bl->y; } skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0] ); map_foreachinarea(skill_area_sub, bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case WZ_FROSTNOVA: /* フロストノヴァ */ skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case WZ_SIGHTRASHER: clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); skill_status_change_end(src,SC_SIGHT,-1); break; /* その他 */ case HT_BLITZBEAT: /* ブリッツビート */ if(flag&1){ /* 個別にダメージを与える */ if(bl->id!=skill_area_temp[1]) skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000)); }else{ skill_area_temp[0]=0; skill_area_temp[1]=bl->id; if(flag&0xf00000) map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count); /* まずターゲットに攻撃を加える */ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000)); /* その後ターゲット以外の範囲内の敵全体に処理を行う */ map_foreachinarea(skill_area_sub, bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case CR_GRANDCROSS: /* グランドクロス */ /* スキルユニット配置 */ skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); if(sd) sd->canmove_tick = tick + 1000; else if(src->type == BL_MOB) mob_changestate((struct mob_data *)src,MS_DELAY,1000); break; case TF_THROWSTONE: /* 石投げ */ case NPC_SMOKING: /* スモーキング */ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 ); break; case NPC_SELFDESTRUCTION: /* 自爆 */ case NPC_SELFDESTRUCTION2: /* 自爆2 */ if(flag&1){ /* 個別にダメージを与える */ if(src->type==BL_MOB){ struct mob_data* mb = (struct mob_data*)src; nullpo_retr(1, mb); mb->hp=skill_area_temp[2]; if(bl->id!=skill_area_temp[1]) skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag ); mb->hp=1; } }else{ struct mob_data *md; if((md=(struct mob_data *)src)){ skill_area_temp[1]=bl->id; skill_area_temp[2]=battle_get_hp(src); clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1); map_foreachinarea(skill_area_sub, bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); battle_damage(src,src,md->hp,0); } } break; /* HP吸収/HP吸収魔法 */ case NPC_BLOODDRAIN: case NPC_ENERGYDRAIN: { int heal; heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); if( heal > 0 ){ struct block_list tbl; tbl.id = 0; tbl.m = src->m; tbl.x = src->x; tbl.y = src->y; clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1); battle_heal(NULL,src,heal,0,0); } } break; case 0: if(sd) { if(flag&3){ if(bl->id!=skill_area_temp[1]) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500); } else{ int ar=sd->splash_range; skill_area_temp[1]=bl->id; map_foreachinarea(skill_area_sub, bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0, src, skillid, skilllv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id); } } break; default: map_freeblock_unlock(); return 1; } map_freeblock_unlock(); return 0; } /*========================================== * スキル使用(詠唱完了、ID指定支援系) *------------------------------------------ */ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ) { struct map_session_data *sd=NULL; struct map_session_data *dstsd=NULL; struct mob_data *md=NULL; struct mob_data *dstmd=NULL; int i,abra_skillid=0,abra_skilllv; int sc_def_vit,sc_def_mdef,strip_fix,strip_time,strip_per; int sc_dex,sc_luk; //クラスチェンジ用ボスモンスターID int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115 ,1157,1159,1190,1272,1312,1373,1492}; int poringclass[]={1002}; nullpo_retr(1, src); nullpo_retr(1, bl); if(src->type==BL_PC) sd=(struct map_session_data *)src; else if(src->type==BL_MOB) md=(struct mob_data *)src; sc_dex=battle_get_mdef(bl); sc_luk=battle_get_luk(bl); sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3); //sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3); sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3); strip_fix = battle_get_dex(src) - battle_get_dex(bl); if(bl->type==BL_PC){ nullpo_retr(1, dstsd=(struct map_session_data *)bl); }else if(bl->type==BL_MOB){ nullpo_retr(1, dstmd=(struct mob_data *)bl); if(sc_def_vit>50) sc_def_vit=50; if(sc_def_mdef>50) sc_def_mdef=50; } if(sc_def_vit < 0) sc_def_vit=0; if(sc_def_mdef < 0) sc_def_mdef=0; if(strip_fix < 0) strip_fix=0; if(bl == NULL || bl->prev == NULL) return 1; if(sd && pc_isdead(sd)) return 1; if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION) return 1; if(battle_get_class(bl) == 1288) return 1; if (skillnotok(skillid, (struct map_session_data *)bl)) // [MouseJstr] return 0; map_freeblock_lock(); switch(skillid) { case AL_HEAL: /* ヒール */ { int heal=skill_calc_heal( src, skilllv ); int heal_get_jobexp; int skill; struct pc_base_job s_class; if( dstsd && dstsd->special_state.no_magic_damage ) heal=0; /* 黄金蟲カード(ヒール量0) */ if (sd){ s_class = pc_calc_base_job(sd->status.class); if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ heal += heal*(skill*2/100); if(sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //自分も対象もPC、対象が自分のパートナー、自分がスパノビ、自分が♀なら heal = heal*2; //スパノビの嫁が旦那にヒールすると2倍になる } clif_skill_nodamage(src,bl,skillid,heal,1); heal_get_jobexp = battle_heal(NULL,bl,heal,0,0); // JOB経験値獲得 if(src->type == BL_PC && bl->type==BL_PC && heal > 0 && src != bl && battle_config.heal_exp > 0){ heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; if(heal_get_jobexp <= 0) heal_get_jobexp = 1; pc_gainexp((struct map_session_data *)src,0,heal_get_jobexp); } } break; case ALL_RESURRECTION: /* リザレクション */ if(bl->type==BL_PC){ int per=0; struct map_session_data *tsd = (struct map_session_data*)bl; nullpo_retr(1, tsd); if( (map[bl->m].flag.pvp) && tsd->pvp_point<0 ) break; /* PVPで復活不可能状態 */ if(pc_isdead(tsd)){ /* 死亡判定 */ clif_skill_nodamage(src,bl,skillid,skilllv,1); switch(skilllv){ case 1: per=10; break; case 2: per=30; break; case 3: per=50; break; case 4: per=80; break; } tsd->status.hp=tsd->status.max_hp*per/100; if(tsd->status.hp<=0) tsd->status.hp=1; if(tsd->special_state.restart_full_recover ){ /* オシリスカード */ tsd->status.hp=tsd->status.max_hp; tsd->status.sp=tsd->status.max_sp; } pc_setstand(tsd); if(battle_config.pc_invincible_time > 0) pc_setinvincibletimer(tsd,battle_config.pc_invincible_time); clif_updatestatus(tsd,SP_HP); clif_resurrection(&tsd->bl,1); if(src != bl && sd && battle_config.resurrection_exp > 0) { int exp = 0,jexp = 0; int lv = tsd->status.base_level - sd->status.base_level, jlv = tsd->status.job_level - sd->status.job_level; if(lv > 0) { exp = (int)((double)tsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); if(exp < 1) exp = 1; } if(jlv > 0) { jexp = (int)((double)tsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); if(jexp < 1) jexp = 1; } if(exp > 0 || jexp > 0) pc_gainexp(sd,exp,jexp); } } } break; case AL_DECAGI: /* 速度減少 */ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if( rand()%100 < (50+skilllv*3+(battle_get_lv(src)+battle_get_int(src)/5)-sc_def_mdef) ) { clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } break; case AL_CRUCIS: if(flag&1) { int race = battle_get_race(bl),ele = battle_get_elem_type(bl); if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) { int slv=battle_get_lv(src),tlv=battle_get_lv(bl),rate; rate = 25 + skilllv*2 + slv - tlv; if(rand()%100 < rate) skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0); } } else { int range = 15; clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinarea(skill_area_sub, src->m,src->x-range,src->y-range,src->x+range,src->y+range,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); } break; case PR_LEXDIVINA: /* レックスディビーナ */ { struct status_change *sc_data = battle_get_sc_data(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if(sc_data && sc_data[SC_DIVINA].timer != -1) skill_status_change_end(bl,SC_DIVINA,-1); else if( rand()%100 < sc_def_vit ) { skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } } break; case SA_ABRACADABRA: //require 1 yellow gemstone even with mistress card or Into the Abyss if (pc_search_inventory(sd, 715) <= 0 ) { clif_skill_fail(sd,sd->skillid,0,0); break; } pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0); // do{ abra_skillid=skill_abra_dataset(skilllv); }while(abra_skillid == 0); abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid); clif_skill_nodamage(src,bl,skillid,skilllv,1); sd->skillitem=abra_skillid; sd->skillitemlv=abra_skilllv; clif_item_skill(sd,abra_skillid,abra_skilllv,"アブラカダブラ"); break; case SA_COMA: clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if(dstsd){ dstsd->status.hp=1; dstsd->status.sp=1; clif_updatestatus(dstsd,SP_HP); clif_updatestatus(dstsd,SP_SP); } if(dstmd) dstmd->hp=1; break; case SA_FULLRECOVERY: clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp); if(dstmd) dstmd->hp=battle_get_max_hp(&dstmd->bl); break; case SA_SUMMONMONSTER: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,""); break; case SA_LEVELUP: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0); break; case SA_INSTANTDEATH: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd) pc_damage(NULL,sd,sd->status.max_hp); break; case SA_QUESTION: case SA_GRAVITY: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case SA_CLASSCHANGE: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstmd) mob_class_change(dstmd,changeclass); break; case SA_MONOCELL: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstmd) mob_class_change(dstmd,poringclass); break; case SA_DEATH: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp); if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1); break; case SA_REVERSEORCISH: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800); break; case SA_FORTUNE: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) pc_getzeny(sd,battle_get_lv(bl)*100); break; case SA_TAMINGMONSTER: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (dstmd){ for(i=0;iclass == pet_db[i].class){ pet_catch_process1(sd,dstmd->class); break; } } } break; case AL_INCAGI: /* 速度増加 */ case AL_BLESSING: /* ブレッシング */ case PR_SLOWPOISON: case PR_IMPOSITIO: /* イムポシティオマヌス */ case PR_LEXAETERNA: /* レックスエーテルナ */ case PR_SUFFRAGIUM: /* サフラギウム */ case PR_BENEDICTIO: /* 聖体降福 */ case CR_PROVIDENCE: /* プロヴィデンス */ case CG_MARIONETTE: /* マリオネットコントロール */ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){ clif_skill_nodamage(src,bl,skillid,skilllv,1); }else{ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){ clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } if(bl->type==BL_PC) { struct map_session_data *sd2=(struct map_session_data *)bl; if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 || sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 || sd2->sc_data[SC_ENCPOISON].timer!=-1) { clif_skill_fail(sd,skillid,0,0); clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } } if(rand()%100 > (75+skilllv*1) && (skilllv != 5)) { clif_skill_fail(sd,skillid,0,0); clif_skill_nodamage(src,bl,skillid,skilllv,0); if(bl->type==BL_PC && battle_config.equipment_breaking) { struct map_session_data *sd2=(struct map_session_data *)bl; if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon"); pc_breakweapon(sd2); } break; } else { skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case PR_ASPERSIO: /* アスペルシオ */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if(bl->type==BL_MOB) break; skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case PR_KYRIE: /* キリエエレイソン */ clif_skill_nodamage(bl,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case KN_AUTOCOUNTER: /* オートカウンター */ case KN_TWOHANDQUICKEN: /* ツーハンドクイッケン */ case CR_SPEARQUICKEN: /* スピアクイッケン */ case CR_REFLECTSHIELD: case AS_POISONREACT: /* ポイズンリアクト */ case MC_LOUD: /* ラウドボイス */ case MG_ENERGYCOAT: /* エナジーコート */ case SM_ENDURE: /* インデュア */ case MG_SIGHT: /* サイト */ case AL_RUWACH: /* ルアフ */ case MO_EXPLOSIONSPIRITS: // 爆裂波動 case MO_STEELBODY: // 金剛 case LK_AURABLADE: /* オーラブレード */ case LK_PARRYING: /* パリイング */ case LK_CONCENTRATION: /* コンセントレーション */ case LK_BERSERK: /* バーサーク */ case HP_ASSUMPTIO: /* */ case WS_CARTBOOST: /* カートブースト */ case SN_SIGHT: /* トゥルーサイト */ case WS_MELTDOWN: /* メルトダウン */ case ST_REJECTSWORD: /* リジェクトソード */ case HW_MAGICPOWER: /* 魔法力増幅 */ case PF_MEMORIZE: /* メモライズ */ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case AS_ENCHANTPOISON: // Prevent spamming [Valaris] if(bl->type==BL_PC) { struct map_session_data *sd2=(struct map_session_data *)bl; if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 || sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 || sd2->sc_data[SC_ENCPOISON].timer!=-1) { clif_skill_nodamage(src,bl,skillid,skilllv,0); clif_skill_fail(sd,skillid,0,0); break; } } clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case LK_TENSIONRELAX: /* テンションリラックス */ clif_skill_nodamage(src,bl,skillid,skilllv,1); pc_setsit(sd); clif_sitting(sd->fd,sd); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case MC_CHANGECART: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case AC_CONCENTRATION: /* 集中力向上 */ { int range = 1; clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); map_foreachinarea( skill_status_change_timer_sub, src->m, src->x-range, src->y-range, src->x+range,src->y+range,0, src,SkillStatusChangeTable[skillid],tick); } break; case SM_PROVOKE: /* プロボック */ { struct status_change *sc_data = battle_get_sc_data(bl); /* MVPmobと不死には効かない */ if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には効かない { map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害 skill_castcancel(bl,0); if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg) && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2) skill_castcancel(bl,0); if(sc_data){ if(sc_data[SC_FREEZE].timer!=-1) skill_status_change_end(bl,SC_FREEZE,-1); if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) skill_status_change_end(bl,SC_STONE,-1); if(sc_data[SC_SLEEP].timer!=-1) skill_status_change_end(bl,SC_SLEEP,-1); } if(bl->type==BL_MOB) { int range = skill_get_range(skillid,skilllv); if(range < 0) range = battle_get_range(src) - (range + 1); mob_target((struct mob_data *)bl,src,range); } } break; case CR_DEVOTION: /* ディボーション */ if(sd && dstsd){ //転生や養子の場合の元の職業を算出する int lv = sd->status.base_level-dstsd->status.base_level; lv = (lv<0)?-lv:lv; if((dstsd->bl.type!=BL_PC) // 相手はPCじゃないとだめ ||(sd->bl.id == dstsd->bl.id) // 相手が自分はだめ ||(lv > 10) // レベル差±10まで ||(!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所属無しはだめ ||((sd->status.party_id != dstsd->status.party_id) // 同じパーティーか、 ||(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ ||(dstsd->status.class==14||dstsd->status.class==21 ||dstsd->status.class==4015||dstsd->status.class==4022)){ // クルセだめ clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } for(i=0;idev.val1[i]){ // 空きがあったら入れる sd->dev.val1[i] = bl->id; sd->dev.val2[i] = bl->id; break; }else if(i==skilllv-1){ // 空きがなかった clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } } clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_devotion(sd,bl->id); skill_status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 ); } else clif_skill_fail(sd,skillid,0,0); break; case MO_CALLSPIRITS: // 気功 if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv); } break; case CH_SOULCOLLECT: // 狂気功 if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); for(i=0;i<5;i++) pc_addspiritball(sd,skill_get_time(skillid,skilllv),5); } break; case MO_BLADESTOP: // 白刃取り clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case MO_ABSORBSPIRITS: // 気奪 i=0; if(sd && dstsd) { if(sd == dstsd || map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg) { if(dstsd->spiritball > 0) { clif_skill_nodamage(src,bl,skillid,skilllv,1); i = dstsd->spiritball * 7; pc_delspiritball(dstsd,dstsd->spiritball,0); if(i > 0x7FFF) i = 0x7FFF; if(sd->status.sp + i > sd->status.max_sp) i = sd->status.max_sp - sd->status.sp; } } }else if(sd && dstmd){ //対象がモンスターの場合 //20%の確率で対象のLv*2のSPを回復する。成功したときはターゲット(σ゚Д゚)σゲッツ!! if(rand()%100<20){ i=2*mob_db[dstmd->class].lv; mob_target(dstmd,src,0); } } if(i){ sd->status.sp += i; clif_heal(sd->fd,SP_SP,i); } else clif_skill_nodamage(src,bl,skillid,skilllv,0); break; case AC_MAKINGARROW: /* 矢作成 */ if(sd) { clif_arrow_create_list(sd); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case AM_PHARMACY: /* ポーション作成 */ if(sd) { clif_skill_produce_mix_list(sd,32); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case WS_CREATECOIN: /* クリエイトコイン */ if(sd) { clif_skill_produce_mix_list(sd,64); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case WS_CREATENUGGET: /* 塊製造 */ if(sd) { clif_skill_produce_mix_list(sd,128); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case BS_HAMMERFALL: /* ハンマーフォール */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage ) break; if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) { skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } break; case RG_RAID: /* サプライズアタック */ clif_skill_nodamage(src,bl,skillid,skilllv,1); { int x=bl->x,y=bl->y; skill_area_temp[1]=bl->id; skill_area_temp[2]=x; skill_area_temp[3]=y; map_foreachinarea(skill_area_sub, bl->m,x-1,y-1,x+1,y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除 break; case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/ { int c,n=4,ar; int dir = map_calc_dir(src,bl->x,bl->y); struct square tc; int x=bl->x,y=bl->y; ar=skilllv/3; skill_brandishspear_first(&tc,dir,x,y); skill_brandishspear_dir(&tc,dir,4); /* 範囲C */ if(skilllv == 10){ for(c=1;c<4;c++){ map_foreachinarea(skill_area_sub, bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0, src,skillid,skilllv,tick, flag|BCT_ENEMY|n, skill_castend_damage_id); } } /* 範囲BA */ if(skilllv > 6){ skill_brandishspear_dir(&tc,dir,-1); n--; }else{ skill_brandishspear_dir(&tc,dir,-2); n-=2; } if(skilllv > 3){ for(c=0;c<5;c++){ map_foreachinarea(skill_area_sub, bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0, src,skillid,skilllv,tick, flag|BCT_ENEMY|n, skill_castend_damage_id); if(skilllv > 6 && n==3 && c==4){ skill_brandishspear_dir(&tc,dir,-1); n--;c=-1; } } } /* 範囲@ */ for(c=0;c<10;c++){ if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1); map_foreachinarea(skill_area_sub, bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } } break; /* パーティスキル */ case AL_ANGELUS: /* エンジェラス */ case PR_MAGNIFICAT: /* マグニフィカート */ case PR_GLORIA: /* グロリア */ case SN_WINDWALK: /* ウインドウォーク */ if(sd == NULL || sd->status.party_id==0 || (flag&1) ){ /* 個別の処理 */ clif_skill_nodamage(bl,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } else{ /* パーティ全体への処理 */ party_foreachsamemap(skill_area_sub, sd,1, src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case BS_ADRENALINE: /* アドレナリンラッシュ */ case BS_WEAPONPERFECT: /* ウェポンパーフェクション */ case BS_OVERTHRUST: /* オーバートラスト */ if(sd == NULL || sd->status.party_id==0 || (flag&1) ){ /* 個別の処理 */ clif_skill_nodamage(bl,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0); } else{ /* パーティ全体への処理 */ party_foreachsamemap(skill_area_sub, sd,1, src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; /*(付加と解除が必要) */ case BS_MAXIMIZE: /* マキシマイズパワー */ case NV_TRICKDEAD: /* 死んだふり */ case CR_DEFENDER: /* ディフェンダー */ case CR_AUTOGUARD: /* オートガード */ { struct status_change *tsc_data = battle_get_sc_data(bl); int sc=SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,skilllv,1); if( tsc_data ){ if( tsc_data[sc].timer==-1 ) /* 付加する */ skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); else /* 解除する */ skill_status_change_end(bl, sc, -1); } } break; case TF_HIDING: /* ハイディング */ { struct status_change *tsc_data = battle_get_sc_data(bl); int sc=SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,-1,1); if( tsc_data ){ if( tsc_data[sc].timer==-1 ) /* 付加する */ skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); else /* 解除する */ skill_status_change_end(bl, sc, -1); } } break; case AS_CLOAKING: /* クローキング */ { struct status_change *tsc_data = battle_get_sc_data(bl); int sc=SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,-1,1); if( tsc_data ){ if( tsc_data[sc].timer==-1 ) /* 付加する */ skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); else /* 解除する */ skill_status_change_end(bl, sc, -1); } skill_check_cloaking(bl); } break; case ST_CHASEWALK: /* ハイディング */ { struct status_change *tsc_data = battle_get_sc_data(bl); int sc=SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,-1,1); if( tsc_data ){ if( tsc_data[sc].timer==-1 ) /* 付加する */ skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); else /* 解除する */ skill_status_change_end(bl, sc, -1); } } break; /* 対地スキル */ case BD_LULLABY: /* 子守唄 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ case BD_ROKISWEIL: /* ロキの叫び */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジークフリード */ case BA_DISSONANCE: /* 不協和音 */ case BA_POEMBRAGI: /* ブラギの詩 */ case BA_WHISTLE: /* 口笛 */ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ case BA_APPLEIDUN: /* イドゥンの林檎 */ case DC_UGLYDANCE: /* 自分勝手なダンス */ case DC_HUMMING: /* ハミング */ case DC_DONTFORGETME: /* 私を忘れないで… */ case DC_FORTUNEKISS: /* 幸運のキス */ case DC_SERVICEFORYOU: /* サービスフォーユー */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); break; case HP_BASILICA: /* バジリカ */ case PA_GOSPEL: /* ゴスペル */ skill_clear_unitgroup(src); clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); break; case BD_ADAPTATION: /* アドリブ */ { struct status_change *sc_data = battle_get_sc_data(src); if(sc_data && sc_data[SC_DANCING].timer!