rathena/src/map/skill.c

10919 lines
339 KiB
C
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <limits.h>
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/grfio.h"
#include "../common/ers.h"
#include "skill.h"
#include "map.h"
#include "clif.h"
#include "pc.h"
#include "status.h"
#include "pet.h"
#include "mob.h"
#include "battle.h"
#include "party.h"
#include "itemdb.h"
#include "script.h"
#include "intif.h"
#include "log.h"
#include "chrif.h"
#include "guild.h"
#include "date.h"
#include "unit.h"
#define SKILLUNITTIMER_INVERVAL 100
//Guild Skills are shifted to these to make them stick into the skill array.
#define GD_SKILLRANGEMIN 900
#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
int skill_names_id[MAX_SKILL_DB];
const struct skill_name_db skill_names[] = {
{ AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
{ AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
{ AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
{ AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
{ AC_OWL, "AC_OWL", "Owl's_Eye" } ,
{ AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
{ AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
{ ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
{ AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
{ AL_BLESSING, "AL_BLESSING", "Blessing" } ,
{ AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
{ AL_CURE, "AL_CURE", "Cure" } ,
{ AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
{ AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
{ AL_DP, "AL_DP", "Divine_Protection" } ,
{ AL_HEAL, "AL_HEAL", "Heal" } ,
{ AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
{ AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
{ AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
{ AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
{ AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
{ AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
{ AL_WARP, "AL_WARP", "Warp_Portal" } ,
{ AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
{ AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
{ AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
{ AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
{ AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
{ AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
{ AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
{ AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
{ AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
{ AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
{ AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
{ AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
{ AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
{ AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
{ AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
{ AM_REST, "AM_REST", "Vaporize" } ,
{ AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
{ AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
{ AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
{ AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
{ AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
{ ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
{ ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
{ ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
{ ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
{ ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
{ AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
{ AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
{ AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
{ AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
{ AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
{ AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
{ AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
{ AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
{ AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
{ AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
{ AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
{ AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
{ BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
{ BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
{ BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
{ BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
{ BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
{ BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
{ BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
{ BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
{ BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
{ BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
{ BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
{ BD_ENCORE, "BD_ENCORE", "Encore" } ,
{ BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
{ BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
{ BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
{ BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
{ BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
{ BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
{ BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
{ BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
{ BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
{ BS_AXE, "BS_AXE", "Smith_Axe" } ,
{ BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
{ BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
{ BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
{ BS_GREED, "BS_GREED", "Greed" } ,
{ BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
{ BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
{ BS_IRON, "BS_IRON", "Iron_Tempering" } ,
{ BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
{ BS_MACE, "BS_MACE", "Smith_Mace" } ,
{ BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
{ BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
{ BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
{ BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
{ BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
{ BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
{ BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
{ BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
{ BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
{ BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
{ BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
{ BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
{ CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
{ CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
{ CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
{ CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
{ CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
{ CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
{ CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
{ CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
{ CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
{ CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
{ CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
{ CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
{ CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
{ CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
{ CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
{ CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
{ CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
{ CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
{ CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
{ CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
{ CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
{ CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
{ CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
{ CR_SHRINK, "CR_SHRINK", "Shrink" } ,
{ CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
{ CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
{ CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
{ CR_TRUST, "CR_TRUST", "Faith" } ,
{ DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
{ DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
{ DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
{ DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
{ DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
{ DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
{ DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
{ DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
{ DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
{ GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
{ GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
{ GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
{ GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
{ GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
{ GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
{ GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
{ GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
{ GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
{ GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
{ GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
{ GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
{ GD_RESTORE, "GD_RESTORE", "Restoration" } ,
{ GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
{ GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
{ GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
{ GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
{ GS_CRACKER, "GS_CRACKER", "Cracker" } ,
{ GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
{ GS_DISARM, "GS_DISARM", "Disarm" } ,
{ GS_DUST, "GS_DUST", "Dust" } ,
{ GS_FLING, "GS_FLING", "Fling" } ,
{ GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
{ GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
{ GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
{ GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
{ GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
{ GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
{ GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
{ GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
{ GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
{ GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
{ GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
{ GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
{ GS_TRACKING, "GS_TRACKING", "Tracking" } ,
{ GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
{ HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
{ HP_BASILICA, "HP_BASILICA", "Basilica" } ,
{ HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
{ HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
{ HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
{ HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
{ HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
{ HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
{ HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
{ HT_DETECTING, "HT_DETECTING", "Detect" } ,
{ HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