=-1){ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_stop_dancing(src,0); } } break; case BA_FROSTJOKE: /* 寒いジョーク */ case DC_SCREAM: /* スクリーム */ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag); break; case TF_STEAL: // スティール if(sd) { if(pc_steal_item(sd,bl)) clif_skill_nodamage(src,bl,skillid,skilllv,1); else clif_skill_nodamage(src,bl,skillid,skilllv,0); } break; case RG_STEALCOIN: // スティールコイン if(sd) { if(pc_steal_coin(sd,bl)) { int range = skill_get_range(skillid,skilllv); if(range < 0) range = battle_get_range(src) - (range + 1); clif_skill_nodamage(src,bl,skillid,skilllv,1); mob_target((struct mob_data *)bl,src,range); } else clif_skill_nodamage(src,bl,skillid,skilllv,0); } break; case MG_STONECURSE: /* ストーンカース */ if (bl->type==BL_MOB && battle_get_mode(bl)&0x20) { clif_skill_fail(sd,sd->skillid,0,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if( rand()%100 < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); else if(sd) clif_skill_fail(sd,skillid,0,0); break; case NV_FIRSTAID: /* 応急手当 */ clif_skill_nodamage(src,bl,skillid,5,1); battle_heal(NULL,bl,5,0,0); break; case AL_CURE: /* キュアー */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; skill_status_change_end(bl, SC_SILENCE , -1 ); skill_status_change_end(bl, SC_BLIND , -1 ); skill_status_change_end(bl, SC_CONFUSION, -1 ); if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇効果 skill_status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0); } break; case TF_DETOXIFY: /* 解毒 */ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_end(bl, SC_POISON , -1 ); break; case PR_STRECOVERY: /* リカバリー */ { clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; skill_status_change_end(bl, SC_FREEZE , -1 ); skill_status_change_end(bl, SC_STONE , -1 ); skill_status_change_end(bl, SC_SLEEP , -1 ); skill_status_change_end(bl, SC_STAN , -1 ); if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇効果 int blind_time; //blind_time=30-battle_get_vit(bl)/10-battle_get_int/15; blind_time=30*(100-(battle_get_int(bl)+battle_get_vit(bl))/2)/100; if(rand()%100 < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10))) skill_status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0); } if(dstmd){ dstmd->attacked_id=0; dstmd->target_id=0; dstmd->state.targettype = NONE_ATTACKABLE; dstmd->state.skillstate=MSS_IDLE; dstmd->next_walktime=tick+rand()%3000+3000; } } break; case WZ_ESTIMATION: /* モンスター情報 */ if(src->type==BL_PC){ clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_skill_estimation((struct map_session_data *)src,bl); } break; case MC_IDENTIFY: /* アイテム鑑定 */ if(sd) clif_item_identify_list(sd); break; case BS_REPAIRWEAPON: /* 武器修理 */ if(sd) //動作しないのでとりあえずコメントアウト // clif_item_repair_list(sd); break; case MC_VENDING: /* 露店開設 */ if(sd) clif_openvendingreq(sd,2+sd->skilllv); break; case AL_TELEPORT: /* テレポート */ if( sd ){ if(map[sd->bl.m].flag.noteleport){ /* テレポ禁止 */ clif_skill_teleportmessage(sd,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); if( sd->skilllv==1 ) clif_skill_warppoint(sd,sd->skillid,"Random","","",""); else{ clif_skill_warppoint(sd,sd->skillid,"Random", sd->status.save_point.map,"",""); } }else if( bl->type==BL_MOB ) mob_warp((struct mob_data *)bl,-1,-1,-1,3); break; case AL_HOLYWATER: /* アクアベネディクタ */ if(sd) { int eflag; struct item item_tmp; clif_skill_nodamage(src,bl,skillid,skilllv,1); memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = 523; item_tmp.identify = 1; if(battle_config.holywater_name_input) { item_tmp.card[0] = 0xfe; item_tmp.card[1] = 0; *((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */ } eflag = pc_additem(sd,&item_tmp,1); if(eflag) { clif_additem(sd,0,0,eflag); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } break; case TF_PICKSTONE: if(sd) { int eflag; struct item item_tmp; struct block_list tbl; clif_skill_nodamage(src,bl,skillid,skilllv,1); memset(&item_tmp,0,sizeof(item_tmp)); memset(&tbl,0,sizeof(tbl)); // [MouseJstr] item_tmp.nameid = 7049; item_tmp.identify = 1; tbl.id = 0; clif_takeitem(&sd->bl,&tbl); eflag = pc_additem(sd,&item_tmp,1); if(eflag) { clif_additem(sd,0,0,eflag); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } break; case RG_STRIPWEAPON: /* ストリップウェポン */ { struct status_change *tsc_data = battle_get_sc_data(bl); if(tsc_data && tsc_data[SC_CP_WEAPON].timer != -1 ) break; strip_per = 5+2*skilllv+strip_fix/5; strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; if(rand()%100 < strip_per){ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 ); if(dstsd){ for(i=0;istatus.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0002){ pc_unequipitem(dstsd,i,0); break; } } } } } break; case RG_STRIPSHIELD: /* ストリップシールド */ { struct status_change *tsc_data = battle_get_sc_data(bl); if(tsc_data && tsc_data[SC_CP_SHIELD].timer != -1 ) break; strip_per = 5+2*skilllv+strip_fix/5; strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; if(rand()%100 < strip_per){ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 ); if(dstsd){ for(i=0;istatus.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0020){ pc_unequipitem(dstsd,i,0); break; } } } } } break; case RG_STRIPARMOR: /* ストリップアーマー */ { struct status_change *tsc_data = battle_get_sc_data(bl); if(tsc_data && tsc_data[SC_CP_ARMOR].timer != -1 ) break; strip_per = 5+2*skilllv+strip_fix/5; strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; if(rand()%100 < strip_per){ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 ); if(dstsd){ for(i=0;istatus.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0010){ pc_unequipitem(dstsd,i,0); break; } } } } } break; case RG_STRIPHELM: /* ストリップヘルム */ { struct status_change *tsc_data = battle_get_sc_data(bl); if(tsc_data && tsc_data[SC_CP_HELM].timer != -1 ) break; strip_per = 5+2*skilllv+strip_fix/5; strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; if(rand()%100 < strip_per){ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 ); if(dstsd){ for(i=0;istatus.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0100){ pc_unequipitem(dstsd,i,0); break; } } } } } break; /* PotionPitcher */ case AM_POTIONPITCHER: /* ポーションピッチャー */ { struct block_list tbl; int i,x,hp = 0,sp = 0; if(sd) { if(sd==dstsd) { // cancel use on oneself map_freeblock_unlock(); return 1; } x = skilllv%11 - 1; i = pc_search_inventory(sd,skill_db[skillid].itemid[x]); if(i < 0 || skill_db[skillid].itemid[x] <= 0) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } sd->state.potionpitcher_flag = 1; sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0; sd->skilltarget = bl->id; run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0); pc_delitem(sd,i,skill_db[skillid].amount[x],0); sd->state.potionpitcher_flag = 0; if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) { hp = battle_get_max_hp(bl) * sd->potion_per_hp / 100; hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; if(dstsd) { sp = dstsd->status.max_sp * sd->potion_per_sp / 100; sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER) + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; } } else { if(sd->potion_hp > 0) { hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100; if(dstsd) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } if(sd->potion_sp > 0) { sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER) + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; sp = sp * (100 + (battle_get_int(bl)<<1)) / 100; if(dstsd) sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100; } } } else { hp = (1 + rand()%400) * (100 + skilllv*10) / 100; hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100; if(dstsd) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } tbl.id = 0; tbl.m = src->m; tbl.x = src->x; tbl.y = src->y; clif_skill_nodamage(src,bl,skillid,skilllv,1); if(hp > 0 || (hp <= 0 && sp <= 0)) clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1); if(sp > 0) clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1); battle_heal(src,bl,hp,sp,0); } break; case AM_CP_WEAPON: { struct status_change *tsc_data = battle_get_sc_data(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); if(tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1) skill_status_change_end(bl, SC_STRIPWEAPON, -1 ); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); } break; case AM_CP_SHIELD: { struct status_change *tsc_data = battle_get_sc_data(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); if(tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1) skill_status_change_end(bl, SC_STRIPSHIELD, -1 ); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); } break; case AM_CP_ARMOR: { struct status_change *tsc_data = battle_get_sc_data(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); if(tsc_data && tsc_data[SC_STRIPARMOR].timer != -1) skill_status_change_end(bl, SC_STRIPARMOR, -1 ); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); } break; case AM_CP_HELM: { struct status_change *tsc_data = battle_get_sc_data(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); if(tsc_data && tsc_data[SC_STRIPHELM].timer != -1) skill_status_change_end(bl, SC_STRIPHELM, -1 ); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); } break; case SA_DISPELL: /* ディスペル */ { int i; clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; for(i=0;i<136;i++){ if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM || i==SC_COMBO) continue; skill_status_change_end(bl,i,-1); } } break; case TF_BACKSLIDING: /* バックステップ */ battle_stopwalking(src,1); skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000); if(src->type == BL_MOB) clif_fixmobpos((struct mob_data *)src); else if(src->type == BL_PET) clif_fixpetpos((struct pet_data *)src); else if(src->type == BL_PC) clif_fixpos(src); skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag); break; case SA_CASTCANCEL: clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_castcancel(src,1); if(sd) { int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old); sp = sp * (90 - (skilllv-1)*20) / 100; if(sp < 0) sp = 0; pc_heal(sd,0,-sp); } break; case SA_SPELLBREAKER: // スペルブレイカー { struct status_change *sc_data = battle_get_sc_data(bl); int sp; if(sc_data && sc_data[SC_MAGICROD].timer != -1) { if(dstsd) { sp = skill_get_sp(skillid,skilllv); sp = sp * sc_data[SC_MAGICROD].val2 / 100; if(sp > 0x7fff) sp = 0x7fff; else if(sp < 1) sp = 1; if(dstsd->status.sp + sp > dstsd->status.max_sp) { sp = dstsd->status.max_sp - dstsd->status.sp; dstsd->status.sp = dstsd->status.max_sp; } else dstsd->status.sp += sp; clif_heal(dstsd->fd,SP_SP,sp); } clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); if(sd) { sp = sd->status.max_sp/5; if(sp < 1) sp = 1; pc_heal(sd,0,-sp); } } else { int bl_skillid=0,bl_skilllv=0; if(bl->type == BL_PC) { if(dstsd && dstsd->skilltimer != -1) { bl_skillid = dstsd->skillid; bl_skilllv = dstsd->skilllv; } } else if(bl->type == BL_MOB) { if(dstmd && dstmd->skilltimer != -1) { bl_skillid = dstmd->skillid; bl_skilllv = dstmd->skilllv; } } if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) { clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_castcancel(bl,0); sp = skill_get_sp(bl_skillid,bl_skilllv); if(dstsd) pc_heal(dstsd,0,-sp); if(sd) { sp = sp*(25*(skilllv-1))/100; if(skilllv > 1 && sp < 1) sp = 1; if(sp > 0x7fff) sp = 0x7fff; else if(sp < 1) sp = 1; if(sd->status.sp + sp > sd->status.max_sp) { sp = sd->status.max_sp - sd->status.sp; sd->status.sp = sd->status.max_sp; } else sd->status.sp += sp; clif_heal(sd->fd,SP_SP,sp); } } else if(sd) clif_skill_fail(sd,skillid,0,0); } } break; case SA_MAGICROD: if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case SA_AUTOSPELL: /* オートスペル */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) clif_autospell(sd,skilllv); else { int maxlv=1,spellid=0; static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; if(skilllv >= 10) { spellid = MG_FROSTDIVER; maxlv = skilllv - 9; } else if(skilllv >=8) { spellid = MG_FIREBALL; maxlv = skilllv - 7; } else if(skilllv >=5) { spellid = MG_SOULSTRIKE; maxlv = skilllv - 4; } else if(skilllv >=2) { int i = rand()%3; spellid = spellarray[i]; maxlv = skilllv - 1; } else if(skilllv > 0) { spellid = MG_NAPALMBEAT; maxlv = 3; } if(spellid > 0) skill_status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0, skill_get_time(SA_AUTOSPELL,skilllv),0); } break; /* ランダム属性変化、水属性変化、地、火、風 */ case NPC_ATTRICHANGE: case NPC_CHANGEWATER: case NPC_CHANGEGROUND: case NPC_CHANGEFIRE: case NPC_CHANGEWIND: /* 毒、聖、念、闇 */ case NPC_CHANGEPOISON: case NPC_CHANGEHOLY: case NPC_CHANGEDARKNESS: case NPC_CHANGETELEKINESIS: if(md){ clif_skill_nodamage(src,bl,skillid,skilllv,1); md->def_ele=skill_get_pl(skillid); if(md->def_ele==0) /* ランダム変化、ただし、*/ md->def_ele=rand()%10; /* 不死属性は除く */ md->def_ele+=(1+rand()%4)*20; /* 属性レベルはランダム */ } break; case NPC_PROVOCATION: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(md) clif_pet_performance(src,mob_db[md->class].skill[md->skillidx].val[0]); break; case NPC_HALLUCINATION: clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case NPC_KEEPING: case NPC_BARRIER: { int skill_time = skill_get_time(skillid,skilllv); clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 ); mob_changestate((struct mob_data *)src,MS_DELAY,skill_time); } break; case NPC_DARKBLESSING: { int sc_def = 100 - battle_get_mdef(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if(battle_get_elem_type(bl) == 7 || battle_get_race(bl) == 6) break; if(rand()%100 < sc_def*(50+skilllv*5)/100) { if(dstsd) { int hp = battle_get_hp(bl)-1; pc_heal(dstsd,-hp,0); } else if(dstmd) dstmd->hp = 1; } } break; case NPC_SELFDESTRUCTION: /* 自爆 */ case NPC_SELFDESTRUCTION2: /* 自爆2 */ skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0); break; case NPC_LICK: clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage ) break; if(dstsd) pc_heal(dstsd,0,-100); if(rand()%100 < (skilllv*5)*sc_def_vit/100) skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_SUICIDE: /* 自決 */ if(src && bl && md){ clif_skill_nodamage(src,bl,skillid,skilllv,1); mob_damage(NULL,md,md->hp,0); } break; case NPC_SUMMONSLAVE: /* 手下召喚 */ case NPC_SUMMONMONSTER: /* MOB召喚 */ if(md && !md->master_id){ mob_summonslave(md,mob_db[md->class].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0); } break; case NPC_TRANSFORMATION: case NPC_METAMORPHOSIS: if(md) mob_class_change(md,mob_db[md->class].skill[md->skillidx].val); break; case NPC_EMOTION: /* エモーション */ if(md) clif_emotion(&md->bl,mob_db[md->class].skill[md->skillidx].val[0]); break; case NPC_DEFENDER: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case WE_MALE: /* 君だけは護るよ */ if(sd && dstsd){ int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1]; int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15% clif_skill_nodamage(src,bl,skillid,gain_hp,1); battle_heal(NULL,bl,gain_hp,0,0); } break; case WE_FEMALE: /* あなたの為に犠牲になります */ if(sd && dstsd){ int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1]; int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15% clif_skill_nodamage(src,bl,skillid,gain_sp,1); battle_heal(NULL,bl,0,gain_sp,0); } break; case WE_CALLPARTNER: /* あなたに会いたい */ if(sd && dstsd){ if(map[sd->bl.m].flag.nomemo){ clif_skill_teleportmessage(sd,1); return 0; } if((dstsd = pc_get_partner(sd)) == NULL){ clif_skill_fail(sd,skillid,0,0); return 0; } skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0); } break; case PF_HPCONVERSION: /* ライフ置き換え */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd){ int conv_hp=0,conv_sp=0; conv_hp=sd->status.hp/10; //基本はHPの10% sd->status.hp -= conv_hp; //HPを減らす conv_sp=conv_hp*20*skilllv/100; conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp; sd->status.sp += conv_sp; //SPを増やす pc_heal(sd,-conv_hp,conv_sp); clif_heal(sd->fd,SP_SP,conv_sp); } break; case HT_REMOVETRAP: /* リムーブトラップ */ clif_skill_nodamage(src,bl,skillid,skilllv,1); { struct skill_unit *su=NULL; struct item item_tmp; int flag; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) && (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) && (su->group->unit_id != 0x92)){ //罠を取り返す if(sd){ if(battle_config.skill_removetrap_type == 1){ for(i=0;i<10;i++) { if(skill_db[su->group->skill_id].itemid[i] > 0){ memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = skill_db[su->group->skill_id].itemid[i]; item_tmp.identify = 1; if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){ clif_additem(sd,0,0,flag); map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } } }else{ memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = 1065; item_tmp.identify = 1; if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){ clif_additem(sd,0,0,flag); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } } if(su->group->unit_id == 0x91 && su->group->val2){ struct block_list *target=map_id2bl(su->group->val2); if(target && (target->type == BL_PC || target->type == BL_MOB)) skill_status_change_end(target,SC_ANKLE,-1); } skill_delunit(su); } } break; case HT_SPRINGTRAP: /* スプリングトラップ */ clif_skill_nodamage(src,bl,skillid,skilllv,1); { struct skill_unit *su=NULL; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ switch(su->group->unit_id){ case 0x8f: /* ブラストマイン */ case 0x90: /* スキッドトラップ */ case 0x93: /* ランドマイン */ case 0x94: /* ショックウェーブトラップ */ case 0x95: /* サンドマン */ case 0x96: /* フラッシャー */ case 0x97: /* フリージングトラップ */ case 0x98: /* クレイモアートラップ */ case 0x99: /* トーキーボックス */ su->group->unit_id = 0x8c; clif_changelook(bl,LOOK_BASE,su->group->unit_id); su->group->limit=DIFF_TICK(tick+1500,su->group->tick); su->limit=DIFF_TICK(tick+1500,su->group->tick); } } } break; case BD_ENCORE: /* アンコール */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance); break; case AS_SPLASHER: /* ベナムスプラッシャー */ if((double)battle_get_max_hp(bl)*2/3 < battle_get_hp(bl)) //HPが2/3以上残っていたら失敗 return 1; clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 ); break; case PF_MINDBREAKER: /* プロボック */ { struct status_change *sc_data = battle_get_sc_data(bl); /* MVPmobと不死には効かない */ if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には効かない { map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害 skill_castcancel(bl,0); if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg) && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2) skill_castcancel(bl,0); if(sc_data){ if(sc_data[SC_FREEZE].timer!=-1) skill_status_change_end(bl,SC_FREEZE,-1); if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) skill_status_change_end(bl,SC_STONE,-1); if(sc_data[SC_SLEEP].timer!=-1) skill_status_change_end(bl,SC_SLEEP,-1); } if(bl->type==BL_MOB) { int range = skill_get_range(skillid,skilllv); if(range < 0) range = battle_get_range(src) - (range + 1); mob_target((struct mob_data *)bl,src,range); } } break; case RG_CLEANER: //AppleGirl clif_skill_nodamage(src,bl,skillid,skilllv,1); { struct skill_unit *su=NULL; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) && (su->group->unit_id == 0xb0)){ //罠を取り返す if(sd) skill_delunit(su); } } break; default: printf("Unknown skill used:%d\n",skillid); map_freeblock_unlock(); return 1; } map_freeblock_unlock(); return 0; } /*========================================== * スキル使用(詠唱完了、ID指定) *------------------------------------------ */ int skill_castend_id( int tid, unsigned int tick, int id,int data ) { struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/; struct block_list *bl; int range,inf2; nullpo_retr(0, sd); if( sd->bl.prev == NULL ) //prevが無いのはありなの? return 0; if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* タイマIDの確認 */ return 0; if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) { sd->speed = sd->prev_speed; clif_updatestatus(sd,SP_SPEED); } if(sd->skillid != SA_CASTCANCEL) sd->skilltimer=-1; if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) { sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } if(sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } if(sd->skillid == PR_LEXAETERNA) { struct status_change *sc_data = battle_get_sc_data(bl); if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } else if(sd->skillid == RG_BACKSTAP) { int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = battle_get_dir(bl); int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y); if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } inf2 = skill_get_inf2(sd->skillid); if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) && // 彼我敵対関係チェック battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) { sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } if(inf2 & 0xC00 && sd->bl.id != bl->id) { int fail_flag = 1; if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0) fail_flag = 0; if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == battle_get_guild_id(bl)) fail_flag = 0; if(fail_flag) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } range = skill_get_range(sd->skillid,sd->skilllv); if(range < 0) range = battle_get_range(&sd->bl) - (range + 1); range += battle_config.pc_skill_add_range; if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST)) range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2); if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris] if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } if(!skill_check_condition(sd,1)) { /* 使用条件チェック */ sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } sd->skillitem = sd->skillitemlv = -1; if(battle_config.skill_out_range_consume) { if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; return 0; } } if(battle_config.pc_skill_log) printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid); pc_stop_walking(sd,0); switch( skill_get_nk(sd->skillid) ) { /* 攻撃系/吹き飛ばし系 */ case 0: case 2: skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); break; case 1:/* 支援系 */ if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); else skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); break; } return 0; } /*========================================== * スキル使用(詠唱完了、場所指定の実際の処理) *------------------------------------------ */ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag) { struct map_session_data *sd=NULL; int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0; nullpo_retr(0, src); if(src->type==BL_PC){ nullpo_retr(0, sd=(struct map_session_data *)src); } if( skillid != WZ_METEOR && skillid != WZ_SIGHTRASHER && skillid != AM_CANNIBALIZE && skillid != AM_SPHEREMINE) clif_skill_poseffect(src,skillid,skilllv,x,y,tick); if (skillnotok(skillid, sd)) // [MouseJstr] return 0; switch(skillid) { case PR_BENEDICTIO: /* 聖体降福 */ skill_area_temp[1]=src->id; map_foreachinarea(skill_area_sub, src->m,x-1,y-1,x+1,y+1,0, src,skillid,skilllv,tick, flag|BCT_NOENEMY|1, skill_castend_nodamage_id); map_foreachinarea(skill_area_sub, src->m,x-1,y-1,x+1,y+1,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); break; case BS_HAMMERFALL: /* ハンマーフォール */ skill_area_temp[1]=src->id; skill_area_temp[2]=x; skill_area_temp[3]=y; map_foreachinarea(skill_area_sub, src->m,x-2,y-2,x+2,y+2,0, src,skillid,skilllv,tick, flag|BCT_ENEMY|2, skill_castend_nodamage_id); break; case HT_DETECTING: /* ディテクティング */ { const int range=7; map_foreachinarea( skill_status_change_timer_sub, src->m, src->x-range, src->y-range, src->x+range,src->y+range,0, src,SC_SIGHT,tick); } break; case MG_SAFETYWALL: /* セイフティウォール */ case MG_FIREWALL: /* ファイヤーウォール */ case MG_THUNDERSTORM: /* サンダーストーム */ case AL_PNEUMA: /* ニューマ */ case WZ_ICEWALL: /* アイスウォール */ case WZ_FIREPILLAR: /* ファイアピラー */ case WZ_SIGHTRASHER: case WZ_QUAGMIRE: /* クァグマイア */ case WZ_VERMILION: /* ロードオブヴァーミリオン */ case WZ_FROSTNOVA: /* フロストノヴァ */ case WZ_STORMGUST: /* ストームガスト */ case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */ case PR_SANCTUARY: /* サンクチュアリ */ case PR_MAGNUS: /* マグヌスエクソシズム */ case CR_GRANDCROSS: /* グランドクロス */ case HT_SKIDTRAP: /* スキッドトラップ */ case HT_LANDMINE: /* ランドマイン */ case HT_ANKLESNARE: /* アンクルスネア */ case HT_SHOCKWAVE: /* ショックウェーブトラップ */ case HT_SANDMAN: /* サンドマン */ case HT_FLASHER: /* フラッシャー */ case HT_FREEZINGTRAP: /* フリージングトラップ */ case HT_BLASTMINE: /* ブラストマイン */ case HT_CLAYMORETRAP: /* クレイモアートラップ */ case AS_VENOMDUST: /* ベノムダスト */ case AM_DEMONSTRATION: /* デモンストレーション */ case PF_SPIDERWEB: /* スパイダーウェッブ */ case PF_FOGWALL: /* フォグウォール */ case HT_TALKIEBOX: /* トーキーボックス */ skill_unitsetting(src,skillid,skilllv,x,y,0); break; case RG_GRAFFITI: /* Graffiti [Valaris] */ skill_clear_unitgroup(src); skill_unitsetting(src,skillid,skilllv,x,y,0); break; case SA_VOLCANO: /* ボルケーノ */ case SA_DELUGE: /* デリュージ */ case SA_VIOLENTGALE: /* バイオレントゲイル */ case SA_LANDPROTECTOR: /* ランドプロテクター */ skill_clear_element_field(src);//既に自分が発動している属性場をクリア skill_unitsetting(src,skillid,skilllv,x,y,0); break; case WZ_METEOR: //メテオストーム { int flag=0; for(i=0;i<2+(skilllv>>1);i++) { int j=0, c; do { tmpx = x + (rand()%7 - 3); tmpy = y + (rand()%7 - 3); if(tmpx < 0) tmpx = 0; else if(tmpx >= map[src->m].xs) tmpx = map[src->m].xs - 1; if(tmpy < 0) tmpy = 0; else if(tmpy >= map[src->m].ys) tmpy = map[src->m].ys - 1; j++; } while(((c=map_getcell(src->m,tmpx,tmpy))==1 || c==5) && j<100); if(j >= 100) continue; if(flag==0){ clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick); flag=1; } if(i > 0) skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag); x1 = tmpx; y1 = tmpy; } skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag); } break; case AL_WARP: /* ワープポータル */ if(sd) { if(map[sd->bl.m].flag.noteleport) /* テレポ禁止 */ break; clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map, (sd->skilllv>1)?sd->status.memo_point[0].map:"", (sd->skilllv>2)?sd->status.memo_point[1].map:"", (sd->skilllv>3)?sd->status.memo_point[2].map:""); } break; case MO_BODYRELOCATION: if(sd){ pc_movepos(sd,x,y); }else if( src->type==BL_MOB ) mob_warp((struct mob_data *)src,-1,x,y,0); break; case AM_CANNIBALIZE: // バイオプラント if(sd){ int mx,my,id=0; struct mob_data *md; mx = x;// + (rand()%10 - 5); my = y;// + (rand()%10 - 5); id=mob_once_spawn(sd,"this",mx,my,"--ja--",1118,1,""); if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){ md->master_id=sd->bl.id; md->hp=2210+skilllv*200; md->state.special_mob_ai=1; md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0); } clif_skill_poseffect(src,skillid,skilllv,x,y,tick); } break; case AM_SPHEREMINE: // スフィアーマイン if(sd){ int mx,my,id=0; struct mob_data *md; mx = x;// + (rand()%10 - 5); my = y;// + (rand()%10 - 5); id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,""); if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){ md->master_id=sd->bl.id; md->hp=1000+skilllv*200; md->state.special_mob_ai=2; md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0); } clif_skill_poseffect(src,skillid,skilllv,x,y,tick); } break; } return 0; } /*========================================== * スキル使用(詠唱完了、map指定) *------------------------------------------ */ int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map) { int x=0,y=0; nullpo_retr(0, sd); if( sd->bl.prev == NULL || pc_isdead(sd) ) return 0; if(skillnotok(skill_num, sd)) return 0; if( sd->opt1>0 || sd->status.option&2 ) return 0; //スキルが使えない状態異常中 if(sd->sc_data){ if( sd->sc_data[SC_DIVINA].timer!=-1 || sd->sc_data[SC_ROKISWEIL].timer!=-1 || sd->sc_data[SC_AUTOCOUNTER].timer != -1 || sd->sc_data[SC_STEELBODY].timer != -1 || sd->sc_data[SC_DANCING].timer!=-1 || sd->sc_data[SC_BERSERK].timer != -1 ) return 0; } if( skill_num != sd->skillid) /* 不正パケットらしい */ return 0; pc_stopattack(sd); if(battle_config.pc_skill_log) printf("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map); pc_stop_walking(sd,0); if(strcmp(map,"cancel")==0) return 0; switch(skill_num){ case AL_TELEPORT: /* テレポート */ if(strcmp(map,"Random")==0) pc_randomwarp(sd,3); else pc_setpos(sd,sd->status.save_point.map, sd->status.save_point.x,sd->status.save_point.y,3); break; case AL_WARP: /* ワープポータル */ { const struct point *p[]={ &sd->status.save_point,&sd->status.memo_point[0], &sd->status.memo_point[1],&sd->status.memo_point[2], }; struct skill_unit_group *group; int i; int maxcount=0; if((maxcount = skill_get_maxcount(sd->skillid)) > 0) { int c; for(i=c=0;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; } } 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 *)aCalloc(24,sizeof(char)); memcpy(group->valstr,map,24); group->val2=(x<<16)|y; } break; } return 0; } /*========================================== * スキルユニット設定処理 *------------------------------------------ */ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag) { struct skill_unit_group *group; int i,count=1,limit=10000,val1=0,val2=0; int target=BCT_ENEMY,interval=1000,range=0; int dir=0,aoe_diameter=0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills nullpo_retr(0, src); switch(skillid){ /* 設定 */ case MG_SAFETYWALL: /* セイフティウォール */ limit=skill_get_time(skillid,skilllv); val2=skilllv+1; interval = -1; target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL; break; case MG_FIREWALL: /* ファイヤーウォール */ if(src->x == x && src->y == y) dir = 2; else dir=map_calc_dir(src,x,y); if(dir&1) count=5; else count=3; limit=skill_get_time(skillid,skilllv); val2=4+skilllv; interval=1; break; case AL_PNEUMA: /* ニューマ */ limit=skill_get_time(skillid,skilllv); interval = -1; target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL; count = 9; break; case AL_WARP: /* ワープポータル */ target=BCT_ALL; val1=skilllv+6; if(flag==0) limit=2000; else limit=skill_get_time(skillid,skilllv); break; case PR_SANCTUARY: /* サンクチュアリ */ count=21; limit=skill_get_time(skillid,skilllv); val1=skilllv+3; val2=(skilllv>6)?777:skilllv*100; target=BCT_ALL; range=1; break; case PR_MAGNUS: /* マグヌスエクソシズム */ count=33; limit=skill_get_time(skillid,skilllv); interval=3000; break; case WZ_FIREPILLAR: /* ファイアーピラー */ if(flag==0) limit=skill_get_time(skillid,skilllv); else limit=1000; interval=2000; val1=skilllv+2; range=1; break; case MG_THUNDERSTORM: /* サンダーストーム */ limit=500; range=1; break; case WZ_FROSTNOVA: /* フロストノヴァ */ limit=500; range=5; break; case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */ limit=500; range=2; break; case WZ_METEOR: /* メテオストーム */ limit=500; range=3; break; case WZ_SIGHTRASHER: limit=500; count=41; break; case WZ_VERMILION: /* ロードオブヴァーミリオン */ limit=4100; interval=1000; range=6; break; case WZ_ICEWALL: /* アイスウォール */ limit=skill_get_time(skillid,skilllv); count=5; break; case WZ_STORMGUST: /* ストームガスト */ limit=4600; interval=450; range=5; break; case WZ_QUAGMIRE: /* クァグマイア */ limit=skill_get_time(skillid,skilllv); interval=200; count=25; break; case HT_SKIDTRAP: /* スキッドトラップ */ case HT_LANDMINE: /* ランドマイン */ case HT_ANKLESNARE: /* アンクルスネア */ case HT_SANDMAN: /* サンドマン */ case PF_SPIDERWEB: /* スパイダーウェッブ */ case HT_FLASHER: /* フラッシャー */ case HT_FREEZINGTRAP: /* フリージングトラップ */ case HT_BLASTMINE: /* ブラストマイン */ case HT_CLAYMORETRAP: /* クレイモアートラップ */ limit=skill_get_time(skillid,skilllv); range=1; break; case HT_TALKIEBOX: /* トーキーボックス */ limit=skill_get_time(skillid,skilllv); range=1; target=BCT_ALL; break; case HT_SHOCKWAVE: /* ショックウェーブトラップ */ limit=skill_get_time(skillid,skilllv); range=1; val1=skilllv*15+10; break; case AS_VENOMDUST: /* ベノムダスト */ limit=skill_get_time(skillid,skilllv); interval=1000; count=5; break; case CR_GRANDCROSS: /* グランドクロス */ count=29; limit=1000; interval=300; break; case SA_VOLCANO: /* ボルケーノ */ case SA_DELUGE: /* デリュージ */ case SA_VIOLENTGALE: /* バイオレントゲイル */ limit=skill_get_time(skillid,skilllv); count=skilllv<=2?25:(skilllv<=4?49:81); target=BCT_ALL; break; case SA_LANDPROTECTOR: /* グランドクロス */ limit=skill_get_time(skillid,skilllv); // changed to get duration from cast_db (moonsoul) val1=skilllv*15+10; aoe_diameter=skilllv+skilllv%2+5; target=BCT_ALL; count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul) break; case BD_LULLABY: /* 子守唄 */ case BD_ETERNALCHAOS: /* エターナルカオス */ case BD_ROKISWEIL: /* ロキの叫び */ count=81; limit=skill_get_time(skillid,skilllv); range=5; target=BCT_ALL; break; case BD_RICHMANKIM: case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジークフリード */ count=81; limit=skill_get_time(skillid,skilllv); range=5; target=BCT_PARTY; break; case BA_WHISTLE: /* 口笛 */ count=49; limit=skill_get_time(skillid,skilllv); range=5; target=BCT_NOENEMY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1; val2 = ((battle_get_agi(src)/10)&0xffff)<<16; val2 |= (battle_get_luk(src)/10)&0xffff; break; case DC_HUMMING: /* ハミング */ count=49; limit=skill_get_time(skillid,skilllv); range=5; target=BCT_NOENEMY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; val2 = battle_get_dex(src)/10; break; case BA_DISSONANCE: /* 不協和音 */ case DC_UGLYDANCE: /* 自分勝手なダンス */ count=49; limit=skill_get_time(skillid,skilllv); range=5; target=BCT_ENEMY; break; case DC_DONTFORGETME: /* 私を忘れないで… */ count=49; limit=skill_get_time(skillid,skilllv); range=5; target=BCT_ENEMY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; val2 = ((battle_get_str(src)/20)&0xffff)<<16; val2 |= (battle_get_agi(src)/10)&0xffff; break; case BA_POEMBRAGI: /* ブラギの詩 */ count=49; limit=skill_get_time(skillid,skilllv); range=5; target=BCT_NOENEMY; if(src->type == BL_PC) val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON); val2 = ((battle_get_dex(src)/10)&0xffff)<<16; val2 |= (battle_get_int(src)/5)&0xffff; break; case BA_APPLEIDUN: /* イドゥンの林檎 */ count=49; limit=skill_get_time(skillid,skilllv); range=5; target=BCT_NOENEMY; if(src->type == BL_PC) val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16; else val1 = 0; val1 |= (battle_get_vit(src))&0xffff; val2 = 0;//回復用タイムカウンタ(6秒毎に1増加) break; case DC_SERVICEFORYOU: /* サービスフォーユー */ count=49; limit=skill_get_time(skillid,skilllv); range=5; target=BCT_PARTY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; val2 = battle_get_int(src)/10; break; case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ count=49; limit=skill_get_time(skillid,skilllv); range=5; target=BCT_NOENEMY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1; val2 = battle_get_agi(src)/20; break; case DC_FORTUNEKISS: /* 幸運のキス */ count=49; limit=skill_get_time(skillid,skilllv); range=5; target=BCT_NOENEMY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; val2 = battle_get_luk(src)/10; break; case AM_DEMONSTRATION: /* デモンストレーション */ limit=skill_get_time(skillid,skilllv); interval=1000; range=1; target=BCT_ENEMY; break; case WE_CALLPARTNER: /* あなたに逢いたい */ limit=skill_get_time(skillid,skilllv); range=-1; break; case HP_BASILICA: /* バジリカ */ limit=skill_get_time(skillid,skilllv); target=BCT_ALL; range=3; //Fix to prevent the priest from walking while Basilica is up. battle_stopwalking(src,1); skill_status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0); break; case PA_GOSPEL: /* ゴスペル */ count=49; target=BCT_PARTY; limit=skill_get_time(skillid,skilllv); break; case PF_FOGWALL: /* フォグウォール */ count=15; limit=skill_get_time(skillid,skilllv); break; case RG_GRAFFITI: /* Graffiti */ count=1; // Leave this at 1 [Valaris] limit=600000; // Time length [Valaris] break; }; nullpo_retr(NULL, group=skill_initunitgroup(src,count,skillid,skilllv,skill_get_unit_id(skillid,flag&1))); group->limit=limit; group->val1=val1; group->val2=val2; group->target_flag=target; group->interval=interval; group->range=range; if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){ group->valstr=calloc(80, 1); if(group->valstr==NULL){ printf("skill_castend_map: out of memory !\n"); exit(1); } memcpy(group->valstr,talkie_mes,80); } for(i=0;ilimit,alive=1; int range=group->range; switch(skillid){ /* 設定 */ case AL_PNEUMA: /* ニューマ */ { static const int dx[9]={-1, 0, 1,-1, 0, 1,-1, 0, 1}; static const int dy[9]={-1,-1,-1, 0, 0, 0, 1, 1, 1}; ux+=dx[i]; uy+=dy[i]; } break; case MG_FIREWALL: /* ファイヤーウォール */ { if(dir&1){ /* 斜め配置 */ static const int dx[][5]={ { 1,1,0,0,-1 }, { -1,-1,0,0,1 }, },dy[][5]={ { 1,0,0,-1,-1 }, { 1,0,0,-1,-1 }, }; ux+=dx[(dir>>1)&1][i]; uy+=dy[(dir>>1)&1][i]; }else{ /* 上下配置 */ if(dir%4==0) /* 上下 */ ux+=i-1; else /* 左右 */ uy+=i-1; } val2=group->val2; } break; case PR_SANCTUARY: /* サンクチュアリ */ { static const int dx[]={ -1,0,1, -2,-1,0,1,2, -2,-1,0,1,2, -2,-1,0,1,2, -1,0,1 }; static const int dy[]={ -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0, 1,1,1,1,1, 2,2,2, }; ux+=dx[i]; uy+=dy[i]; } break; case PR_MAGNUS: /* マグヌスエクソシズム */ { static const int dx[]={ -1,0,1, -1,0,1, -3,-2,-1,0,1,2,3, -3,-2,-1,0,1,2,3, -3,-2,-1,0,1,2,3, -1,0,1, -1,0,1, }; static const int dy[]={ -3,-3,-3, -2,-2,-2, -1,-1,-1,-1,-1,-1,-1, 0,0,0,0,0,0,0, 1,1,1,1,1,1,1, 2,2,2, 3,3,3 }; ux+=dx[i]; uy+=dy[i]; } break; case WZ_SIGHTRASHER: { static const int dx[]={ -5, 0, 5, -4, 0, 4, -3, 0, 3, -2, 0, 2, -1, 0, 1, -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, -1, 0, 1, -2, 0, 2, -3, 0, 3, -4, 0, 4, -5, 0, 5 }; static const int dy[]={ -5,-5,-5, -4,-4,-4, -3,-3,-3, -2,-2,-2, -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5 }; ux+=dx[i]; uy+=dy[i]; } break; case WZ_ICEWALL: /* アイスウォール */ { static const int dirx[8]={0,-1,-1,-1,0,1,1,1}; static const int diry[8]={1,1,0,-1,-1,-1,0,1}; if(skilllv <= 1) val1 = 500; else val1 = 200 + 200*skilllv; if(src->x == x && src->y == y) dir = 2; else dir=map_calc_dir(src,x,y); ux+=(2-i)*diry[dir]; uy+=(i-2)*dirx[dir]; } break; case WZ_QUAGMIRE: /* クァグマイア */ ux+=(i%5-2); uy+=(i/5-2); if(i==12) range=2; else range=-1; break; case AS_VENOMDUST: /* ベノムダスト */ { static const int dx[]={-1,0,0,0,1}; static const int dy[]={0,-1,0,1,0}; ux+=dx[i]; uy+=dy[i]; } break; case CR_GRANDCROSS: /* グランドクロス */ { static const int dx[]={ 0, 0, -1,0,1, -2,-1,0,1,2, -4,-3,-2,-1,0,1,2,3,4, -2,-1,0,1,2, -1,0,1, 0, 0, }; static const int dy[]={ -4, -3, -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0,0,0,0,0, 1,1,1,1,1, 2,2,2, 3, 4, }; ux+=dx[i]; uy+=dy[i]; } break; case SA_VOLCANO: /* ボルケーノ */ case SA_DELUGE: /* デリュージ */ case SA_VIOLENTGALE: /* バイオレントゲイル */ { int u_range=0,central=0; if(skilllv<=2){ u_range=2; central=12; }else if(skilllv<=4){ u_range=3; central=24; }else if(skilllv>=5){ u_range=4; central=40; } ux+=(i%(u_range*2+1)-u_range); uy+=(i/(u_range*2+1)-u_range); if(i==central) range=u_range;//中央のユニットの効果範囲は全範囲 else range=-1;//中央以外のユニットは飾り } break; case SA_LANDPROTECTOR: /* ランドプロテクター */ { int u_range=0; if(skilllv<=2) u_range=3; else if(skilllv<=4) u_range=4; else if(skilllv>=5) u_range=5; ux+=(i%(u_range*2+1)-u_range); uy+=(i/(u_range*2+1)-u_range); range=0; } break; /* ダンスなど */ case BD_LULLABY: /* 子守歌 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD:/* 戦太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ case BD_ROKISWEIL: /* ロキの叫び */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジークフリード */ ux+=(i%9-4); uy+=(i/9-4); if(i==40) range=4; /* 中心の場合は範囲を4にオーバーライド */ else range=-1; /* 中心じゃない場合は範囲を-1にオーバーライド */ break; case BA_DISSONANCE: /* 不協和音 */ case BA_WHISTLE: /* 口笛 */ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ case BA_POEMBRAGI: /* ブラギの詩 */ case BA_APPLEIDUN: /* イドゥンの林檎 */ case DC_UGLYDANCE: /* 自分勝手なダンス */ case DC_HUMMING: /* ハミング */ case DC_DONTFORGETME: /* 私を忘れないで… */ case DC_FORTUNEKISS: /* 幸運のキス */ case DC_SERVICEFORYOU: /* サービスフォーユー */ ux+=(i%7-3); uy+=(i/7-3); if(i==40) range=4; /* 中心の場合は範囲を4にオーバーライド */ else range=-1; /* 中心じゃない場合は範囲を-1にオーバーライド */ break; case PA_GOSPEL: /* ゴスペル */ ux+=(i%7-3); uy+=(i/7-3); break; case PF_FOGWALL: /* フォグウォール */ ux+=(i%5-2); uy+=(i/5-1); break; case RG_GRAFFITI: /* Graffiti [Valaris] */ ux+=(i%5-2); uy+=(i/5-2); break; } //直上スキルの場合設置座標上にランドプロテクターがないかチェック if(range<=0) map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive); if(skillid==WZ_ICEWALL && alive){ val2=map_getcell(src->m,ux,uy); if(val2==5 || val2==1) alive=0; else { map_setcell(src->m,ux,uy,5); clif_changemapcell(src->m,ux,uy,5,0); } } if(alive){ nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy)); unit->val1=val1; unit->val2=val2; unit->limit=limit; unit->range=range; } } return group; } /*========================================== * スキルユニットの発動イベント *------------------------------------------ */ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick) { struct skill_unit_group *sg; struct block_list *ss; struct skill_unit_group_tickset *ts; struct map_session_data *srcsd=NULL; int diff,goflag,splash_count=0; nullpo_retr(0, src); nullpo_retr(0, bl); if( bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl) ) ) return 0; nullpo_retr(0, sg=src->group); nullpo_retr(0, ss=map_id2bl(sg->src_id)); if(ss->type == BL_PC) nullpo_retr(0, srcsd=(struct map_session_data *)ss); if(srcsd && srcsd->chatID) return 0; if( bl->type!=BL_PC && bl->type!=BL_MOB ) return 0; nullpo_retr(0, ts=skill_unitgrouptickset_search( bl, sg->group_id)); diff=DIFF_TICK(tick,ts->tick); goflag=(diff>sg->interval || diff<0); if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっていたら3HITしない goflag = (diff>sg->interval*map_count_oncell(bl->m,bl->x,bl->y) || diff<0); //対象がLP上に居る場合は無効 map_foreachinarea(skill_landprotector,bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,0,&goflag); if(!goflag) return 0; ts->tick=tick; ts->group_id=sg->group_id; switch(sg->unit_id){ case 0x83: /* サンクチュアリ */ { int race=battle_get_race(bl); int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0; if( battle_get_hp(bl)>=battle_get_max_hp(bl) && !damage_flag) break; if((sg->val1--)<=0){ skill_delunitgroup(sg); return 0; } if(!damage_flag) { int heal=sg->val2; if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage) heal=0; /* 黄金蟲カード(ヒール量0) */ clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1); battle_heal(NULL,bl,heal,0,0); } else skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); } break; case 0x84: /* マグヌスエクソシズム */ { int race=battle_get_race(bl); int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0; if(!damage_flag) return 0; skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); } break; case 0x85: /* ニューマ */ { struct skill_unit *unit2; struct status_change *sc_data=battle_get_sc_data(bl); int type=SC_PNEUMA; if(sc_data && sc_data[type].timer==-1) skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){ if(DIFF_TICK(sg->tick,unit2->group->tick)>0 ) skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); ts->tick-=sg->interval; } } break; case 0x7e: /* セイフティウォール */ { struct skill_unit *unit2; struct status_change *sc_data=battle_get_sc_data(bl); int type=SC_SAFETYWALL; if(sc_data && sc_data[type].timer==-1) skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){ if(sg->val1 < unit2->group->val1 ) skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); ts->tick-=sg->interval; } } break; case 0x86: /* ロードオブヴァーミリオン(&ストームガスト &グランドクロス) */ skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case 0x7f: /* ファイヤーウォール */ if( (src->val2--)>0) skill_attack(BF_MAGIC,ss,&src->bl,bl, sg->skill_id,sg->skill_lv,tick,0); if( src->val2<=0 ) skill_delunit(src); break; case 0x87: /* ファイアーピラー(発動前) */ skill_delunit(src); skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); break; case 0x88: /* ファイアーピラー(発動後) */ if(DIFF_TICK(tick,sg->tick) < 150) skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case 0x90: /* スキッドトラップ */ { int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv); if(map[bl->m].flag.gvg) c = 0; for(i=0;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: /* ショックウェーブトラップ */ case 0x95: /* サンドマン */ case 0x96: /* フラッシャー */ case 0x97: /* フリージングトラップ */ case 0x98: /* クレイモアートラップ */ map_foreachinarea(skill_count_target,src->bl.m ,src->bl.x-src->range,src->bl.y-src->range ,src->bl.x+src->range,src->bl.y+src->range ,0,&src->bl,&splash_count); map_foreachinarea(skill_trap_splash,src->bl.m ,src->bl.x-src->range,src->bl.y-src->range ,src->bl.x+src->range,src->bl.y+src->range ,0,&src->bl,tick,splash_count); sg->unit_id = 0x8c; clif_changelook(&src->bl,LOOK_BASE,sg->unit_id); sg->limit=DIFF_TICK(tick,sg->tick)+1500; break; case 0x91: /* アンクルスネア */ { struct status_change *sc_data=battle_get_sc_data(bl); if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){ int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE); int sec=skill_get_time2(sg->skill_id,sg->skill_lv) - (double)battle_get_agi(bl)*0.1; if(battle_get_mode(bl)&0x20) sec = sec/5; battle_stopwalking(bl,1); skill_status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0); if(moveblock) map_delblock(bl); bl->x = src->bl.x; bl->y = src->bl.y; if(moveblock) map_addblock(bl); if(bl->type == BL_MOB) clif_fixmobpos((struct mob_data *)bl); else if(bl->type == BL_PET) clif_fixpetpos((struct pet_data *)bl); else clif_fixpos(bl); clif_01ac(&src->bl); sg->limit=DIFF_TICK(tick,sg->tick) + sec; sg->val2=bl->id; } } break; case 0x80: /* ワープポータル(発動後) */ if(bl->type==BL_PC){ struct map_session_data *sd = (struct map_session_data *)bl; if(sd && src->bl.m == bl->m && src->bl.x == bl->x && src->bl.y == bl->y && src->bl.x == sd->to_x && src->bl.y == sd->to_y) { if( battle_config.chat_warpportal || !sd->chatID ){ if((sg->val1--)>0){ pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3); if(sg->src_id == bl->id ||( strcmp(map[src->bl.m].name,sg->valstr) == 0 && src->bl.x == (sg->val2>>16) && src->bl.y == (sg->val2&0xffff) )) skill_delunitgroup(sg); }else skill_delunitgroup(sg); } } }else if(bl->type==BL_MOB && battle_config.mob_warpportal){ int m=map_mapname2mapid(sg->valstr); struct mob_data *md; md=(struct mob_data *)bl; mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3); } break; case 0x8e: /* クァグマイア */ { int type=SkillStatusChangeTable[sg->skill_id]; if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if( battle_get_sc_data(bl)[type].timer==-1 ) skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); } break; case 0x92: /* ベノムダスト */ { struct status_change *sc_data=battle_get_sc_data(bl); int type=SkillStatusChangeTable[sg->skill_id]; if( sc_data && sc_data[type].timer==-1 ) skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); } break; case 0x9a: /* ボルケーノ */ case 0x9b: /* デリュージ */ case 0x9c: /* バイオレントゲイル */ { struct skill_unit *unit2; struct status_change *sc_data=battle_get_sc_data(bl); int type=SkillStatusChangeTable[sg->skill_id]; if(sc_data && sc_data[type].timer==-1) skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){ if( DIFF_TICK(sg->tick,unit2->group->tick)>0 ) skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); ts->tick-=sg->interval; } } break; case 0x9e: /* 子守唄 */ case 0x9f: /* ニヨルドの宴 */ case 0xa0: /* 永遠の混沌 */ case 0xa1: /* 戦太鼓の響き */ case 0xa2: /* ニーベルングの指輪 */ case 0xa3: /* ロキの叫び */ case 0xa4: /* 深淵の中に */ case 0xa5: /* 不死身のジークフリード */ case 0xa6: /* 不協和音 */ case 0xa7: /* 口笛 */ case 0xa8: /* 夕陽のアサシンクロス */ case 0xa9: /* ブラギの詩 */ case 0xab: /* 自分勝手なダンス */ case 0xac: /* ハミング */ case 0xad: /* 私を忘れないで… */ case 0xae: /* 幸運のキス */ case 0xaf: /* サービスフォーユー */ case 0xb4: { struct skill_unit *unit2; struct status_change *sc_data=battle_get_sc_data(bl); int type=SkillStatusChangeTable[sg->skill_id]; if(sg->src_id == bl->id) break; if(sc_data && sc_data[type].timer==-1) skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){ if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); ts->tick-=sg->interval; } } break; case 0xaa: /* イドゥンの林檎 */ { struct skill_unit *unit2; struct status_change *sc_data=battle_get_sc_data(bl); int type=SkillStatusChangeTable[sg->skill_id]; if(sg->src_id == bl->id) break; if( sc_data && sc_data[type].timer==-1) skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); else if((unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){ if( DIFF_TICK(sg->tick,unit2->group->tick)>0 ) skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); ts->tick-=sg->interval; } } break; case 0xb1: /* デモンストレーション */ skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking) pc_breakweapon((struct map_session_data *)bl); break; case 0x99: /* トーキーボックス */ if(sg->src_id == bl->id) //自分が踏んでも発動しない break; if(sg->val2==0){ clif_talkiebox(&src->bl,sg->valstr); sg->unit_id = 0x8c; clif_changelook(&src->bl,LOOK_BASE,sg->unit_id); sg->limit=DIFF_TICK(tick,sg->tick)+5000; sg->val2=-1; //踏んだ } break; case 0xb2: /* あなたを_会いたいです */ case 0xb3: /* ゴスペル */ case 0xb6: /* フォグウォール */ //とりあえず何もしない break; case 0xb7: /* スパイダーウェッブ */ if(sg->val2==0){ int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE); skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); if(moveblock) map_delblock(bl); bl->x = (&src->bl)->x; bl->y = (&src->bl)->y; if(moveblock) map_addblock(bl); if(bl->type == BL_MOB) clif_fixmobpos((struct mob_data *)bl); else if(bl->type == BL_PET) clif_fixpetpos((struct pet_data *)bl); else clif_fixpos(bl); clif_01ac(&src->bl); sg->limit=DIFF_TICK(tick,sg->tick) + skill_get_time2(sg->skill_id,sg->skill_lv); sg->val2=bl->id; } break; /* default: if(battle_config.error_log) printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); break;*/ } if(bl->type==BL_MOB && ss!=bl) /* スキル使用条件のMOBスキル */ { if(battle_config.mob_changetarget_byskill == 1) { int target=((struct mob_data *)bl)->target_id; if(ss->type == BL_PC) ((struct mob_data *)bl)->target_id=ss->id; mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16)); ((struct mob_data *)bl)->target_id=target; } else mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16)); } return 0; } /*========================================== * スキルユニットから離脱する(もしくはしている)場合 *------------------------------------------ */ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick) { struct skill_unit_group *sg; nullpo_retr(0, src); nullpo_retr(0, bl); nullpo_retr(0, sg=src->group); if( bl->prev==NULL || !src->alive ) return 0; if( bl->type!=BL_PC && bl->type!=BL_MOB ) return 0; switch(sg->unit_id){ case 0x7e: /* セイフティウォール */ case 0x85: /* ニューマ */ case 0x8e: /* クァグマイア */ { struct status_change *sc_data=battle_get_sc_data(bl); int type= (sg->unit_id==0x85)?SC_PNEUMA: ((sg->unit_id==0x7e)?SC_SAFETYWALL: SC_QUAGMIRE); if((type != SC_QUAGMIRE || bl->type != BL_MOB) && sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){ skill_status_change_end(bl,type,-1); } } break; case 0x91: /* アンクルスネア */ { struct block_list *target=map_id2bl(sg->val2); if( target && target==bl ){ skill_status_change_end(bl,SC_ANKLE,-1); sg->limit=DIFF_TICK(tick,sg->tick)+1000; } } break; case 0xb5: case 0xb8: { struct block_list *target=map_id2bl(sg->val2); if( target==bl ) skill_status_change_end(bl,SC_SPIDERWEB,-1); sg->limit=DIFF_TICK(tick,sg->tick)+1000; } break; case 0xb6: { struct block_list *target=map_id2bl(sg->val2); if( target==bl ) skill_status_change_end(bl,SC_FOGWALL,-1); sg->limit=DIFF_TICK(tick,sg->tick)+1000; } break; case 0x9a: /* ボルケーノ */ case 0x9b: /* デリュージ */ case 0x9c: /* バイオレントゲイル */ { struct status_change *sc_data=battle_get_sc_data(bl); struct skill_unit *su; int type=SkillStatusChangeTable[sg->skill_id]; if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){ skill_status_change_end(bl,type,-1); } } break; case 0x9e: /* 子守唄 */ case 0x9f: /* ニヨルドの宴 */ case 0xa0: /* 永遠の混沌 */ case 0xa1: /* 戦太鼓の響き */ case 0xa2: /* ニーベルングの指輪 */ case 0xa3: /* ロキの叫び */ case 0xa4: /* 深淵の中に */ case 0xa5: /* 不死身のジークフリード */ case 0xa6: /* 不協和音 */ case 0xa7: /* 口笛 */ case 0xa8: /* 夕陽のアサシンクロス */ case 0xa9: /* ブラギの詩 */ case 0xaa: /* イドゥンの林檎 */ case 0xab: /* 自分勝手なダンス */ case 0xac: /* ハミング */ case 0xad: /* 私を忘れないで… */ case 0xae: /* 幸運のキス */ case 0xaf: /* サービスフォーユー */ case 0xb4: { struct status_change *sc_data=battle_get_sc_data(bl); struct skill_unit *su; int type=SkillStatusChangeTable[sg->skill_id]; if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){ skill_status_change_end(bl,type,-1); } } break; case 0xb7: /* スパイダーウェッブ */ { struct block_list *target=map_id2bl(sg->val2); if( target && target==bl ) skill_status_change_end(bl,SC_SPIDERWEB,-1); sg->limit=DIFF_TICK(tick,sg->tick)+1000; } break; /* default: if(battle_config.error_log) printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); break;*/ } skill_unitgrouptickset_delete(bl,sg->group_id); return 0; } /*========================================== * スキルユニットの削除イベント *------------------------------------------ */ int skill_unit_ondelete(struct skill_unit *src,struct block_list *bl,unsigned int tick) { struct skill_unit_group *sg; nullpo_retr(0, src); nullpo_retr(0, bl); nullpo_retr(0, sg = src->group); if( bl->prev==NULL || !src->alive ) return 0; if( bl->type!=BL_PC && bl->type!=BL_MOB ) return 0; switch(sg->unit_id){ case 0x85: /* ニューマ */ case 0x7e: /* セイフティウォール */ case 0x8e: /* クァグマイヤ */ case 0x9a: /* ボルケーノ */ case 0x9b: /* デリュージ */ case 0x9c: /* バイオレントゲイル */ case 0x9e: /* 子守唄 */ case 0x9f: /* ニヨルドの宴 */ case 0xa0: /* 永遠の混沌 */ case 0xa1: /* 戦太鼓の響き */ case 0xa2: /* ニーベルングの指輪 */ case 0xa3: /* ロキの叫び */ case 0xa4: /* 深淵の中に */ case 0xa5: /* 不死身のジークフリード */ case 0xa6: /* 不協和音 */ case 0xa7: /* 口笛 */ case 0xa8: /* 夕陽のアサシンクロス */ case 0xa9: /* ブラギの詩 */ case 0xaa: /* イドゥンの林檎 */ case 0xab: /* 自分勝手なダンス */ case 0xac: /* ハミング */ case 0xad: /* 私を忘れないで… */ case 0xae: /* 幸運のキス */ case 0xaf: /* サービスフォーユー */ case 0xb4: return skill_unit_onout(src,bl,tick); /* default: if(battle_config.error_log) printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); break;*/ } skill_unitgrouptickset_delete(bl,sg->group_id); return 0; } /*========================================== * スキルユニットの限界イベント *------------------------------------------ */ int skill_unit_onlimit(struct skill_unit *src,unsigned int tick) { struct skill_unit_group *sg; nullpo_retr(0, src); nullpo_retr(0, sg=src->group); switch(sg->unit_id){ case 0x81: /* ワープポータル(発動前) */ { struct skill_unit_group *group= skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv, src->bl.x,src->bl.y,1); if(group == NULL) return 0; group->valstr=calloc(24, 1); if(group->valstr==NULL){ printf("skill_unit_onlimit: out of memory !\n"); exit(1); } memcpy(group->valstr,sg->valstr,24); group->val2=sg->val2; } break; case 0x8d: /* アイスウォール */ map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2); clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1); break; case 0xb2: /* あなたに会いたい */ { struct map_session_data *sd = NULL; struct map_session_data *p_sd = NULL; if((sd = (struct map_session_data *)(map_id2bl(sg->src_id))) == NULL) return 0; if((p_sd = pc_get_partner(sd)) == NULL) return 0; pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3); } break; } return 0; } /*========================================== * スキルユニットのダメージイベント *------------------------------------------ */ int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl, int damage,unsigned int tick) { struct skill_unit_group *sg; nullpo_retr(0, src); nullpo_retr(0, sg=src->group); switch(sg->unit_id){ case 0x8d: /* アイスウォール */ src->val1-=damage; break; case 0x8f: /* ブラストマイン */ case 0x98: /* クレイモアートラップ */ skill_blown(bl,&src->bl,2); //吹き飛ばしてみる break; default: damage = 0; break; } return damage; } /*---------------------------------------------------------------------------- */ /*========================================== * スキル使用(詠唱完了、場所指定) *------------------------------------------ */ int skill_castend_pos( int tid, unsigned int tick, int id,int data ) { struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/; int range,maxcount; nullpo_retr(0, sd); if( sd->bl.prev == NULL ) return 0; if( sd->skilltimer != tid ) /* タイマIDの確認 */ return 0; if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) { sd->speed = sd->prev_speed; clif_updatestatus(sd,SP_SPEED); } sd->skilltimer=-1; if(pc_isdead(sd)) { sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } if(battle_config.pc_skill_reiteration == 0) { range = -1; switch(sd->skillid) { case MG_SAFETYWALL: case WZ_FIREPILLAR: case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case HT_TALKIEBOX: case AL_WARP: case PF_SPIDERWEB: /* スパイダーウェッブ */ case RG_GRAFFITI: /* グラフィティ */ range = 0; break; case AL_PNEUMA: range = 1; break; } if(range >= 0) { if(skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,range,sd->skillid) > 0) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } } if(battle_config.pc_skill_nofootset) { range = -1; switch(sd->skillid) { case WZ_FIREPILLAR: case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case HT_TALKIEBOX: case PF_SPIDERWEB: /* スパイダーウェッブ */ case WZ_ICEWALL: range = 1; break; case AL_WARP: range = 0; break; } if(range >= 0) { if(skill_check_unit_range2(sd->bl.m,sd->skillx,sd->skilly,range) > 0) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } } if(battle_config.pc_land_skill_limit) { maxcount = skill_get_maxcount(sd->skillid); if(maxcount > 0) { int i,c; for(i=c=0;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; } } } range = skill_get_range(sd->skillid,sd->skilllv); if(range < 0) range = battle_get_range(&sd->bl) - (range + 1); range += battle_config.pc_skill_add_range; if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris] if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } } if(!skill_check_condition(sd,1)) { /* 使用条件チェック */ sd->canact_tick = tick; sd->canmove_tick = tick; sd->skillitem = sd->skillitemlv = -1; return 0; } sd->skillitem = sd->skillitemlv = -1; if(battle_config.skill_out_range_consume) { if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; sd->canmove_tick = tick; return 0; } } if(battle_config.pc_skill_log) printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid); pc_stop_walking(sd,0); skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0); return 0; } /*========================================== * 範囲内キャラ存在確認判定処理(foreachinarea) *------------------------------------------ */ static int skill_check_condition_char_sub(struct block_list *bl,va_list ap) { int *c; struct block_list *src; struct map_session_data *sd; struct map_session_data *ssd; struct pc_base_job s_class; struct pc_base_job ss_class; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, sd=(struct map_session_data*)bl); nullpo_retr(0, src=va_arg(ap,struct block_list *)); nullpo_retr(0, c=va_arg(ap,int *)); nullpo_retr(0, ssd=(struct map_session_data*)src); s_class = pc_calc_base_job(sd->status.class); //チェックしない設定ならcにありえない大きな数字を返して終了 if(!battle_config.player_skill_partner_check){ //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ (*c)=99; return 0; } ; ss_class = pc_calc_base_job(ssd->status.class); switch(ssd->skillid){ case PR_BENEDICTIO: /* 聖体降福 */ if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 || sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) && (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10) (*c)++; break; case BD_LULLABY: /* 子守歌 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ case BD_ROKISWEIL: /* ロキの叫び */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジークフリード */ case BD_RAGNAROK: /* 神々の黄昏 */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ if(sd != ssd && ((ssd->status.class==19 && sd->status.class==20) || (ssd->status.class==20 && sd->status.class==19) || (ssd->status.class==4020 && sd->status.class==4021) || (ssd->status.class==4021 && sd->status.class==4020) || (ssd->status.class==20 && sd->status.class==4020) || (ssd->status.class==19 && sd->status.class==4021)) && pc_checkskill(sd,ssd->skillid) > 0 && (*c)==0 && sd->status.party_id == ssd->status.party_id && !pc_issit(sd) && sd->sc_data[SC_DANCING].timer==-1 ) (*c)=pc_checkskill(sd,ssd->skillid); break; } return 0; } /*========================================== * 範囲内キャラ存在確認判定後スキル使用処理(foreachinarea) *------------------------------------------ */ static int skill_check_condition_use_sub(struct block_list *bl,va_list ap) { int *c; struct block_list *src; struct map_session_data *sd; struct map_session_data *ssd; struct pc_base_job s_class; struct pc_base_job ss_class; int skillid,skilllv; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, sd=(struct map_session_data*)bl); nullpo_retr(0, src=va_arg(ap,struct block_list *)); nullpo_retr(0, c=va_arg(ap,int *)); nullpo_retr(0, ssd=(struct map_session_data*)src); s_class = pc_calc_base_job(sd->status.class); //チェックしない設定ならcにありえない大きな数字を返して終了 if(!battle_config.player_skill_partner_check){ //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ (*c)=99; return 0; } ss_class = pc_calc_base_job(ssd->status.class); skillid=ssd->skillid; skilllv=ssd->skilllv; switch(skillid){ case PR_BENEDICTIO: /* 聖体降福 */ if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 || sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) && (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){ sd->status.sp -= 10; pc_calcstatus(sd,0); (*c)++; } break; case BD_LULLABY: /* 子守歌 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ case BD_ROKISWEIL: /* ロキの叫び */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジークフリード */ case BD_RAGNAROK: /* 神々の黄昏 */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ if(sd != ssd && //本人以外で ((ssd->status.class==19 && sd->status.class==20) || (ssd->status.class==20 && sd->status.class==19) || (ssd->status.class==4020 && sd->status.class==4021) || (ssd->status.class==4021 && sd->status.class==4020) || (ssd->status.class==20 && sd->status.class==4020) || (ssd->status.class==19 && sd->status.class==4021)) && //自分がダンサーならバードで pc_checkskill(sd,skillid) > 0 && //スキルを持っていて (*c)==0 && //最初の一人で sd->status.party_id == ssd->status.party_id && //パーティーが同じで !pc_issit(sd) && //座ってない sd->sc_data[SC_DANCING].timer==-1 //ダンス中じゃない ){ ssd->sc_data[SC_DANCING].val4=bl->id; clif_skill_nodamage(bl,src,skillid,skilllv,1); skill_status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0); sd->skillid_dance=sd->skillid=skillid; sd->skilllv_dance=sd->skilllv=skilllv; (*c)++; } break; } return 0; } /*========================================== * 範囲内バイオプラント、スフィアマイン用Mob存在確認判定処理(foreachinarea) *------------------------------------------ */ static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap) { int *c,src_id=0,mob_class=0; struct mob_data *md; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, md=(struct mob_data*)bl); nullpo_retr(0, src_id=va_arg(ap,int)); nullpo_retr(0, mob_class=va_arg(ap,int)); nullpo_retr(0, c=va_arg(ap,int *)); if(md->class==mob_class && md->master_id==src_id) (*c)++; return 0; } /*========================================== * スキル使用条件(偽で使用失敗) *------------------------------------------ */ int skill_check_condition(struct map_session_data *sd,int type) { int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp; int index[10],itemid[10],amount[10]; nullpo_retr(0, sd); if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) { sd->skillitem = sd->skillitemlv = -1; return 1; } if( sd->opt1>0) { clif_skill_fail(sd,sd->skillid,0,0); sd->skillitem = sd->skillitemlv = -1; return 0; } if(pc_is90overweight(sd)) { clif_skill_fail(sd,sd->skillid,9,0); sd->skillitem = sd->skillitemlv = -1; return 0; } if(sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) { sd->skillitem = sd->skillitemlv = -1; return 0; } if(sd->skillid == AM_PHARMACY && sd->state.produce_flag == 1) { sd->skillitem = sd->skillitemlv = -1; return 0; } if(sd->skillitem == sd->skillid) { /* アイテムの場合無条件成功 */ if(type&1) sd->skillitem = sd->skillitemlv = -1; return 1; } if( sd->opt1>0 ){ clif_skill_fail(sd,sd->skillid,0,0); return 0; } if(sd->sc_data){ if( sd->sc_data[SC_DIVINA].timer!=-1 || sd->sc_data[SC_ROKISWEIL].timer!=-1 || (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) || sd->sc_data[SC_STEELBODY].timer != -1 || sd->sc_data[SC_BERSERK].timer != -1 ){ clif_skill_fail(sd,sd->skillid,0,0); return 0; /* 状態異常や沈黙など */ } } skill = sd->skillid; lv = sd->skilllv; hp=skill_get_hp(skill, lv); /* 消費HP */ sp=skill_get_sp(skill, lv); /* 消費SP */ if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance) sp=sp/2; //アンコール時はSP消費が半分 hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1]; sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1]; zeny = skill_get_zeny(skill,lv); weapon = skill_db[skill].weapon; state = skill_db[skill].state; spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1]; mhp=skill_get_mhp(skill, lv); /* 消費HP */ for(i=0;i<10;i++) { itemid[i] = skill_db[skill].itemid[i]; amount[i] = skill_db[skill].amount[i]; } if(mhp > 0) hp += (sd->status.max_hp * mhp)/100; if(hp_rate > 0) hp += (sd->status.hp * hp_rate)/100; else hp += (sd->status.max_hp * abs(hp_rate))/100; if(sp_rate > 0) sp += (sd->status.sp * sp_rate)/100; else sp += (sd->status.max_sp * abs(sp_rate))/100; if(sd->dsprate!=100) sp=sp*sd->dsprate/100; /* 消費SP修正 */ switch(skill) { case SA_CASTCANCEL: if(sd->skilltimer == -1) { clif_skill_fail(sd,skill,0,0); return 0; } break; case BS_MAXIMIZE: /* マキシマイズパワー */ case NV_TRICKDEAD: /* 死んだふり */ case TF_HIDING: /* ハイディング */ case AS_CLOAKING: /* クローキング */ case CR_AUTOGUARD: /* オートガード */ case CR_DEFENDER: /* ディフェンダー */ case ST_CHASEWALK: if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1) return 1; /* 解除する場合はSP消費しない */ break; case AL_TELEPORT: case AL_WARP: if(map[sd->bl.m].flag.noteleport) { clif_skill_teleportmessage(sd,0); return 0; } break; case MO_CALLSPIRITS: /* 気功 */ if(sd->spiritball >= lv) { clif_skill_fail(sd,skill,0,0); return 0; } break; case CH_SOULCOLLECT: /* 狂気功 */ if(sd->spiritball >= 5) { clif_skill_fail(sd,skill,0,0); return 0; } break; case MO_FINGEROFFENSIVE: //指弾 if (sd->spiritball > 0 && sd->spiritball < spiritball) { spiritball = sd->spiritball; sd->spiritball_old = sd->spiritball; } else sd->spiritball_old = lv; break; case MO_CHAINCOMBO: //連打掌 if(sd->sc_data[SC_BLADESTOP].timer==-1){ if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK) return 0; } break; case MO_COMBOFINISH: //猛龍拳 if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO) return 0; break; case CH_TIGERFIST: //伏虎拳 if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH) return 0; break; case CH_CHAINCRUSH: //連柱崩撃 if(sd->sc_data[SC_COMBO].timer == -1) return 0; if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST) return 0; break; case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 if((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1) spiritball--; break; case BD_ADAPTATION: /* アドリブ */ { struct skill_unit_group *group=NULL; if(sd->sc_data[SC_DANCING].timer==-1 || ((group=(struct skill_unit_group*)sd->sc_data[SC_DANCING].val2) && (skill_get_time(sd->sc_data[SC_DANCING].val1,group->skill_lv) - sd->sc_data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以上のみ? clif_skill_fail(sd,skill,0,0); return 0; } } break; case PR_BENEDICTIO: /* 聖体降福 */ { int range=1; int c=0; if(!(type&1)){ map_foreachinarea(skill_check_condition_char_sub,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); if(c<2){ clif_skill_fail(sd,skill,0,0); return 0; } }else{ map_foreachinarea(skill_check_condition_use_sub,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); } } break; case WE_CALLPARTNER: /* あなたに逢いたい */ if(!sd->status.partner_id){ clif_skill_fail(sd,skill,0,0); return 0; } break; case AM_CANNIBALIZE: /* バイオプラント */ case AM_SPHEREMINE: /* スフィアーマイン */ if(type&1){ int c=0; int maxcount=skill_get_maxcount(skill); int mob_class=(skill==AM_CANNIBALIZE)?1118:1142; if(battle_config.pc_land_skill_limit && maxcount>0) { map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c ); if(c >= maxcount){ clif_skill_fail(sd,skill,0,0); return 0; } } } break; case MG_FIREWALL: /* ファイアーウォール */ /* 数制限 */ if(battle_config.pc_land_skill_limit) { int maxcount = skill_get_maxcount(skill); if(maxcount > 0) { int i,c; for(i=c=0;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; } 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(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_RECOV_WEIGHT_RATE: if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_MOVE_ENABLE: { struct walkpath_data wpd; if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) { clif_skill_fail(sd,skill,0,0); return 0; } } break; case ST_WATER: if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y) != 3 && (sd->sc_data[SC_DELUGE].timer==-1)){ //水場判定 clif_skill_fail(sd,skill,0,0); return 0; } break; } for(i=0;i<10;i++) { int x = lv%11 - 1; index[i] = -1; if(itemid[i] <= 0) continue; if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone) continue; if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1) continue; if(skill == AM_POTIONPITCHER && i != x) continue; index[i] = pc_search_inventory(sd,itemid[i]); if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) { if(itemid[i] == 716 || itemid[i] == 717) clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0); else clif_skill_fail(sd,skill,0,0); return 0; } } if(!(type&1)) return 1; if(skill != AM_POTIONPITCHER) { if(skill == AL_WARP && !(type&2)) return 1; for(i=0;i<10;i++) { if(index[i] >= 0) pc_delitem(sd,index[i],amount[i],0); // アイテム消費 } } if(type&2) return 1; if(sp > 0) { // SP消費 sd->status.sp-=sp; clif_updatestatus(sd,SP_SP); } if(hp > 0) { // HP消費 sd->status.hp-=hp; clif_updatestatus(sd,SP_HP); } if(zeny > 0) // Zeny消費 pc_payzeny(sd,zeny); if(spiritball > 0) // 氣球消費 pc_delspiritball(sd,spiritball,0); return 1; } /*========================================== * 詠唱時間計算 *------------------------------------------ */ int skill_castfix( struct block_list *bl, int time ) { struct map_session_data *sd; struct mob_data *md; // [Valaris] struct status_change *sc_data; int dex; int castrate=100; int skill,lv,castnodex; nullpo_retr(0, bl); if(bl->type==BL_MOB){ // Crash fix [Valaris] md=(struct mob_data*)bl; skill = md->skillid; lv = md->skilllv; } else { sd=(struct map_session_data*)bl; skill = sd->skillid; lv = sd->skilllv; } sc_data = battle_get_sc_data(bl); dex=battle_get_dex(bl); if (skill > MAX_SKILL_DB || skill < 0) return 0; castnodex=skill_get_castnodex(skill, lv); if(time==0) return 0; if(castnodex > 0 && bl->type==BL_PC) castrate=((struct map_session_data *)bl)->castrate; else if (castnodex <= 0 && bl->type==BL_PC) { castrate=((struct map_session_data *)bl)->castrate; time=time*castrate*(battle_config.castrate_dex_scale - dex)/(battle_config.castrate_dex_scale * 100); time=time*battle_config.cast_rate/100; } /* サフラギウム */ if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 ){ time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100; skill_status_change_end( bl, SC_SUFFRAGIUM, -1); } /* ブラギの詩 */ if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 ) time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2 +(sc_data[SC_POEMBRAGI].val3>>16)))/100; return (time>0)?time:0; } /*========================================== * ディレイ計算 *------------------------------------------ */ int skill_delayfix( struct block_list *bl, int time ) { struct status_change *sc_data; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); if(time<=0) return 0; if(bl->type == BL_PC) { if( battle_config.delay_dependon_dex ) /* dexの影響を計算する */ time=time*(battle_config.castrate_dex_scale - battle_get_dex(bl))/battle_config.castrate_dex_scale; time=time*battle_config.delay_rate/100; } /* ブラギの詩 */ if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 ) time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2 +(sc_data[SC_POEMBRAGI].val3&0xffff)))/100; return (time>0)?time:0; } /*========================================== * スキル使用(ID指定) *------------------------------------------ */ int skill_use_id( struct map_session_data *sd, int target_id, int skill_num, int skill_lv) { unsigned int tick; int casttime=0,delay=0,skill,range; struct map_session_data* target_sd=NULL; int forcecast=0; struct block_list *bl; struct status_change *sc_data; tick=gettick(); nullpo_retr(0, sd); if( (bl=map_id2bl(target_id)) == NULL ){ /* if(battle_config.error_log) printf("skill target not found %d\n",target_id); */ return 0; } if(sd->bl.m != bl->m || pc_isdead(sd)) return 0; if(skillnotok(skill_num, sd)) // [MouseJstr] return 0; sc_data=sd->sc_data; /* 沈黙や異常(ただし、グリムなどの判定をする) */ if( sd->opt1>0 ) return 0; if(sd->sc_data){ if(sc_data[SC_CHASEWALK].timer != -1) return 0; if(sc_data[SC_VOLCANO].timer != -1){ if(skill_num==WZ_ICEWALL) return 0; } if(sc_data[SC_ROKISWEIL].timer!=-1){ if(skill_num==BD_ADAPTATION) return 0; } if( sd->sc_data[SC_DIVINA].timer!=-1 || sd->sc_data[SC_ROKISWEIL].timer!=-1 || (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) || sd->sc_data[SC_STEELBODY].timer != -1 || sd->sc_data[SC_BERSERK].timer != -1 ){ return 0; /* 状態異常や沈黙など */ } if(sc_data[SC_BLADESTOP].timer != -1){ int lv = sc_data[SC_BLADESTOP].val1; if(sc_data[SC_BLADESTOP].val2==1) return 0;//白羽された側なのでダメ if(lv==1) return 0; if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0; if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0; if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0; if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0; } } if(sd->status.option&4 && skill_num==TF_HIDING) return 0; if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID ) return 0; if(map[sd->bl.m].flag.gvg){ //GvGで使用できないスキル switch(skill_num){ case SM_ENDURE: case AL_TELEPORT: case AL_WARP: case WZ_ICEWALL: case TF_BACKSLIDING: case LK_BERSERK: case HP_BASILICA: case ST_CHASEWALK: return 0; } } /* 演奏/ダンス中 */ if( sc_data && sc_data[SC_DANCING].timer!=-1 ){ // if(battle_config.pc_skill_log) // printf("dancing! %d\n",skill_num); if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //合奏中はアドリブ以外不可 return 0; if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){ return 0; } } if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id) return 0; //直前のスキルが何か覚える必要のあるスキル switch(skill_num){ case SA_CASTCANCEL: if(sd->skillid != skill_num){ //キャストキャンセル自体は覚えない sd->skillid_old = sd->skillid; sd->skilllv_old = sd->skilllv; break; } case BD_ENCORE: /* アンコール */ if(!sd->skillid_dance){ //前回使用した踊りがないとだめ clif_skill_fail(sd,skill_num,0,0); return 0; }else{ sd->skillid_old = skill_num; } break; } sd->skillid = skill_num; sd->skilllv = skill_lv; switch(skill_num){ //事前にレベルが変わったりするスキル case BD_LULLABY: /* 子守歌 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ case BD_ROKISWEIL: /* ロキの叫び */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジークフリード */ case BD_RAGNAROK: /* 神々の黄昏 */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ { int range=1; int c=0; map_foreachinarea(skill_check_condition_char_sub,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); if(c<1){ clif_skill_fail(sd,skill_num,0,0); return 0; }else if(c==99){ //相方不要設定だった ; }else{ sd->skilllv=(c + skill_lv)/2; } } break; } if(!skill_check_condition(sd,0)) return 0; /* 射程と障害物チェック */ range = skill_get_range(skill_num,skill_lv); if(range < 0) range = battle_get_range(&sd->bl) - (range + 1); if(!battle_check_range(&sd->bl,bl,range) ) return 0; if(bl->type==BL_PC) { target_sd=(struct map_session_data*)bl; if(target_sd && skill_num == ALL_RESURRECTION && !pc_isdead(target_sd)) return 0; } if((skill_num != MO_CHAINCOMBO && skill_num != MO_COMBOFINISH && skill_num != MO_EXTREMITYFIST && skill_num != CH_TIGERFIST && skill_num != CH_CHAINCRUSH) || (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) ) pc_stopattack(sd); casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) ); if(skill_num != SA_MAGICROD) delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) ); sd->state.skillcastcancel = skill_db[skill_num].castcancel; switch(skill_num){ /* 何か特殊な処理が必要 */ // case AL_HEAL: /* ヒール */ // if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) // forcecast=1; /* ヒールアタックなら詠唱エフェクト有り */ // break; case ALL_RESURRECTION: /* リザレクション */ if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))){ /* 敵がアンデッドなら */ forcecast=1; /* ターンアンデットと同じ詠唱時間 */ casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) ); } break; case MO_FINGEROFFENSIVE: /* 指弾 */ casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv); break; case MO_CHAINCOMBO: /*連打掌*/ target_id = sd->attacktarget; if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){ struct block_list *tbl; if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //ターゲットがいない? return 0; target_id = tbl->id; } break; case MO_COMBOFINISH: /*猛龍拳*/ case CH_TIGERFIST: /* 伏虎拳 */ case CH_CHAINCRUSH: /* 連柱崩撃 */ target_id = sd->attacktarget; break; // -- moonsoul (altered to allow proper usage of extremity from new champion combos) // case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/ if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) { casttime = 0; target_id = sd->attacktarget; } forcecast=1; break; case SA_MAGICROD: case SA_SPELLBREAKER: forcecast=1; break; case WE_MALE: case WE_FEMALE: { struct map_session_data *p_sd = NULL; if((p_sd = pc_get_partner(sd)) == NULL) return 0; target_id = p_sd->bl.id; //rangeをもう1回検査 range = skill_get_range(skill_num,skill_lv); if(range < 0) range = battle_get_range(&sd->bl) - (range + 1); if(!battle_check_range(&sd->bl,&p_sd->bl,range) ){ return 0; } } break; case AS_SPLASHER: /* ベナムスプラッシャー */ { struct status_change *t_sc_data = battle_get_sc_data(bl); if(t_sc_data && t_sc_data[SC_POISON].timer==-1){ clif_skill_fail(sd,skill_num,0,10); return 0; } } break; case PF_MEMORIZE: /* メモライズ */ casttime = 12000; break; } //メモライズ状態ならキャストタイムが1/3 if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){ casttime = casttime/3; if((--sc_data[SC_MEMORIZE].val2)<=0) skill_status_change_end(&sd->bl, SC_MEMORIZE, -1); } if(battle_config.pc_skill_log) printf("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",sd->bl.id,target_id,skill_num,skill_lv,casttime); // if(sd->skillitem == skill_num) // casttime = delay = 0; if( casttime>0 || forcecast ){ /* 詠唱が必要 */ struct mob_data *md; clif_skillcasting( &sd->bl, sd->bl.id, target_id, 0,0, skill_num,casttime); /* 詠唱反応モンスター */ if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class].mode&0x10 && md->state.state!=MS_ATTACK && sd->invincible_timer == -1){ md->target_id=sd->bl.id; md->state.targettype = ATTACKABLE; md->min_chase=13; } } if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */ sd->state.skillcastcancel=0; sd->skilltarget = target_id; /* sd->cast_target_bl = bl; */ sd->skillx = 0; sd->skilly = 0; sd->canact_tick = tick + casttime + delay; sd->canmove_tick = tick; if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING) skill_status_change_end(&sd->bl,SC_CLOAKING,-1); if(casttime > 0) { sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 ); if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) { sd->prev_speed = sd->speed; sd->speed = sd->speed*(175 - skill*5)/100; clif_updatestatus(sd,SP_SPEED); } else pc_stop_walking(sd,0); } else { if(skill_num != SA_CASTCANCEL) sd->skilltimer = -1; skill_castend_id(sd->skilltimer,tick,sd->bl.id,0); } //マジックパワーの効果終了 if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER) skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1); return 0; } /*========================================== * スキル使用(場所指定) *------------------------------------------ */ int skill_use_pos( struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv) { struct block_list bl; struct status_change *sc_data; unsigned int tick; int casttime=0,delay=0,skill,range; nullpo_retr(0, sd); if(pc_isdead(sd)) return 0; if (skillnotok(skill_num, sd)) // [MoueJstr] return 0; if(skill_num==WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp) { // noicewall flag [Valaris] clif_skill_fail(sd,sd->skillid,0,0); return 0; } sc_data=sd->sc_data; if( sd->opt1>0 ) return 0; if(sc_data){ if( sc_data[SC_DIVINA].timer!=-1 || sc_data[SC_ROKISWEIL].timer!=-1 || sc_data[SC_AUTOCOUNTER].timer != -1 || sc_data[SC_STEELBODY].timer != -1 || sc_data[SC_DANCING].timer!=-1 || sc_data[SC_BERSERK].timer != -1 ) return 0; /* 状態異常や沈黙など */ } if(sd->status.option&2) return 0; if(map[sd->bl.m].flag.gvg && (skill_num == SM_ENDURE || skill_num == AL_TELEPORT || skill_num == AL_WARP || skill_num == WZ_ICEWALL || skill_num == TF_BACKSLIDING)) return 0; sd->skillid = skill_num; sd->skilllv = skill_lv; sd->skillx = skill_x; sd->skilly = skill_y; if(!skill_check_condition(sd,0)) return 0; /* 射程と障害物チェック */ bl.type = BL_NUL; bl.m = sd->bl.m; bl.x = skill_x; bl.y = skill_y; range = skill_get_range(skill_num,skill_lv); if(range < 0) range = battle_get_range(&sd->bl) - (range + 1); if(!battle_check_range(&sd->bl,&bl,range) ) return 0; pc_stopattack(sd); casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) ); delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) ); sd->state.skillcastcancel = skill_db[skill_num].castcancel; if(battle_config.pc_skill_log) printf("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",sd->bl.id,skill_x,skill_y,skill_num,skill_lv,casttime); // if(sd->skillitem == skill_num) // casttime = delay = 0; //メモライズ状態ならキャストタイムが1/3 if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){ casttime = casttime/3; if((--sc_data[SC_MEMORIZE].val2)<=0) skill_status_change_end(&sd->bl, SC_MEMORIZE, -1); } if( casttime>0 ) /* 詠唱が必要 */ clif_skillcasting( &sd->bl, sd->bl.id, 0, skill_x,skill_y, skill_num,casttime); if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */ sd->state.skillcastcancel=0; sd->skilltarget = 0; /* sd->cast_target_bl = NULL; */ tick=gettick(); sd->canact_tick = tick + casttime + delay; sd->canmove_tick = tick; if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1) skill_status_change_end(&sd->bl,SC_CLOAKING,-1); if(casttime > 0) { sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 ); if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) { sd->prev_speed = sd->speed; sd->speed = sd->speed*(175 - skill*5)/100; clif_updatestatus(sd,SP_SPEED); } else pc_stop_walking(sd,0); } else { sd->skilltimer = -1; skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0); } //マジックパワーの効果終了 if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER) skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1); return 0; } /*========================================== * スキル詠唱キャンセル *------------------------------------------ */ int skill_castcancel(struct block_list *bl,int type) { int inf; int ret=0; nullpo_retr(0, bl); if(bl->type==BL_PC){ struct map_session_data *sd=(struct map_session_data *)bl; unsigned long tick=gettick(); nullpo_retr(0, sd); sd->canact_tick=tick; sd->canmove_tick = tick; if( sd->skilltimer!=-1){ if(pc_checkskill(sd,SA_FREECAST) > 0) { sd->speed = sd->prev_speed; clif_updatestatus(sd,SP_SPEED); } if(!type) { if((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32) ret=delete_timer( sd->skilltimer, skill_castend_pos ); else ret=delete_timer( sd->skilltimer, skill_castend_id ); if(ret<0) printf("delete timer error : skillid : %d\n",sd->skillid); } else { if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32) ret=delete_timer( sd->skilltimer, skill_castend_pos ); else ret=delete_timer( sd->skilltimer, skill_castend_id ); if(ret<0) printf("delete timer error : skillid : %d\n",sd->skillid_old); } sd->skilltimer=-1; clif_skillcastcancel(bl); } return 0; }else if(bl->type==BL_MOB){ struct mob_data *md=(struct mob_data *)bl; nullpo_retr(0, md); if( md->skilltimer!=-1 ){ if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32) ret=delete_timer( md->skilltimer, mobskill_castend_pos ); else ret=delete_timer( md->skilltimer, mobskill_castend_id ); md->skilltimer=-1; clif_skillcastcancel(bl); } if(ret<0) printf("delete timer error : skillid : %d\n",md->skillid); return 0; } return 1; } /*========================================= * ブランディッシュスピア 初期範囲決定 *---------------------------------------- */ void skill_brandishspear_first(struct square *tc,int dir,int x,int y){ nullpo_retv(tc); if(dir == 0){ tc->val1[0]=x-2; tc->val1[1]=x-1; tc->val1[2]=x; tc->val1[3]=x+1; tc->val1[4]=x+2; tc->val2[0]= tc->val2[1]= tc->val2[2]= tc->val2[3]= tc->val2[4]=y-1; } else if(dir==2){ tc->val1[0]= tc->val1[1]= tc->val1[2]= tc->val1[3]= tc->val1[4]=x+1; tc->val2[0]=y+2; tc->val2[1]=y+1; tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-2; } else if(dir==4){ tc->val1[0]=x-2; tc->val1[1]=x-1; tc->val1[2]=x; tc->val1[3]=x+1; tc->val1[4]=x+2; tc->val2[0]= tc->val2[1]= tc->val2[2]= tc->val2[3]= tc->val2[4]=y+1; } else if(dir==6){ tc->val1[0]= tc->val1[1]= tc->val1[2]= tc->val1[3]= tc->val1[4]=x-1; tc->val2[0]=y+2; tc->val2[1]=y+1; tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-2; } else if(dir==1){ tc->val1[0]=x-1; tc->val1[1]=x; tc->val1[2]=x+1; tc->val1[3]=x+2; tc->val1[4]=x+3; tc->val2[0]=y-4; tc->val2[1]=y-3; tc->val2[2]=y-1; tc->val2[3]=y; tc->val2[4]=y+1; } else if(dir==3){ tc->val1[0]=x+3; tc->val1[1]=x+2; tc->val1[2]=x+1; tc->val1[3]=x; tc->val1[4]=x-1; tc->val2[0]=y-1; tc->val2[1]=y; tc->val2[2]=y+1; tc->val2[3]=y+2; tc->val2[4]=y+3; } else if(dir==5){ tc->val1[0]=x+1; tc->val1[1]=x; tc->val1[2]=x-1; tc->val1[3]=x-2; tc->val1[4]=x-3; tc->val2[0]=y+3; tc->val2[1]=y+2; tc->val2[2]=y+1; tc->val2[3]=y; tc->val2[4]=y-1; } else if(dir==7){ tc->val1[0]=x-3; tc->val1[1]=x-2; tc->val1[2]=x-1; tc->val1[3]=x; tc->val1[4]=x+1; tc->val2[1]=y; tc->val2[0]=y+1; tc->val2[2]=y-1; tc->val2[3]=y-2; tc->val2[4]=y-3; } } /*========================================= * ブランディッシュスピア 方向判定 範囲拡張 *----------------------------------------- */ void skill_brandishspear_dir(struct square *tc,int dir,int are){ int c; nullpo_retv(tc); for(c=0;c<5;c++){ if(dir==0){ tc->val2[c]+=are; }else if(dir==1){ tc->val1[c]-=are; tc->val2[c]+=are; }else if(dir==2){ tc->val1[c]-=are; }else if(dir==3){ tc->val1[c]-=are; tc->val2[c]-=are; }else if(dir==4){ tc->val2[c]-=are; }else if(dir==5){ tc->val1[c]+=are; tc->val2[c]-=are; }else if(dir==6){ tc->val1[c]+=are; }else if(dir==7){ tc->val1[c]+=are; tc->val2[c]+=are; } } } /*========================================== * ディボーション 有効確認 *------------------------------------------ */ void skill_devotion(struct map_session_data *md,int target) { // 総確認 int n; nullpo_retv(md); for(n=0;n<5;n++){ if(md->dev.val1[n]){ struct map_session_data *sd = map_id2sd(md->dev.val1[n]); // 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){ skill_devotion_end(md,sd,n); } } } } void skill_devotion2(struct block_list *bl,int crusader) { // 被ディボーションが歩いた時の距離チェック struct map_session_data *sd = map_id2sd(crusader); nullpo_retv(bl); if(sd) skill_devotion3(&sd->bl,bl->id); } int skill_devotion3(struct block_list *bl,int target) { // クルセが歩いた時の距離チェック struct map_session_data *md; struct map_session_data *sd; int n,r=0; nullpo_retr(1, bl); if( (md = (struct map_session_data *)bl) == NULL || (sd = map_id2sd(target)) == NULL ) return 1; else r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y); if(pc_checkskill(sd,CR_DEVOTION)+6 < r){ // 許容範囲を超えてた for(n=0;n<5;n++) if(md->dev.val1[n]==target) md->dev.val2[n]=0; // 離れた時は、糸を切るだけ clif_devotion(md,sd->bl.id); return 1; } return 0; } void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target) { // クルセと被ディボキャラのリセット nullpo_retv(md); nullpo_retv(sd); md->dev.val1[target]=md->dev.val2[target]=0; if(sd && sd->sc_data){ // skill_status_change_end(sd->bl,SC_DEVOTION,-1); sd->sc_data[SC_DEVOTION].val1=0; sd->sc_data[SC_DEVOTION].val2=0; clif_status_change(&sd->bl,SC_DEVOTION,0); clif_devotion(md,sd->bl.id); } } /*========================================== * オートスペル *------------------------------------------ */ int skill_autospell(struct map_session_data *sd,int skillid) { int skilllv; int maxlv=1,lv; nullpo_retr(0, sd); skilllv = pc_checkskill(sd,SA_AUTOSPELL); if(skillid==MG_NAPALMBEAT) maxlv=3; else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){ if(skilllv==2) maxlv=1; else if(skilllv==3) maxlv=2; else if(skilllv>=4) maxlv=3; } else if(skillid==MG_SOULSTRIKE){ if(skilllv==5) maxlv=1; else if(skilllv==6) maxlv=2; else if(skilllv>=7) maxlv=3; } else if(skillid==MG_FIREBALL){ if(skilllv==8) maxlv=1; else if(skilllv>=9) maxlv=2; } else if(skillid==MG_FROSTDIVER) maxlv=1; else return 0; if(maxlv > (lv=pc_checkskill(sd,skillid))) maxlv = lv; skill_status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い・・・? return 0; } /*========================================== * ギャングスターパラダイス判定処理(foreachinarea) *------------------------------------------ */ static int skill_gangster_count(struct block_list *bl,va_list ap) { int *c; struct map_session_data *sd; nullpo_retr(0, bl); nullpo_retr(0, ap); sd=(struct map_session_data*)bl; c=va_arg(ap,int *); if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0) (*c)++; return 0; } static int skill_gangster_in(struct block_list *bl,va_list ap) { struct map_session_data *sd; nullpo_retr(0, bl); nullpo_retr(0, ap); sd=(struct map_session_data*)bl; if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0) sd->state.gangsterparadise=1; return 0; } static int skill_gangster_out(struct block_list *bl,va_list ap) { struct map_session_data *sd; nullpo_retr(0, bl); nullpo_retr(0, ap); sd=(struct map_session_data*)bl; if(sd && sd->state.gangsterparadise) sd->state.gangsterparadise=0; return 0; } int skill_gangsterparadise(struct map_session_data *sd ,int type) { int range=1; int c=0; nullpo_retr(0, sd); if(pc_checkskill(sd,RG_GANGSTER) <= 0) return 0; if(type==1) {/* 座った時の処理 */ map_foreachinarea(skill_gangster_count,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC,&c); if(c > 0) {/*ギャングスター成功したら自分にもギャングスター属性付与*/ map_foreachinarea(skill_gangster_in,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC); sd->state.gangsterparadise = 1; } return 0; } else if(type==0) {/* 立ち上がったときの処理 */ map_foreachinarea(skill_gangster_count,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC,&c); if(c < 1) map_foreachinarea(skill_gangster_out,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC); sd->state.gangsterparadise = 0; return 0; } return 0; } /*========================================== * 寒いジョーク・スクリーム判定処理(foreachinarea) *------------------------------------------ */ int skill_frostjoke_scream(struct block_list *bl,va_list ap) { struct block_list *src; int skillnum,skilllv; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, src=va_arg(ap,struct block_list*)); skillnum=va_arg(ap,int); skilllv=va_arg(ap,int); tick=va_arg(ap,unsigned int); if(src == bl)//自分には効かない return 0; if(battle_check_target(src,bl,BCT_ENEMY) > 0) skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); else if(battle_check_target(src,bl,BCT_PARTY) > 0) { if(rand()%100 < 10)//PTメンバにも低確率でかかる(とりあえず10%) skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); } return 0; } /*========================================== *アブラカダブラの使用スキル決定(決定スキルがダメなら0を返す) *------------------------------------------ */ int skill_abra_dataset(int skilllv) { int skill = rand()%331; //dbに基づくレベル・確率判定 if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0; //NPCスキルはダメ if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0; //演奏スキルはダメ if(skill_is_danceskill(skill)) return 0; return skill; } /*========================================== * *------------------------------------------ */ int skill_attack_area(struct block_list *bl,va_list ap) { struct block_list *src,*dsrc; int atk_type,skillid,skilllv,flag,type; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); atk_type = va_arg(ap,int); if((src=va_arg(ap,struct block_list*)) == NULL) return 0; if((dsrc=va_arg(ap,struct block_list*)) == NULL) return 0; skillid=va_arg(ap,int); skilllv=va_arg(ap,int); tick=va_arg(ap,unsigned int); flag=va_arg(ap,int); type=va_arg(ap,int); if(battle_check_target(dsrc,bl,type) > 0) skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); return 0; } /*========================================== * *------------------------------------------ */ int skill_clear_element_field(struct block_list *bl) { struct mob_data *md=NULL; struct map_session_data *sd=NULL; int i,skillid; nullpo_retr(0, bl); if(bl->type==BL_MOB) md=(struct mob_data *)bl; if(bl->type==BL_PC) sd=(struct map_session_data *)bl; for(i=0;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; } /*========================================== * ランドプロテクターチェック(foreachinarea) *------------------------------------------ */ int skill_landprotector(struct block_list *bl, va_list ap ) { int skillid; int *alive; struct skill_unit *unit; nullpo_retr(0, bl); nullpo_retr(0, ap); skillid=va_arg(ap,int); alive=va_arg(ap,int *); if((unit=(struct skill_unit *)bl) == NULL) return 0; if(skillid==SA_LANDPROTECTOR){ skill_delunit(unit); }else{ if(alive && unit->group->skill_id==SA_LANDPROTECTOR) (*alive)=0; } return 0; } /*========================================== * イドゥンの林檎の回復処理(foreachinarea) *------------------------------------------ */ int skill_idun_heal(struct block_list *bl, va_list ap ) { struct skill_unit *unit; struct skill_unit_group *sg; int heal; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, unit = va_arg(ap,struct skill_unit *)); nullpo_retr(0, sg = unit->group); heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2; if(bl->type == BL_SKILL || bl->id == sg->src_id) return 0; if(bl->type == BL_PC || bl->type == BL_MOB){ clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1); battle_heal(NULL,bl,heal,0,0); } return 0; } /*========================================== * 指定範囲内でsrcに対して有効なターゲットのblの数を数える(foreachinarea) *------------------------------------------ */ int skill_count_target(struct block_list *bl, va_list ap ){ struct block_list *src; int *c; nullpo_retr(0, bl); nullpo_retr(0, ap); if((src = va_arg(ap,struct block_list *)) == NULL) return 0; if((c = va_arg(ap,int *)) == NULL) return 0; if(battle_check_target(src,bl,BCT_ENEMY) > 0) (*c)++; return 0; } /*========================================== * トラップ範囲処理(foreachinarea) *------------------------------------------ */ int skill_trap_splash(struct block_list *bl, va_list ap ) { struct block_list *src; int tick; int splash_count; struct skill_unit *unit; struct skill_unit_group *sg; struct block_list *ss; int i; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, src = va_arg(ap,struct block_list *)); nullpo_retr(0, unit = (struct skill_unit *)src); nullpo_retr(0, sg = unit->group); nullpo_retr(0, ss = map_id2bl(sg->src_id)); tick = va_arg(ap,int); splash_count = va_arg(ap,int); if(battle_check_target(src,bl,BCT_ENEMY) > 0){ switch(sg->unit_id){ case 0x95: /* サンドマン */ case 0x96: /* フラッシャー */ case 0x94: /* ショックウェーブトラップ */ skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); break; case 0x8f: /* ブラストマイン */ case 0x98: /* クレイモアートラップ */ for(i=0;iskill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0); } case 0x97: /* フリージングトラップ */ skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0); break; default: break; } } return 0; } /*---------------------------------------------------------------------------- * ステータス異常 *---------------------------------------------------------------------------- */ /*========================================== * ステータス異常タイマー範囲処理 *------------------------------------------ */ int skill_status_change_timer_sub(struct block_list *bl, va_list ap ) { struct block_list *src; int type; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, src=va_arg(ap,struct block_list*)); type=va_arg(ap,int); tick=va_arg(ap,unsigned int); if(bl->type!=BL_PC && bl->type!=BL_MOB) return 0; switch( type ){ case SC_SIGHT: /* サイト */ case SC_CONCENTRATE: if( (*battle_get_option(bl))&6 ){ skill_status_change_end( bl, SC_HIDING, -1); skill_status_change_end( bl, SC_CLOAKING, -1); } break; case SC_RUWACH: /* ルアフ */ if( (*battle_get_option(bl))&6 ){ skill_status_change_end( bl, SC_HIDING, -1); skill_status_change_end( bl, SC_CLOAKING, -1); if(battle_check_target( src,bl, BCT_ENEMY ) > 0) { struct status_change *sc_data = battle_get_sc_data(bl); skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0); } } break; } return 0; } /*========================================== * ステータス異常終了 *------------------------------------------ */ int skill_status_change_end(struct block_list* bl, int type, int tid) { struct status_change* sc_data; int opt_flag=0, calc_flag = 0; short *sc_count, *option, *opt1, *opt2, *opt3; nullpo_retr(0, bl); if(bl->type!=BL_PC && bl->type!=BL_MOB) { if(battle_config.error_log) printf("skill_status_change_end: neither MOB nor PC !\n"); return 0; } nullpo_retr(0, sc_data = battle_get_sc_data(bl)); nullpo_retr(0, sc_count = battle_get_sc_count(bl)); nullpo_retr(0, option = battle_get_option(bl)); nullpo_retr(0, opt1 = battle_get_opt1(bl)); nullpo_retr(0, opt2 = battle_get_opt2(bl)); nullpo_retr(0, opt3 = battle_get_opt3(bl)); if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) { if (tid == -1) // タイマから呼ばれていないならタイマ削除をする delete_timer(sc_data[type].timer,skill_status_change_timer); /* 該当の異常を正常に戻す */ sc_data[type].timer=-1; (*sc_count)--; switch(type){ /* 異常の種類ごとの処理 */ case SC_PROVOKE: /* プロボック */ case SC_CONCENTRATE: /* 集中力向上 */ case SC_BLESSING: /* ブレッシング */ case SC_ANGELUS: /* アンゼルス */ case SC_INCREASEAGI: /* 速度上昇 */ case SC_DECREASEAGI: /* 速度減少 */ case SC_SIGNUMCRUCIS: /* シグナムクルシス */ case SC_HIDING: case SC_TWOHANDQUICKEN: /* 2HQ */ case SC_ADRENALINE: /* アドレナリンラッシュ */ case SC_ENCPOISON: /* エンチャントポイズン */ case SC_IMPOSITIO: /* インポシティオマヌス */ case SC_GLORIA: /* グロリア */ case SC_LOUD: /* ラウドボイス */ case SC_QUAGMIRE: /* クァグマイア */ case SC_PROVIDENCE: /* プロヴィデンス */ case SC_SPEARSQUICKEN: /* スピアクイッケン */ case SC_VOLCANO: case SC_DELUGE: case SC_VIOLENTGALE: case SC_ETERNALCHAOS: /* エターナルカオス */ case SC_DRUMBATTLE: /* 戦太鼓の響き */ case SC_NIBELUNGEN: /* ニーベルングの指輪 */ case SC_SIEGFRIED: /* 不死身のジークフリード */ case SC_WHISTLE: /* 口笛 */ case SC_ASSNCROS: /* 夕陽のアサシンクロス */ case SC_HUMMING: /* ハミング */ case SC_DONTFORGETME: /* 私を忘れないで */ case SC_FORTUNE: /* 幸運のキス */ case SC_SERVICE4U: /* サービスフォーユー */ case SC_EXPLOSIONSPIRITS: // 爆裂波動 case SC_STEELBODY: // 金剛 case SC_DEFENDER: case SC_SPEEDPOTION0: /* 増速ポーション */ case SC_SPEEDPOTION1: case SC_SPEEDPOTION2: case SC_APPLEIDUN: /* イドゥンの林檎 */ case SC_RIDING: case SC_BLADESTOP_WAIT: case SC_AURABLADE: /* オーラブレード */ case SC_PARRYING: /* パリイング */ case SC_CONCENTRATION: /* コンセントレーション */ case SC_TENSIONRELAX: /* テンションリラックス */ case SC_ASSUMPTIO: /* アシャンプティオ */ case SC_WINDWALK: /* ウインドウォーク */ case SC_TRUESIGHT: /* トゥルーサイト */ case SC_SPIDERWEB: /* スパイダーウェッブ */ case SC_MAGICPOWER: /* 魔法力増幅 */ case SC_CHASEWALK: case SC_ATKPOT: /* attack potion [Valaris] */ case SC_MATKPOT: /* magic attack potion [Valaris] */ case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) case SC_MELTDOWN: /* メルトダウン */ calc_flag = 1; break; case SC_BERSERK: /* バーサーク */ calc_flag = 1; clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */ break; case SC_DEVOTION: /* ディボーション */ { struct map_session_data *md = map_id2sd(sc_data[type].val1); sc_data[type].val1=sc_data[type].val2=0; skill_devotion(md,bl->id); calc_flag = 1; } break; case SC_BLADESTOP: { struct status_change *t_sc_data = battle_get_sc_data((struct block_list *)sc_data[type].val4); //片方が切れたので相手の白刃状態が切れてないのなら解除 if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1) skill_status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1); if(sc_data[type].val2==2) clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0); } break; case SC_DANCING: { struct map_session_data *dsd; struct status_change *d_sc_data; if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){ d_sc_data = dsd->sc_data; //合奏で相手がいる場合相手のval4を0にする if(d_sc_data && d_sc_data[type].timer!=-1) d_sc_data[type].val4=0; } } calc_flag = 1; break; case SC_GRAFFITI: { struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id if(sg) skill_delunitgroup(sg); } break; case SC_NOCHAT: //チャット禁止状態 { struct map_session_data *sd=NULL; if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ sd->status.manner = 0; clif_updatestatus(sd,SP_MANNER); } } break; case SC_SPLASHER: /* ベナムスプラッシャー */ { struct block_list *src=map_id2bl(sc_data[type].val3); if(src && tid!=-1){ //自分にダメージ&周囲3*3にダメージ skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); } } break; case SC_SELFDESTRUCTION: /* 自爆 */ { //自分のダメージは0にして struct mob_data *md=NULL; if(bl->type == BL_MOB && (md=(struct mob_data*)bl)) skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); } break; /* option1 */ case SC_FREEZE: sc_data[type].val3 = 0; break; /* option2 */ case SC_POISON: /* 毒 */ case SC_BLIND: /* 暗黒 */ case SC_CURSE: calc_flag = 1; break; } if(bl->type==BL_PC && typetype == BL_PC) { // by [Yor] *opt2 |= STATE_BLIND; opt_flag = 1; } if(opt_flag) /* optionの変更を伝える */ clif_changeoption(bl); if (bl->type == BL_PC && calc_flag) pc_calcstatus((struct map_session_data *)bl,0); /* ステータス再計算 */ } return 0; } /*========================================== * ステータス異常終了タイマー *------------------------------------------ */ int skill_status_change_timer(int tid, unsigned int tick, int id, int data) { int type=data; struct block_list *bl; struct map_session_data *sd=NULL; struct status_change *sc_data; //short *sc_count; //使ってない? if( (bl=map_id2bl(id)) == NULL ) return 0; //該当IDがすでに消滅しているというのはいかにもありそうなのでスルーしてみる nullpo_retr(0, sc_data=battle_get_sc_data(bl)); if(bl->type==BL_PC) sd=(struct map_session_data *)bl; //sc_count=battle_get_sc_count(bl); //使ってない? if(sc_data[type].timer != tid) { if(battle_config.error_log) printf("skill_status_change_timer %d != %d\n",tid,sc_data[type].timer); } switch(type){ /* 特殊な処理になる場合 */ case SC_MAXIMIZEPOWER: /* マキシマイズパワー */ case SC_CLOAKING: if(sd){ if( sd->status.sp > 0 ){ /* SP切れるまで持続 */ sd->status.sp--; clif_updatestatus(sd,SP_SP); sc_data[type].timer=add_timer( /* タイマー再設定 */ sc_data[type].val2+tick, skill_status_change_timer, bl->id, data); return 0; } } break; case SC_CHASEWALK: if(sd){ if( sd->status.sp > 19+sc_data[SC_CHASEWALK].val1*3){ sd->status.sp-=(19+(sc_data[SC_CHASEWALK].val1*3)); // update sp cost [Celest] clif_updatestatus(sd,SP_SP); sc_data[type].timer=add_timer( /* タイマー再設定 */ sc_data[type].val2+tick, skill_status_change_timer, bl->id, data); return 0; } } break; case SC_HIDING: /* ハイディング */ if(sd){ /* SPがあって、時間制限の間は持続 */ if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){ if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ sd->status.sp--; clif_updatestatus(sd,SP_SP); } sc_data[type].timer=add_timer( /* タイマー再設定 */ 1000+tick, skill_status_change_timer, bl->id, data); return 0; } } break; case SC_SIGHT: /* サイト */ { const int range=7; map_foreachinarea( skill_status_change_timer_sub, bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0, bl,type,tick); if( (--sc_data[type].val2)>0 ){ sc_data[type].timer=add_timer( /* タイマー再設定 */ 250+tick, skill_status_change_timer, bl->id, data); return 0; } } break; case SC_RUWACH: /* ルアフ */ { const int range=5; map_foreachinarea( skill_status_change_timer_sub, bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0, bl,type,tick); if( (--sc_data[type].val2)>0 ){ sc_data[type].timer=add_timer( /* タイマー再設定 */ 250+tick, skill_status_change_timer, bl->id, data); return 0; } } break; case SC_SIGNUMCRUCIS: /* シグナムクルシス */ { int race = battle_get_race(bl); if(race == 6 || battle_check_undead(race,battle_get_elem_type(bl))) { sc_data[type].timer=add_timer(1000*600+tick,skill_status_change_timer, bl->id, data ); return 0; } } break; case SC_PROVOKE: /* プロボック/オートバーサーク */ if(sc_data[type].val2!=0){ /* オートバーサーク(1秒ごとにHPチェック) */ if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */ break; sc_data[type].timer=add_timer( 1000+tick,skill_status_change_timer, bl->id, data ); return 0; } break; case SC_WATERBALL: /* ウォーターボール */ { struct block_list *target=map_id2bl(sc_data[type].val2); if(target==NULL || target->prev==NULL) break; skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0); if((--sc_data[type].val3)>0) { sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data ); return 0; } } break; case SC_ENDURE: /* インデュア */ if(sd && sd->special_state.infinite_endure) { sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data ); sc_data[type].val2=1; return 0; } break; case SC_DISSONANCE: /* 不協和音 */ if( (--sc_data[type].val2)>0){ struct skill_unit *unit= (struct skill_unit *)sc_data[type].val4; struct block_list *src; if(!unit || !unit->group) break; src=map_id2bl(unit->group->src_id); if(!src) break; skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0); sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick, skill_status_change_timer, bl->id, data ); return 0; } break; case SC_LULLABY: /* 子守唄 */ if( (--sc_data[type].val2)>0){ struct skill_unit *unit= (struct skill_unit *)sc_data[type].val4; if(!unit || !unit->group || unit->group->src_id==bl->id) break; skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick); sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick, skill_status_change_timer, bl->id, data ); return 0; } break; case SC_STONE: if(sc_data[type].val2 != 0) { short *opt1 = battle_get_opt1(bl); sc_data[type].val2 = 0; sc_data[type].val4 = 0; battle_stopwalking(bl,1); if(opt1) { *opt1 = 1; clif_changeoption(bl); } sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); return 0; } else if( (--sc_data[type].val3) > 0) { int hp = battle_get_max_hp(bl); if((++sc_data[type].val4)%5 == 0 && battle_get_hp(bl) > hp>>2) { hp = hp/100; if(hp < 1) hp = 1; if(bl->type == BL_PC) pc_heal((struct map_session_data *)bl,-hp,0); else if(bl->type == BL_MOB){ struct mob_data *md; if((md=((struct mob_data *)bl)) == NULL) break; md->hp -= hp; } } sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); return 0; } break; case SC_POISON: if(sc_data[SC_SLOWPOISON].timer == -1) { if( (--sc_data[type].val3) > 0) { int hp = battle_get_max_hp(bl); if(battle_get_hp(bl) > hp>>2) { if(bl->type == BL_PC) { hp = 3 + hp*3/200; pc_heal((struct map_session_data *)bl,-hp,0); } else if(bl->type == BL_MOB) { struct mob_data *md; if((md=((struct mob_data *)bl)) == NULL) break; hp = 3 + hp/200; md->hp -= hp; } } sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); } } else sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); break; case SC_TENSIONRELAX: /* テンションリラックス */ if(sd){ /* SPがあって、HPが満タンでなければ継続 */ if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){ if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ sd->status.sp -= 12; clif_updatestatus(sd,SP_SP); } sc_data[type].timer=add_timer( /* タイマー再設定 */ 10000+tick, skill_status_change_timer, bl->id, data); return 0; } if(sd->status.max_hp <= sd->status.hp) skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1); } break; /* 時間切れ無し?? */ case SC_AETERNA: case SC_TRICKDEAD: case SC_RIDING: case SC_FALCON: case SC_WEIGHT50: case SC_WEIGHT90: case SC_MAGICPOWER: /* 魔法力増幅 */ case SC_REJECTSWORD: /* リジェクトソード */ case SC_MEMORIZE: /* メモライズ */ case SC_BROKNWEAPON: case SC_BROKNARMOR: if(sc_data[type].timer==tid) sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data ); return 0; case SC_DANCING: //ダンススキルの時間SP消費 { int s=0; if(sd){ if(sd->status.sp > 0 && (--sc_data[type].val3)>0){ switch(sc_data[type].val1){ case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き 3秒にSP1 */ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 3秒にSP1 */ case BD_SIEGFRIED: /* 不死身のジークフリード 3秒にSP1 */ case BA_DISSONANCE: /* 不協和音 3秒でSP1 */ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */ case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */ s=3; break; case BD_LULLABY: /* 子守歌 4秒にSP1 */ case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */ case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */ case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */ s=4; break; case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */ case BA_WHISTLE: /* 口笛 5秒でSP1 */ case DC_HUMMING: /* ハミング 5秒でSP1 */ case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */ case DC_SERVICEFORYOU: /* サービスフォーユー 5秒でSP1 */ s=5; break; case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */ s=6; break; case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */ s=10; break; } if(s && ((sc_data[type].val3 % s) == 0)){ sd->status.sp--; clif_updatestatus(sd,SP_SP); } sc_data[type].timer=add_timer( /* タイマー再設定 */ 1000+tick, skill_status_change_timer, bl->id, data); return 0; } } } break; case SC_BERSERK: /* バーサーク */ if(sd){ /* HPが100以上なら継続 */ if( (sd->status.hp - sd->status.hp/100) > 100 ){ sd->status.hp -= sd->status.hp/100; clif_updatestatus(sd,SP_HP); sc_data[type].timer=add_timer( /* タイマー再設定 */ 15000+tick, skill_status_change_timer, bl->id, data); return 0; } } break; case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) if(sd){ time_t timer; if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので継続 sc_data[type].timer=add_timer( /* タイマー再設定 */ 10000+tick, skill_status_change_timer, bl->id, data); return 0; } } break; case SC_NOCHAT: //チャット禁止状態 if(sd && battle_config.muting_players){ time_t timer; if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分経ってないので継続 clif_updatestatus(sd,SP_MANNER); sc_data[type].timer=add_timer( /* タイマー再設定(60秒) */ 60000+tick, skill_status_change_timer, bl->id, data); return 0; } } break; case SC_SELFDESTRUCTION: /* 自爆 */ if(--sc_data[type].val3>0){ struct mob_data *md; if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){ md->speed -= 250; md->next_walktime=tick; } sc_data[type].timer=add_timer( /* タイマー再設定 */ 1000+tick, skill_status_change_timer, bl->id, data); return 0; } break; } return skill_status_change_end( bl,type,tid ); } /*========================================== * ステータス異常終了 *------------------------------------------ */ int skill_encchant_eremental_end(struct block_list *bl,int type) { struct status_change *sc_data; nullpo_retr(0, bl); nullpo_retr(0, sc_data=battle_get_sc_data(bl)); if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* エンチャントポイズン解除 */ skill_status_change_end(bl,SC_ENCPOISON,-1); if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* アスペルシオ解除 */ skill_status_change_end(bl,SC_ASPERSIO,-1); if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* フレイムランチャ解除 */ skill_status_change_end(bl,SC_FLAMELAUNCHER,-1); if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* フロストウェポン解除 */ skill_status_change_end(bl,SC_FROSTWEAPON,-1); if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ライトニングローダー解除 */ skill_status_change_end(bl,SC_LIGHTNINGLOADER,-1); if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* サイスミックウェポン解除 */ skill_status_change_end(bl,SC_SEISMICWEAPON,-1); return 0; } /*========================================== * ステータス異常開始 *------------------------------------------ */ int skill_status_change_start(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag) { struct map_session_data *sd = NULL; struct status_change* sc_data; short *sc_count, *option, *opt1, *opt2, *opt3; int opt_flag = 0, calc_flag = 0,updateflag = 0, race, mode, elem, undead_flag; int scdef=0; nullpo_retr(0, bl); if(bl->type == BL_SKILL) return 0; nullpo_retr(0, sc_data=battle_get_sc_data(bl)); nullpo_retr(0, sc_count=battle_get_sc_count(bl)); nullpo_retr(0, option=battle_get_option(bl)); nullpo_retr(0, opt1=battle_get_opt1(bl)); nullpo_retr(0, opt2=battle_get_opt2(bl)); nullpo_retr(0, opt3=battle_get_opt3(bl)); race=battle_get_race(bl); mode=battle_get_mode(bl); elem=battle_get_elem_type(bl); undead_flag=battle_check_undead(race,elem); if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) ) return 0; switch(type){ case SC_STONE: case SC_FREEZE: scdef=3+battle_get_mdef(bl)+battle_get_luk(bl)/3; break; case SC_STAN: case SC_SILENCE: case SC_POISON: scdef=3+battle_get_vit(bl)+battle_get_luk(bl)/3; break; case SC_SLEEP: case SC_BLIND: scdef=3+battle_get_int(bl)+battle_get_luk(bl)/3; break; case SC_CURSE: scdef=3+battle_get_luk(bl); break; // case SC_CONFUSION: default: scdef=0; } if(scdef>=100) return 0; if(bl->type==BL_PC){ sd=(struct map_session_data *)bl; if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<status.weapon))) return 0; if(SC_STONE<=type && type<=SC_BLIND){ /* カードによる耐性 */ if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000reseff[type-SC_STONE]){ if(battle_config.battle_log) printf("PC %d skill_sc_start: cardによる異常耐性発動\n",sd->bl.id); return 0; } } } else if(bl->type == BL_MOB) { } else { if(battle_config.error_log) printf("skill_status_change_start: neither MOB nor PC !\n"); return 0; } if(type==SC_FREEZE && undead_flag && !(flag&1)) return 0; if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) && sc_data[type].timer != -1 && sc_data[type].val2 && !val2) return 0; if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE || (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){ /* ボスには効かない(ただしカードによる効果は適用される) */ return 0; } if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP) battle_stopwalking(bl,1); if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */ if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION && type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris] return 0; if(type >=SC_STAN && type <= SC_BLIND) return 0;/* 継ぎ足しができない状態異常である時は状態異常を行わない */ if(type == SC_GRAFFITI){ //異常中にもう一度状態異常になった時に解除してから再度かかる skill_status_change_end(bl,type,-1); }else{ (*sc_count)--; delete_timer(sc_data[type].timer, skill_status_change_timer); sc_data[type].timer = -1; } } switch(type){ /* 異常の種類ごとの処理 */ case SC_PROVOKE: /* プロボック */ calc_flag = 1; if(tick <= 0) tick = 1000; /* (オートバーサーク) */ break; case SC_ENDURE: /* インデュア */ if(tick <= 0) tick = 1000 * 60; break; case SC_CONCENTRATE: /* 集中力向上 */ calc_flag = 1; break; case SC_BLESSING: /* ブレッシング */ { if(bl->type == BL_PC || (!undead_flag && race != 6)) { if(sc_data[SC_CURSE].timer!=-1 ) skill_status_change_end(bl,SC_CURSE,-1); if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0) skill_status_change_end(bl,SC_STONE,-1); } calc_flag = 1; } break; case SC_ANGELUS: /* アンゼルス */ calc_flag = 1; break; case SC_INCREASEAGI: /* 速度上昇 */ calc_flag = 1; if(sc_data[SC_DECREASEAGI].timer!=-1 ) skill_status_change_end(bl,SC_DECREASEAGI,-1); if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォーク */ skill_status_change_end(bl,SC_WINDWALK,-1); break; case SC_DECREASEAGI: /* 速度減少 */ calc_flag = 1; if(sc_data[SC_INCREASEAGI].timer!=-1 ) skill_status_change_end(bl,SC_INCREASEAGI,-1); break; case SC_SIGNUMCRUCIS: /* シグナムクルシス */ calc_flag = 1; // val2 = 14 + val1; val2 = 10 + val1*2; tick = 600*1000; clif_emotion(bl,4); break; case SC_SLOWPOISON: if(sc_data[SC_POISON].timer == -1 ) return 0; break; case SC_TWOHANDQUICKEN: /* 2HQ */ *opt3 |= 1; calc_flag = 1; break; case SC_ADRENALINE: /* アドレナリンラッシュ */ calc_flag = 1; break; case SC_WEAPONPERFECTION: /* ウェポンパーフェクション */ if(battle_config.party_skill_penaly && !val2) tick /= 5; break; case SC_OVERTHRUST: /* オーバースラスト */ *opt3 |= 2; if(battle_config.party_skill_penaly && !val2) tick /= 10; break; case SC_MAXIMIZEPOWER: /* マキシマイズパワー(SPが1減る時間,val2にも) */ if(bl->type == BL_PC) val2 = tick; else tick = 5000*val1; break; case SC_ENCPOISON: /* エンチャントポイズン */ calc_flag = 1; val2=(((val1 - 1) / 2) + 3)*100; /* 毒付与確率 */ skill_encchant_eremental_end(bl,SC_ENCPOISON); break; case SC_POISONREACT: /* ポイズンリアクト */ break; case SC_IMPOSITIO: /* インポシティオマヌス */ calc_flag = 1; break; case SC_ASPERSIO: /* アスペルシオ */ skill_encchant_eremental_end(bl,SC_ASPERSIO); break; case SC_SUFFRAGIUM: /* サフラギム */ case SC_BENEDICTIO: /* 聖体 */ case SC_MAGNIFICAT: /* マグニフィカート */ case SC_AETERNA: /* エーテルナ */ break; case SC_ENERGYCOAT: /* エナジーコート */ *opt3 |= 4; break; case SC_MAGICROD: val2 = val1*20; break; case SC_KYRIE: /* キリエエレイソン */ val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */ val3 = (val1 / 2 + 5); /* 回数 */ // -- moonsoul (added to undo assumptio status if target has it) if(sc_data[SC_ASSUMPTIO].timer!=-1 ) skill_status_change_end(bl,SC_ASSUMPTIO,-1); break; case SC_MINDBREAKER: calc_flag = 1; if(tick <= 0) tick = 1000; /* (オートバーサーク) */ case SC_GLORIA: /* グロリア */ calc_flag = 1; break; case SC_LOUD: /* ラウドボイス */ calc_flag = 1; break; case SC_TRICKDEAD: /* 死んだふり */ break; case SC_QUAGMIRE: /* クァグマイア */ calc_flag = 1; if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */ skill_status_change_end(bl,SC_CONCENTRATE,-1); if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ skill_status_change_end(bl,SC_INCREASEAGI,-1); if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1); if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) skill_status_change_end(bl,SC_SPEARSQUICKEN,-1); if(sc_data[SC_ADRENALINE].timer!=-1 ) skill_status_change_end(bl,SC_ADRENALINE,-1); if(sc_data[SC_LOUD].timer!=-1 ) skill_status_change_end(bl,SC_LOUD,-1); if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥルーサイト */ skill_status_change_end(bl,SC_TRUESIGHT,-1); if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォーク */ skill_status_change_end(bl,SC_WINDWALK,-1); if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カートブースト */ skill_status_change_end(bl,SC_CARTBOOST,-1); break; case SC_FLAMELAUNCHER: /* フレームランチャー */ skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER); break; case SC_FROSTWEAPON: /* フロストウェポン */ skill_encchant_eremental_end(bl,SC_FROSTWEAPON); break; case SC_LIGHTNINGLOADER: /* ライトニングローダー */ skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER); break; case SC_SEISMICWEAPON: /* サイズミックウェポン */ skill_encchant_eremental_end(bl,SC_SEISMICWEAPON); break; case SC_DEVOTION: /* ディボーション */ calc_flag = 1; break; case SC_PROVIDENCE: /* プロヴィデンス */ calc_flag = 1; val2=val1*5; break; case SC_REFLECTSHIELD: val2=10+val1*3; break; case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD: case SC_CP_ARMOR: case SC_CP_HELM: break; case SC_AUTOSPELL: /* オートスペル */ val4 = 5 + val1*2; break; case SC_VOLCANO: calc_flag = 1; val3 = val1*10; val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); break; case SC_DELUGE: calc_flag = 1; val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) ); val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); break; case SC_VIOLENTGALE: calc_flag = 1; val3 = val1*3; val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); break; case SC_SPEARSQUICKEN: /* スピアクイッケン */ calc_flag = 1; val2 = 20+val1; *opt3 |= 1; break; case SC_COMBO: break; case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */ break; case SC_BLADESTOP: /* 白刃取り */ if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1); *opt3 |= 32; break; case SC_LULLABY: /* 子守唄 */ val2 = 11; break; case SC_RICHMANKIM: break; case SC_ETERNALCHAOS: /* エターナルカオス */ calc_flag = 1; break; case SC_DRUMBATTLE: /* 戦太鼓の響き */ calc_flag = 1; val2 = (val1+1)*25; val3 = (val1+1)*2; break; case SC_NIBELUNGEN: /* ニーベルングの指輪 */ calc_flag = 1; val2 = (val1+2)*50; val3 = (val1+2)*25; break; case SC_ROKISWEIL: /* ロキの叫び */ break; case SC_INTOABYSS: /* 深淵の中に */ break; case SC_SIEGFRIED: /* 不死身のジークフリード */ calc_flag = 1; val2 = 40 + val1*5; val3 = val1*10; break; case SC_DISSONANCE: /* 不協和音 */ val2 = 10; break; case SC_WHISTLE: /* 口笛 */ calc_flag = 1; break; case SC_ASSNCROS: /* 夕陽のアサシンクロス */ calc_flag = 1; break; case SC_POEMBRAGI: /* ブラギの詩 */ break; case SC_APPLEIDUN: /* イドゥンの林檎 */ calc_flag = 1; break; case SC_UGLYDANCE: /* 自分勝手なダンス */ val2 = 10; break; case SC_HUMMING: /* ハミング */ calc_flag = 1; break; case SC_DONTFORGETME: /* 私を忘れないで */ calc_flag = 1; if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ skill_status_change_end(bl,SC_INCREASEAGI,-1); if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1); if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) skill_status_change_end(bl,SC_SPEARSQUICKEN,-1); if(sc_data[SC_ADRENALINE].timer!=-1 ) skill_status_change_end(bl,SC_ADRENALINE,-1); if(sc_data[SC_ASSNCROS].timer!=-1 ) skill_status_change_end(bl,SC_ASSNCROS,-1); if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥルーサイト */ skill_status_change_end(bl,SC_TRUESIGHT,-1); if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォーク */ skill_status_change_end(bl,SC_WINDWALK,-1); if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カートブースト */ skill_status_change_end(bl,SC_CARTBOOST,-1); break; case SC_FORTUNE: /* 幸運のキス */ calc_flag = 1; break; case SC_SERVICE4U: /* サービスフォーユー */ calc_flag = 1; break; case SC_DANCING: /* ダンス/演奏中 */ calc_flag = 1; val3= tick / 1000; tick = 1000; break; case SC_EXPLOSIONSPIRITS: // 爆裂波動 calc_flag = 1; val2 = 75 + 25*val1; *opt3 |= 8; break; case SC_STEELBODY: // 金剛 calc_flag = 1; *opt3 |= 16; break; case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */ break; case SC_AUTOCOUNTER: val3 = val4 = 0; break; case SC_SPEEDPOTION0: /* 増速ポーション */ case SC_SPEEDPOTION1: case SC_SPEEDPOTION2: calc_flag = 1; tick = 1000 * tick; val2 = 5*(2+type-SC_SPEEDPOTION0); break; /* atk & matk potions [Valaris] */ case SC_ATKPOT: case SC_MATKPOT: calc_flag = 1; tick = 1000 * tick; break; case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) { time_t timer; calc_flag = 1; tick = 10000; if(!val2) val2 = time(&timer); } break; case SC_NOCHAT: //チャット禁止状態 { time_t timer; if(!battle_config.muting_players) break; tick = 60000; if(!val2) val2 = time(&timer); updateflag = SP_MANNER; } break; case SC_SELFDESTRUCTION: //自爆 clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1)); val3 = tick / 1000; tick = 1000; break; /* option1 */ case SC_STONE: /* 石化 */ if(!(flag&2)) { int sc_def = battle_get_mdef(bl)*200; tick = tick - sc_def; } val3 = tick/1000; if(val3 < 1) val3 = 1; tick = 5000; val2 = 1; break; case SC_SLEEP: /* 睡眠 */ if(!(flag&2)) { // int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3); // tick = tick * sc_def / 100; // if(tick < 1000) tick = 1000; tick = 30000;//睡眠はステータス耐性に関わらず30秒 } break; case SC_FREEZE: /* 凍結 */ if(!(flag&2)) { int sc_def = 100 - battle_get_mdef(bl); tick = tick * sc_def / 100; } break; case SC_STAN: /* スタン(val2にミリ秒セット) */ if(!(flag&2)) { int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/3); tick = tick * sc_def / 100; } break; /* option2 */ case SC_POISON: /* 毒 */ calc_flag = 1; if(!(flag&2)) { int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/5); tick = tick * sc_def / 100; } val3 = tick/1000; if(val3 < 1) val3 = 1; tick = 1000; break; case SC_SILENCE: /* 沈黙(レックスデビーナ) */ if(!(flag&2)) { int sc_def = 100 - battle_get_vit(bl); tick = tick * sc_def / 100; } break; case SC_BLIND: /* 暗黒 */ calc_flag = 1; if(!(flag&2)) { int sc_def = battle_get_lv(bl)/10 + battle_get_int(bl)/15; tick = 30000 - sc_def; } break; case SC_CURSE: calc_flag = 1; if(!(flag&2)) { int sc_def = 100 - battle_get_vit(bl); tick = tick * sc_def / 100; } break; /* option */ case SC_HIDING: /* ハイディング */ calc_flag = 1; if(bl->type == BL_PC) { val2 = tick / 1000; /* 持続時間 */ tick = 1000; } break; case SC_CHASEWALK: case SC_CLOAKING: /* クローキング */ calc_flag = 1; // [Celest] if(bl->type == BL_PC) val2 = tick; else tick = 5000*val1; break; case SC_SIGHT: /* サイト/ルアフ */ case SC_RUWACH: val2 = tick/250; tick = 10; break; /* セーフティウォール、ニューマ */ case SC_SAFETYWALL: case SC_PNEUMA: tick=((struct skill_unit *)val2)->group->limit; break; /* アンクル */ case SC_ANKLE: break; /* ウォーターボール */ case SC_WATERBALL: tick=150; if(val1>5) //レベルが5以上の場合は25発に制限(1発目はすでに打ってるので-1) val3=5*5-1; else val3= (val1|1)*(val1|1)-1; break; /* スキルじゃない/時間に関係しない */ case SC_RIDING: calc_flag = 1; tick = 600*1000; break; case SC_FALCON: case SC_WEIGHT50: case SC_WEIGHT90: case SC_BROKNWEAPON: case SC_BROKNARMOR: tick=600*1000; break; case SC_AUTOGUARD: { int i,t; for(i=val2=0;i>1); val2 += (t < 0)? 1:t; } } break; case SC_DEFENDER: calc_flag = 1; val2 = 5 + val1*15; break; case SC_KEEPING: case SC_BARRIER: case SC_HALLUCINATION: break; case SC_CONCENTRATION: /* コンセントレーション */ *opt3 |= 1; calc_flag = 1; break; case SC_TENSIONRELAX: /* テンションリラックス */ calc_flag = 1; if(bl->type == BL_PC) { tick = 10000; } break; case SC_AURABLADE: /* オーラブレード */ case SC_PARRYING: /* パリイング */ // case SC_ASSUMPTIO: /* */ case SC_HEADCRUSH: /* ヘッドクラッシュ */ case SC_JOINTBEAT: /* ジョイントビート */ // case SC_MARIONETTE: /* マリオネットコントロール */ //とりあえず手抜き break; // -- moonsoul (for new upper class related skill status effects) /* case SC_AURABLADE: val2 = val1*10; break; case SC_PARRYING: val2=val1*3; break; case SC_CONCENTRATION: calc_flag=1; val2=val1*10; val3=val1*5; break; case SC_TENSIONRELAX: // val2 = 10; // val3 = 15; break; case SC_BERSERK: calc_flag=1; break; case SC_ASSUMPTIO: if(sc_data[SC_KYRIE].timer!=-1 ) skill_status_change_end(bl,SC_KYRIE,-1); break; */ case SC_WINDWALK: /* ウインドウォーク */ calc_flag = 1; val2 = (val1 / 2); //Flee上昇率 break; case SC_BERSERK: /* バーサーク */ if(sd){ sd->status.sp = 0; clif_updatestatus(sd,SP_SP); clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */ } *opt3 |= 128; tick = 1000; calc_flag = 1; break; case SC_ASSUMPTIO: /* アスムプティオ */ *opt3 |= 2048; break; case SC_MARIONETTE: /* マリオネットコントロール */ *opt3 |= 1024; break; case SC_MELTDOWN: /* メルトダウン */ case SC_CARTBOOST: /* カートブースト */ case SC_TRUESIGHT: /* トゥルーサイト */ case SC_SPIDERWEB: /* スパイダーウェッブ */ case SC_MAGICPOWER: /* 魔法力増幅 */ calc_flag = 1; break; case SC_REJECTSWORD: /* リジェクトソード */ val2 = 3; //3回攻撃を跳ね返す break; case SC_MEMORIZE: /* メモライズ */ val2 = 3; //3回詠唱を1/3にする break; case SC_GRAFFITI: /* グラフィティ */ { struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0); if(sg) val4 = (int)sg; } break; case SC_SPLASHER: /* ベナムスプラッシャー */ break; default: if(battle_config.error_log) printf("UnknownStatusChange [%d]\n", type); return 0; } if(bl->type==BL_PC && typeid, type); if(bl->type==BL_PC && calc_flag) pc_calcstatus(sd,0); /* ステータス再計算 */ if(bl->type==BL_PC && updateflag) clif_updatestatus(sd,updateflag); /* ステータスをクライアントに送る */ return 0; } /*========================================== * ステータス異常全解除 *------------------------------------------ */ int skill_status_change_clear(struct block_list *bl, int type) { struct status_change* sc_data; short *sc_count, *option, *opt1, *opt2, *opt3; int i; nullpo_retr(0, bl); nullpo_retr(0, sc_data = battle_get_sc_data(bl)); nullpo_retr(0, sc_count = battle_get_sc_count(bl)); nullpo_retr(0, option = battle_get_option(bl)); nullpo_retr(0, opt1 = battle_get_opt1(bl)); nullpo_retr(0, opt2 = battle_get_opt2(bl)); nullpo_retr(0, opt3 = battle_get_opt3(bl)); if (*sc_count == 0) return 0; for(i = 0; i < MAX_STATUSCHANGE; i++){ if(sc_data[i].timer != -1){ /* 異常があるならタイマーを削除する */ /* delete_timer(sc_data[i].timer, skill_status_change_timer); sc_data[i].timer = -1; if (!type && i < SC_SENDMAX) clif_status_change(bl, i, 0); */ skill_status_change_end(bl, i, -1); } } *sc_count = 0; *opt1 = 0; *opt2 = 0; *opt3 = 0; *option &= OPTION_MASK; if (night_flag == 1 && type == BL_PC) // by [Yor] *opt2 |= STATE_BLIND; if(!type || type&2) clif_changeoption(bl); return 0; } /* クローキング検査(周りに移動不可能地帯があるか) */ int skill_check_cloaking(struct block_list *bl) { struct map_session_data *sd=NULL; static int dx[]={-1, 0, 1,-1, 1,-1, 0, 1}; static int dy[]={-1,-1,-1, 0, 0, 1, 1, 1}; int end=1,i; nullpo_retr(0, bl); sd=(struct map_session_data *)bl; //missing sd [Found by Celest, commited by Aria] if(pc_checkskill(sd,AS_CLOAKING)>2) return 0; if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1) return 0; if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1) return 0; for(i=0;im,bl->x+dx[i],bl->y+dy[i]); if(c==1 || c==5) end=0; } if(end){ skill_status_change_end(bl, SC_CLOAKING, -1); *battle_get_option(bl)&=~4; /* 念のための処理 */ } return end; } int skill_type_cloaking(struct block_list *bl) { static int dx[]={-1, 0, 1,-1, 1,-1, 0, 1}; static int dy[]={-1,-1,-1, 0, 0, 1, 1, 1}; int end=1,i; nullpo_retr(0, bl); if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1) return 0; if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1) return 0; for(i=0; im,bl->x+dx[i],bl->y+dy[i]); if(c==1 || c==5) end=0; } return end; } /* *---------------------------------------------------------------------------- * スキルユニット *---------------------------------------------------------------------------- */ /*========================================== * 演奏/ダンススキルかどうか判定 * 引数 スキルID * 戻り ダンスじゃない=0 合奏=2 それ以外のダンス=1 *------------------------------------------ */ int skill_is_danceskill(int id) { int i; switch(id){ case BD_LULLABY: /* 子守歌 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ case BD_ROKISWEIL: /* ロキの叫び */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジークフリード */ case BD_RAGNAROK: /* 神々の黄昏 */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ i=2; break; case BA_DISSONANCE: /* 不協和音 */ case BA_FROSTJOKE: /* 寒いジョーク */ case BA_WHISTLE: /* 口笛 */ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ case BA_POEMBRAGI: /* ブラギの詩 */ case BA_APPLEIDUN: /* イドゥンの林檎 */ case DC_UGLYDANCE: /* 自分勝手なダンス */ case DC_SCREAM: /* スクリーム */ case DC_HUMMING: /* ハミング */ case DC_DONTFORGETME: /* 私を忘れないで… */ case DC_FORTUNEKISS: /* 幸運のキス */ case DC_SERVICEFORYOU: /* サービスフォーユー */ i=1; break; default: i=0; } return i; } /*========================================== * 演奏/ダンスをやめる * flag 1で合奏中なら相方にユニットを任せる * *------------------------------------------ */ void skill_stop_dancing(struct block_list *src, int flag) { struct status_change* sc_data; struct skill_unit_group* group; nullpo_retv(src); sc_data=battle_get_sc_data(src); if(sc_data && sc_data[SC_DANCING].timer==-1) return; group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //合奏中断 struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得 if(flag){ //ログアウトなど片方が落ちても演奏が継続される if(dsd && src->id == group->src_id){ //グループを持ってるPCが落ちる group->src_id=sc_data[SC_DANCING].val4; //相方にグループを任せる if(flag&1) //ログアウト dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス状態 if(flag&2) //ハエ飛びなど return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり }else if(dsd && dsd->bl.id == group->src_id){ //相方がグループを持っているPCが落ちる(自分はグループを持っていない) if(flag&1) //ログアウト dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス状態 if(flag&2) //ハエ飛びなど return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり } skill_status_change_end(src,SC_DANCING,-1);//自分のステータスを終了させる //そしてグループは消さない&消さないのでステータス計算もいらない? return; }else{ if(dsd && src->id == group->src_id){ //グループを持ってるPCが止める skill_status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステータスを終了させる } if(dsd && dsd->bl.id == group->src_id){ //相方がグループを持っているPCが止める(自分はグループを持っていない) skill_status_change_end(src,SC_DANCING,-1);//自分のステータスを終了させる } } } if(flag&2 && group && src->type==BL_PC){ //ハエで飛んだときとかはユニットも飛ぶ struct map_session_data *sd = (struct map_session_data *)src; skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y)); return; } skill_delunitgroup(group); if(src->type==BL_PC) pc_calcstatus((struct map_session_data *)src,0); } /*========================================== * スキルユニット初期化 *------------------------------------------ */ struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y) { struct skill_unit *unit; nullpo_retr(NULL, group); nullpo_retr(NULL, unit=&group->unit[idx]); if(!unit->alive) group->alive_count++; unit->bl.id=map_addobject(&unit->bl); unit->bl.type=BL_SKILL; unit->bl.m=group->map; unit->bl.x=x; unit->bl.y=y; unit->group=group; unit->val1=unit->val2=0; unit->alive=1; map_addblock(&unit->bl); clif_skill_setunit(unit); return unit; } int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap ); /*========================================== * スキルユニット削除 *------------------------------------------ */ int skill_delunit(struct skill_unit *unit) { struct skill_unit_group *group; int range; nullpo_retr(0, unit); if(!unit->alive) return 0; nullpo_retr(0, group=unit->group); /* onlimitイベント呼び出し */ skill_unit_onlimit( unit,gettick() ); /* ondeleteイベント呼び出し */ range=group->range; map_foreachinarea( skill_unit_timer_sub_ondelete, unit->bl.m, unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0, &unit->bl,gettick() ); clif_skill_delunit(unit); unit->group=NULL; unit->alive=0; map_delobjectnofree(unit->bl.id); if(group->alive_count>0 && (--group->alive_count)<=0) skill_delunitgroup(group); return 0; } /*========================================== * スキルユニットグループ初期化 *------------------------------------------ */ static int skill_unit_group_newid=10; struct skill_unit_group *skill_initunitgroup(struct block_list *src, int count,int skillid,int skilllv,int unit_id) { int i; struct skill_unit_group *group=NULL, *list=NULL; int maxsug=0; nullpo_retr(NULL, src); if(src->type==BL_PC){ list=((struct map_session_data *)src)->skillunit; maxsug=MAX_SKILLUNITGROUP; }else if(src->type==BL_MOB){ list=((struct mob_data *)src)->skillunit; maxsug=MAX_MOBSKILLUNITGROUP; }else if(src->type==BL_PET){ list=((struct pet_data *)src)->skillunit; maxsug=MAX_MOBSKILLUNITGROUP; } if(list){ for(i=0;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=battle_get_party_id(src); group->guild_id=battle_get_guild_id(src); group->group_id=skill_unit_group_newid++; if(skill_unit_group_newid<=0) skill_unit_group_newid=10; group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); group->unit_count=count; group->val1=group->val2=0; group->skill_id=skillid; group->skill_lv=skilllv; group->unit_id=unit_id; group->map=src->m; group->range=0; group->limit=10000; group->interval=1000; group->tick=gettick(); group->valstr=NULL; if( skill_is_danceskill(skillid) ){ struct map_session_data *sd = NULL; if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){ sd->skillid_dance=skillid; sd->skilllv_dance=skilllv; } skill_status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0); switch(skillid){ //合奏スキルは相方をダンス状態にする case BD_LULLABY: /* 子守歌 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ case BD_ROKISWEIL: /* ロキの叫び */ case BD_INTOABYSS: /* 深淵の中に */ case BD_SIEGFRIED: /* 不死身のジークフリード */ case BD_RAGNAROK: /* 神々の黄昏 */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ { int range=1; int c=0; if(sd){ map_foreachinarea(skill_check_condition_use_sub,sd->bl.m, sd->bl.x-range,sd->bl.y-range, sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); } } } } return group; } /*========================================== * スキルユニットグループ削除 *------------------------------------------ */ int skill_delunitgroup(struct skill_unit_group *group) { struct block_list *src; int i; nullpo_retr(0, group); if(group->unit_count<=0) return 0; src=map_id2bl(group->src_id); if( skill_is_danceskill(group->skill_id) ){ //ダンススキルはダンス状態を解除する if(src) skill_status_change_end(src,SC_DANCING,-1); } group->alive_count=0; if(group->unit!=NULL){ for(i=0;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); /* free()の替わり */ group->unit=NULL; group->src_id=0; group->group_id=0; group->unit_count=0; return 0; } /*========================================== * スキルユニットグループ全削除 *------------------------------------------ */ int skill_clear_unitgroup(struct block_list *src) { struct skill_unit_group *group=NULL; int maxsug=0; nullpo_retr(0, src); if(src->type==BL_PC){ group=((struct map_session_data *)src)->skillunit; maxsug=MAX_SKILLUNITGROUP; }else if(src->type==BL_MOB){ group=((struct mob_data *)src)->skillunit; maxsug=MAX_MOBSKILLUNITGROUP; }else if(src->type==BL_PET){ // [Valaris] group=((struct pet_data *)src)->skillunit; maxsug=MAX_MOBSKILLUNITGROUP; } if(group){ int i; for(i=0;i0 && group[i].src_id == src->id) skill_delunitgroup(&group[i]); } return 0; } /*========================================== * スキルユニットグループの被影響tick検索 *------------------------------------------ */ struct skill_unit_group_tickset *skill_unitgrouptickset_search( struct block_list *bl,int group_id) { int i,j=0,k,s=group_id%MAX_SKILLUNITGROUPTICKSET; struct skill_unit_group_tickset *set=NULL; nullpo_retr(0, bl); if(bl->type==BL_PC){ set=((struct map_session_data *)bl)->skillunittick; }else{ set=((struct mob_data *)bl)->skillunittick; } if(set==NULL) return 0; for(i=0;itype==BL_PC){ set=((struct map_session_data *)bl)->skillunittick; }else{ set=((struct mob_data *)bl)->skillunittick; } if(set!=NULL){ for(i=0;igroup_id == group_id ) ts->group_id=0; } return 0; } /*========================================== * スキルユニットタイマー発動処理用(foreachinarea) *------------------------------------------ */ int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap ) { struct block_list *src; struct skill_unit *su; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); src=va_arg(ap,struct block_list*); tick=va_arg(ap,unsigned int); su = (struct skill_unit *)src; if( su && su->alive ) { struct skill_unit_group *sg; sg = su->group; if(sg && battle_check_target(src,bl,sg->target_flag )>0) skill_unit_onplace( su, bl, tick ); } return 0; } /*========================================== * スキルユニットタイマー削除処理用(foreachinarea) *------------------------------------------ */ int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap ) { struct block_list *src; struct skill_unit *su; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); src=va_arg(ap,struct block_list*); tick=va_arg(ap,unsigned int); su = (struct skill_unit *)src; if( su && su->alive ){ struct skill_unit_group *sg; sg = su->group; if( sg && battle_check_target(src,bl,sg->target_flag )>0 ) skill_unit_ondelete( su, bl, tick ); } return 0; } /*========================================== * スキルユニットタイマー処理用(foreachobject) *------------------------------------------ */ int skill_unit_timer_sub( struct block_list *bl, va_list ap ) { struct skill_unit *unit; struct skill_unit_group *group; int range; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, unit=(struct skill_unit *)bl); nullpo_retr(0, group=unit->group); tick=va_arg(ap,unsigned int); if(!unit->alive) return 0; range=(unit->range!=0)?unit->range:group->range; /* onplaceイベント呼び出し */ if(unit->alive && unit->range>=0){ map_foreachinarea( skill_unit_timer_sub_onplace, bl->m, bl->x-range,bl->y-range,bl->x+range,bl->y+range,0, bl,tick); if(group->unit_id == 0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val2){ map_foreachinarea( skill_idun_heal, bl->m, bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,unit); group->val2++; } } /* 時間切れ削除 */ if(unit->alive && (DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit) ){ switch(group->unit_id){ case 0x8f: /* ブラストマイン */ group->unit_id = 0x8c; clif_changelook(bl,LOOK_BASE,group->unit_id); group->limit=DIFF_TICK(tick+1500,group->tick); unit->limit=DIFF_TICK(tick+1500,group->tick); break; case 0x90: /* スキッドトラップ */ case 0x91: /* アンクルスネア */ case 0x93: /* ランドマイン */ case 0x94: /* ショックウェーブトラップ */ case 0x95: /* サンドマン */ case 0x96: /* フラッシャー */ case 0x97: /* フリージングトラップ */ case 0x98: /* クレイモアートラップ */ case 0x99: /* トーキーボックス */ { struct block_list *src=map_id2bl(group->src_id); if(group->unit_id == 0x91 && group->val2); else{ if(src && src->type==BL_PC){ struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid=1065; item_tmp.identify=1; map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // 罠返還 } } } default: skill_delunit(unit); } } if(group->unit_id == 0x8d) { unit->val1 -= 5; if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700) unit->limit = DIFF_TICK(tick+700,group->tick); } return 0; } /*========================================== * スキルユニットタイマー処理 *------------------------------------------ */ int skill_unit_timer( int tid,unsigned int tick,int id,int data) { map_freeblock_lock(); map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick ); map_freeblock_unlock(); return 0; } /*========================================== * スキルユニット移動時処理用(foreachinarea) *------------------------------------------ */ int skill_unit_out_all_sub( struct block_list *bl, va_list ap ) { struct skill_unit *unit; struct skill_unit_group *group; struct block_list *src; int range; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, src=va_arg(ap,struct block_list*)); nullpo_retr(0, unit=(struct skill_unit *)bl); nullpo_retr(0, group=unit->group); tick=va_arg(ap,unsigned int); if(!unit->alive || src->prev==NULL) return 0; range=(unit->range!=0)?unit->range:group->range; if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 ) return 0; if( src->x >= bl->x-range && src->x <= bl->x+range && src->y >= bl->y-range && src->y <= bl->y+range ) skill_unit_onout( unit, src, tick ); return 0; } /*========================================== * スキルユニット移動時処理 *------------------------------------------ */ int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range) { nullpo_retr(0, bl); if( bl->prev==NULL ) return 0; if(range<7) range=7; map_foreachinarea( skill_unit_out_all_sub, bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL, bl,tick ); return 0; } /*========================================== * スキルユニット移動時処理用(foreachinarea) *------------------------------------------ */ int skill_unit_move_sub( struct block_list *bl, va_list ap ) { struct skill_unit *unit; struct skill_unit_group *group; struct block_list *src; int range; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, unit=(struct skill_unit *)bl); nullpo_retr(0, src=va_arg(ap,struct block_list*)); tick=va_arg(ap,unsigned int); if(!unit->alive || src->prev==NULL) return 0; if((group=unit->group) == NULL) return 0; range=(unit->range!=0)?unit->range:group->range; if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 ) return 0; if( src->x >= bl->x-range && src->x <= bl->x+range && src->y >= bl->y-range && src->y <= bl->y+range ) skill_unit_onplace( unit, src, tick ); else skill_unit_onout( unit, src, tick ); return 0; } /*========================================== * スキルユニット移動時処理 *------------------------------------------ */ int skill_unit_move( struct block_list *bl,unsigned int tick,int range) { nullpo_retr(0, bl); if( bl->prev==NULL ) return 0; if(range<7) range=7; map_foreachinarea( skill_unit_move_sub, bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL, bl,tick ); return 0; } /*========================================== * スキルユニット自体の移動時処理(foreachinarea) *------------------------------------------ */ int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap ) { struct skill_unit *unit; struct skill_unit_group *group; struct block_list *src; int range; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, src=va_arg(ap,struct block_list*)); nullpo_retr(0, unit=(struct skill_unit *)src); nullpo_retr(0, group=unit->group); tick=va_arg(ap,unsigned int); if(!unit->alive || bl->prev==NULL) return 0; range=(unit->range!=0)?unit->range:group->range; if( range<0 || battle_check_target(src,bl,group->target_flag )<=0 ) return 0; if( bl->x >= src->x-range && bl->x <= src->x+range && bl->y >= src->y-range && bl->y <= src->y+range ) skill_unit_onplace( unit, bl, tick ); else skill_unit_onout( unit, bl, tick ); return 0; } /*========================================== * スキルユニット自体の移動時処理 * 引数はグループと移動量 *------------------------------------------ */ int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy) { nullpo_retr(0, group); if( group->unit_count<=0) return 0; if(group->unit!=NULL){ if(!battle_config.unit_movement_type){ int i; for(i=0;iunit_count;i++){ struct skill_unit *unit=&group->unit[i]; if(unit->alive && !(m==unit->bl.m && dx==0 && dy==0)){ int range=unit->range; map_delblock(&unit->bl); unit->bl.m = m; unit->bl.x += dx; unit->bl.y += dy; map_addblock(&unit->bl); clif_skill_setunit(unit); if(range>0){ if(range<7) range=7; map_foreachinarea( skill_unit_move_unit_group_sub, unit->bl.m, unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0, &unit->bl,gettick() ); } } } }else{ int i,j, *r_flag, *s_flag, *m_flag; struct skill_unit *unit1; struct skill_unit *unit2; r_flag = (int *) malloc(sizeof(int) * group->unit_count); s_flag = (int *) malloc(sizeof(int) * group->unit_count); m_flag = (int *) malloc(sizeof(int) * group->unit_count); memset(r_flag,0, sizeof(int) * group->unit_count);// 継承フラグ memset(s_flag,0, sizeof(int) * group->unit_count);// 継承フラグ memset(m_flag,0, sizeof(int) * group->unit_count);// 継承フラグ //先にフラグを全部決める for(i=0;iunit_count;i++){ int move_check=0;// かぶりフラグ unit1=&group->unit[i]; for(j=0;junit_count;j++){ unit2=&group->unit[j]; if(unit1->bl.m==m && unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){ //移動先にユニットがかぶってたら s_flag[i]=1;// 移動前のユニットナンバーの継承フラグon r_flag[j]=1;// かぶるユニットナンバーの残留フラグon move_check=1;//ユニットがかぶった。 break; } } if(!move_check)// ユニットがかぶってなかったら m_flag[i]=1;// 移動前ユニットナンバーの移動フラグon } //フラグに基づいてユニット移動 for(i=0;iunit_count;i++){ unit1=&group->unit[i]; if(m_flag[i]){// 移動フラグがonで if(!r_flag[i]){// 残留フラグがoffなら //単純移動(rangeも継承の必要無し) int range=unit1->range; map_delblock(&unit1->bl); unit1->bl.m = m; unit1->bl.x += dx; unit1->bl.y += dy; map_addblock(&unit1->bl); clif_skill_setunit(unit1); if(range > 0){ if(range < 7) range = 7; map_foreachinarea( skill_unit_move_unit_group_sub, unit1->bl.m, unit1->bl.x-range,unit1->bl.y-range,unit1->bl.x+range,unit1->bl.y+range,0, &unit1->bl,gettick() ); } }else{// 残留フラグがonなら //空ユニットになるので、継承可能なユニットを探す for(j=0;junit_count;j++){ unit2=&group->unit[j]; if(s_flag[j] && !r_flag[j]){ // 継承移動(range継承付き) int range=unit1->range; map_delblock(&unit2->bl); unit2->bl.m = m; unit2->bl.x = unit1->bl.x + dx; unit2->bl.y = unit1->bl.y + dy; unit2->range = unit1->range; map_addblock(&unit2->bl); clif_skill_setunit(unit2); if(range > 0){ if(range < 7) range = 7; map_foreachinarea( skill_unit_move_unit_group_sub, unit2->bl.m, unit2->bl.x-range,unit2->bl.y-range,unit2->bl.x+range,unit2->bl.y+range,0, &unit2->bl,gettick() ); } s_flag[j]=0;// 継承完了したのでoff break; } } } } } free(r_flag); free(s_flag); free(m_flag); } } return 0; } /*---------------------------------------------------------------------------- * アイテム合成 *---------------------------------------------------------------------------- */ /*========================================== * アイテム合成可能判定 *------------------------------------------ */ int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger ) { int i,j; nullpo_retr(0, sd); if(nameid<=0) return 0; for(i=0;i= MAX_SKILL_PRODUCE_DB ) /* データベースにない */ return 0; if(trigger>=0){ if(trigger==32 || trigger==16 || trigger==64){ if(skill_produce_db[i].itemlv!=trigger) /* ファーマシー*ポーション類と溶鉱炉*鉱石以外はだめ */ return 0; }else{ if(skill_produce_db[i].itemlv>=16) /* 武器以外はだめ */ return 0; if( itemdb_wlv(nameid)>trigger ) /* 武器Lv判定 */ return 0; } } if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 ) return 0; /* スキルが足りない */ for(j=0;j<5;j++){ int id,x,y; if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以上は材料要らない */ continue; if(skill_produce_db[i].mat_amount[j] <= 0) { if(pc_search_inventory(sd,id) < 0) return 0; } else { for(y=0,x=0;ystatus.inventory[y].nameid == id ) x+=sd->status.inventory[y].amount; if(x=994 && slot[i]<=997 && ele==0){ /* 属性石 */ static const int ele_table[4]={3,1,4,2}; pc_delitem(sd,j,1,1); ele=ele_table[slot[i]-994]; } } /* 材料消費 */ for(i=0;i<5;i++){ int j,id,x; if( (id=skill_produce_db[idx].mat_id[i]) <= 0 ) continue; x=skill_produce_db[idx].mat_amount[i]; /* 必要な個数 */ do{ /* 2つ以上のインデックスにまたがっているかもしれない */ int y=0; j = pc_search_inventory(sd,id); if(j >= 0){ y = sd->status.inventory[j].amount; if(y>x)y=x; /* 足りている */ pc_delitem(sd,j,y,0); }else { if(battle_config.error_log) printf("skill_produce_mix: material item error\n"); } x-=y; /* まだ足りない個数を計算 */ }while( j>=0 && x>0 ); /* 材料を消費するか、エラーになるまで繰り返す */ } /* 確率判定 */ equip = itemdb_isequip(nameid); if(!equip) { if(skill_produce_db[idx].req_skill==AM_PHARMACY) { if((nameid >= 501 && nameid <= 506) || (nameid >= 545 && nameid <= 547) || nameid == 525) make_per = 2000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_POTIONPITCHER)*100; else if(nameid == 970) make_per = 1500 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300; else if(nameid == 7135) make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_DEMONSTRATION)*100; else if(nameid == 7136) make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_ACIDTERROR)*100; else if(nameid == 7137) make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CANNIBALIZE)*100; else if(nameid == 7138) make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_SPHEREMINE)*100; else if(nameid == 7139) make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CP_WEAPON)*100 + pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100; else make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300; } else { if(nameid == 998) make_per = 2000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600; else if(nameid == 985) make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + (pc_checkskill(sd,skill_produce_db[idx].req_skill)-1)*500; else make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500; } } else { int add_per; if(pc_search_inventory(sd,989) >= 0) add_per = 750; else if(pc_search_inventory(sd,988) >= 0) add_per = 500; else if(pc_search_inventory(sd,987) >= 0) add_per = 250; else if(pc_search_inventory(sd,986) >= 0) add_per = 0; else add_per = -500; if(ele) add_per -= 500; add_per -= sc*500; wlv = itemdb_wlv(nameid); make_per = ((250 + sd->status.base_level*15 + sd->paramc[4]*10 + sd->paramc[5]*5 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500 + add_per) * (100 - (wlv - 1)*20))/100 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 + ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0); } if(make_per < 1) make_per = 1; if(skill_produce_db[idx].req_skill==AM_PHARMACY) { if( battle_config.pp_rate!=100 ) make_per=make_per*battle_config.pp_rate/100; } else { if( battle_config.wp_rate!=100 ) /* 確率補正 */ make_per=make_per*battle_config.wp_rate/100; } // if(battle_config.etc_log) // printf("make rate = %d\n",make_per); if(rand()%10000 < make_per){ /* 成功 */ struct item tmp_item; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid=nameid; tmp_item.amount=1; tmp_item.identify=1; if(equip){ /* 武器の場合 */ tmp_item.card[0]=0x00ff; /* 製造武器フラグ */ tmp_item.card[1]=((sc*5)<<8)+ele; /* 属性とつよさ */ *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */ } else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) || (battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) { tmp_item.card[0]=0x00fe; tmp_item.card[1]=0; *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */ } #ifndef TXT_ONLY if(log_config.produce > 0) log_produce(sd,nameid,slot1,slot2,slot3,1); #endif //USE_SQL if(skill_produce_db[idx].req_skill!=AM_PHARMACY && skill_produce_db[idx].req_skill!=WS_CREATECOIN) { //武器製造の場合 clif_produceeffect(sd,0,nameid);/* 武器製造エフェクトパケット */ clif_misceffect(&sd->bl,3); /* 他人にも成功を通知(精錬成功エフェクトと同じでいいの?) */ } else if(skill_produce_db[idx].req_skill==AM_PHARMACY){ //ファーマシーの場合 clif_produceeffect(sd,2,nameid);/* 製薬エフェクトパケット */ clif_misceffect(&sd->bl,5); /* 他人にも成功を通知*/ }else{ clif_produceeffect(sd,0,nameid);/* 不明なのでとりあえず製造エフェクトパケット */ clif_misceffect(&sd->bl,3); /* 他人にも成功を通知*/ } if((flag = pc_additem(sd,&tmp_item,1))) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } else { #ifndef TXT_ONLY if(log_config.produce > 0) log_produce(sd,nameid,slot1,slot2,slot3,0); #endif //USE_SQL if(skill_produce_db[idx].req_skill!=AM_PHARMACY) { //武器製造の場合 clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクトパケット */ clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */ } else if(skill_produce_db[idx].req_skill==AM_PHARMACY){ //ファーマシーの場合 clif_produceeffect(sd,3,nameid);/* 製薬失敗エフェクトパケット */ clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知*/ }else{ clif_produceeffect(sd,1,nameid);/* 不明なのでとりあえず製造失敗エフェクトパケット */ clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知*/ } } return 0; } int skill_arrow_create( struct map_session_data *sd,int nameid) { int i,j,flag,index=-1; struct item tmp_item; nullpo_retr(0, sd); if(nameid <= 0) return 1; for(i=0;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 */ /*========================================== * スキル関係ファイル読み込み * skill_db.txt スキルデータ * skill_cast_db.txt スキルの詠唱時間とディレイデータ * produce_db.txt アイテム作成スキル用データ * create_arrow_db.txt 矢作成スキル用データ * abra_db.txt アブラカダブラ発動スキルデータ *------------------------------------------ */ int skill_readdb(void) { int i,j,k,l,m; FILE *fp; char line[1024],*p; char *filename[]={"db/produce_db.txt","db/produce_db2.txt"}; /* スキルデータベース */ memset(skill_db,0,sizeof(skill_db)); fp=fopen("db/skill_db.txt","r"); if(fp==NULL){ printf("can't read db/skill_db.txt\n"); return 1; } while(fgets(line,1020,fp)){ char *split[50], *split2[MAX_SKILL_LEVEL]; if(line[0]=='/' && line[1]=='/') continue; for(j=0,p=line;j<14 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } if(split[13]==NULL || j<14) continue; i=atoi(split[0]); if(i<0 || i>MAX_SKILL_DB) continue; /* printf("skill id=%d\n",i); */ memset(split2,0,sizeof(split2)); for(j=0,p=split[1];jMAX_SKILL_DB) continue; memset(split2,0,sizeof(split2)); for(j=0,p=split[1];jMAX_SKILL_DB) continue; memset(split2,0,sizeof(split2)); for(j=0,p=split[1];j0) continue; printf("can't read %s\n",filename[m]); return 1; } k=0; while(fgets(line,1020,fp)){ char *split[16]; int x,y; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); for(j=0,p=line;j<13 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } if(split[0]==NULL) continue; i=atoi(split[0]); if(i<=0) continue; skill_produce_db[k].nameid=i; skill_produce_db[k].itemlv=atoi(split[1]); skill_produce_db[k].req_skill=atoi(split[2]); for(x=3,y=0;split[x] && split[x+1] && y<5;x+=2,y++){ skill_produce_db[k].mat_id[y]=atoi(split[x]); skill_produce_db[k].mat_amount[y]=atoi(split[x+1]); } k++; if(k >= MAX_SKILL_PRODUCE_DB) break; } fclose(fp); printf("read %s done (count=%d)\n",filename[m],k); } memset(skill_arrow_db,0,sizeof(skill_arrow_db)); fp=fopen("db/create_arrow_db.txt","r"); if(fp==NULL){ printf("can't read db/create_arrow_db.txt\n"); return 1; } k=0; while(fgets(line,1020,fp)){ char *split[16]; int x,y; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); for(j=0,p=line;j<13 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } if(split[0]==NULL) continue; i=atoi(split[0]); if(i<=0) continue; skill_arrow_db[k].nameid=i; for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){ skill_arrow_db[k].cre_id[y]=atoi(split[x]); skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]); } k++; if(k >= MAX_SKILL_ARROW_DB) break; } fclose(fp); printf("read db/create_arrow_db.txt done (count=%d)\n",k); memset(skill_abra_db,0,sizeof(skill_abra_db)); fp=fopen("db/abra_db.txt","r"); if(fp==NULL){ printf("can't read db/abra_db.txt\n"); return 1; } k=0; while(fgets(line,1020,fp)){ char *split[16]; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); for(j=0,p=line;j<13 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } if(split[0]==NULL) continue; i=atoi(split[0]); if(i<=0) continue; skill_abra_db[i].req_lv=atoi(split[2]); skill_abra_db[i].per=atoi(split[3]); k++; if(k >= MAX_SKILL_ABRA_DB) break; } fclose(fp); printf("read db/abra_db.txt done (count=%d)\n",k); fp=fopen("db/skill_castnodex_db.txt","r"); if(fp==NULL){ printf("can't read db/skill_castnodex_db.txt\n"); return 1; } while(fgets(line,1020,fp)){ char *split[50], *split2[MAX_SKILL_LEVEL]; memset(split,0,sizeof(split)); if(line[0]=='/' && line[1]=='/') continue; for(j=0,p=line;j<2 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } i=atoi(split[0]); if(i<0 || i>MAX_SKILL_DB) continue; memset(split2,0,sizeof(split2)); for(j=0,p=split[1];j */ do_init_skill(); } /*========================================== * スキル関係初期化処理 *------------------------------------------ */ int do_init_skill(void) { skill_readdb(); add_timer_func_list(skill_unit_timer,"skill_unit_timer"); add_timer_func_list(skill_castend_id,"skill_castend_id"); add_timer_func_list(skill_castend_pos,"skill_castend_pos"); add_timer_func_list(skill_timerskill,"skill_timerskill"); add_timer_func_list(skill_status_change_timer,"skill_status_change_timer"); add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL); return 0; }