{ HT_FLASHER, "HT_FLASHER", "Flasher" } ,
{ HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
{ HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
{ HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
{ HT_POWER, "HT_POWER", "Beast_Strafing" } ,
{ HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
{ HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
{ HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
{ HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
{ HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
{ HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
{ HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
{ HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
{ HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
{ HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
{ HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
{ HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
{ HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
{ ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
{ KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
{ KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
{ KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
{ KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
{ KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
{ KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
{ KN_PIERCE, "KN_PIERCE", "Pierce" } ,
{ KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
{ KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
{ KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
{ KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
{ KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
{ LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
{ LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
{ LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
{ LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
{ LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
{ LK_PARRYING, "LK_PARRYING", "Parry" } ,
{ LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
{ LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
{ MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
{ MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
{ MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
{ MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
{ MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
{ MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
{ MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
{ MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
{ MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
{ MC_VENDING, "MC_VENDING", "Vending" } ,
{ MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
{ MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
{ MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
{ MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
{ MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
{ MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
{ MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
{ MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
{ MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
{ MG_SIGHT, "MG_SIGHT", "Sight" } ,
{ MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
{ MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
{ MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
{ MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
{ MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
{ MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
{ MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
{ MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
{ MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
{ MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
{ MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
{ MO_DODGE, "MO_DODGE", "Flee" } ,
{ MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
{ MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
{ MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
{ MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
{ MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
{ MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
{ MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
{ MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
{ MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
{ NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
{ NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
{ NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
{ NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
{ NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
{ NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
{ NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
{ NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
{ NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
{ NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
{ NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
{ NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
{ NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
{ NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
{ NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
{ NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
{ NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
{ NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
{ NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
{ NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
{ NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
{ NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
{ NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
{ NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
{ NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
{ NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
{ NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
{ NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
{ NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
{ NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
{ NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
{ NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
{ NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
{ NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
{ NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
{ NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
{ NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
{ NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
{ NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
{ NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
{ NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
{ NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
{ NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
{ NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
{ NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
{ NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
{ NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
{ NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
{ NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
{ NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
{ NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
{ NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
{ NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
{ NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
{ NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
{ NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
{ NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
{ NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
{ NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
{ NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
{ NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
{ NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
{ NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
{ NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
{ NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
{ NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
{ NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
{ NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
{ NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
{ NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
{ NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
{ NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
{ NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
{ NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
{ NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
{ NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
{ NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
{ NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
{ NPC_RUN, "NPC_RUN", "NPC_RUN" },
{ NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
{ NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
{ NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
{ NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
{ NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
{ NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
{ NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
{ NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
{ NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
{ NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
{ NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
{ NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
{ NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
{ NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
{ NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
{ NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
{ NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
{ NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
{ NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
{ NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
{ PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
{ PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
{ PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
{ PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
{ PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
{ PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
{ PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
{ PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
{ PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
{ PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
{ PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
{ PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
{ PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
{ PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
{ PR_GLORIA, "PR_GLORIA", "Gloria" } ,
{ PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
{ PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
{ PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
{ PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
{ PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
{ PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
{ PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
{ PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
{ PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
{ PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
{ PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
{ PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
{ PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
{ RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
{ RG_CLEANER, "RG_CLEANER", "Remover" } ,
{ RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
{ RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
{ RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
{ RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
{ RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
{ RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
{ RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
{ RG_RAID, "RG_RAID", "Sightless_Mind" } ,
{ RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
{ RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
{ RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
{ RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
{ RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
{ RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
{ RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
{ SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
{ SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
{ SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
{ SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
{ SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
{ SA_COMA, "SA_COMA", "Coma" } ,
{ SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
{ SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
{ SA_DELUGE, "SA_DELUGE", "Deluge" } ,
{ SA_DISPELL, "SA_DISPELL", "Dispell" } ,
{ SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
{ SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
{ SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
{ SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
{ SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
{ SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
{ SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
{ SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
{ SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
{ SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
{ SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
{ SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
{ SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
{ SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
{ SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
{ SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
{ SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
{ SA_QUESTION, "SA_QUESTION", "Questioning" } ,
{ SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
{ SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
{ SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
{ SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
{ SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
{ SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
{ SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
{ SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
{ SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
{ SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
{ SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
{ SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
{ SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
{ SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
{ SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
{ SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
{ SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
{ SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
{ SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
{ SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
{ SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
{ SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
{ SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
{ SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
{ SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
{ SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
{ SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
{ SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
{ SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
{ SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
{ SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
{ SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
{ SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
{ SL_KAINA, "SL_KAINA", "Kaina" } ,
{ SL_KAITE, "SL_KAITE", "Kaite" } ,
{ SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
{ SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
{ SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
{ SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
{ SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
{ SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
{ SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
{ SL_SKA, "SL_SKA", "Eska" } ,
{ SL_SKE, "SL_SKE", "Eske" } ,
{ SL_SMA, "SL_SMA", "Esma" } ,
{ SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
{ SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
{ SL_STIN, "SL_STIN", "Estin" } ,
{ SL_STUN, "SL_STUN", "Estun" } ,
{ SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
{ SL_SWOO, "SL_SWOO", "Eswoo" } ,
{ SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
{ SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
{ SM_BASH, "SM_BASH", "Bash" } ,
{ SM_ENDURE, "SM_ENDURE", "Endure" } ,
{ SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
{ SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
{ SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
{ SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
{ SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
{ SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
{ SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
{ SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
{ SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
{ SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
{ SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
{ ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
{ ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
{ ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
{ ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
{ TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
{ TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
{ TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
{ TF_HIDING, "TF_HIDING", "Hiding" } ,
{ TF_MISS, "TF_MISS", "Improve_Dodge" } ,
{ TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
{ TF_POISON, "TF_POISON", "Envenom" } ,
{ TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
{ TF_STEAL, "TF_STEAL", "Steal" } ,
{ TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
{ TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
{ TK_DODGE, "TK_DODGE", "Sprint" } ,
{ TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
{ TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
{ TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
{ TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
{ TK_MISSION, "TK_MISSION", "Mission" } ,
{ TK_POWER, "TK_POWER", "Kihop" } ,
{ TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
{ TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
{ TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
{ TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
{ TK_RUN, "TK_RUN", "Sprint" } ,
{ TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
{ TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
{ TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
{ TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
{ WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
{ WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
{ WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
{ WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
{ WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
{ WE_MALE, "WE_MALE", "Undying_Love" } ,
{ WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
{ WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
{ WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
{ WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
{ WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
{ WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
{ WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
{ WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
{ WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
{ WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
{ WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
{ WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
{ WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
{ WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
{ WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
{ WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
{ WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
{ WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
{ WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
{ WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
{ WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
{ WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
//[blackhole89]
{ HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
{ HLIF_AVOID, "HLIF_AVOID", "Avoid" },
{ HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
{ HLIF_CHANGE, "HLIF_CHANGE", "Change" },
{ HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
{ HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
{ HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
{ HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
{ HFLI_MOON, "HFLI_MOON", "Moonlight" },
{ HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
{ HFLI_SPEED, "HFLI_SPEED", "Speed" },
{ HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
{ HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
{ HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
{ HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
{ HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
{ 0, "UNKNOWN_SKILL", "Unknown_Skill" }
};
static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
static const int diry[8]={1,1,0,-1,-1,-1,0,1};
static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
/* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD>f?<3F>^<5E>x?<3F>X */
struct skill_db skill_db[MAX_SKILL_DB];
/* <20>A<EFBFBD>C<EFBFBD>e<EFBFBD><65>?<3F>?<3F><>f?<3F>^<5E>x?<3F>X */
struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
/* <20><>?<3F>?<3F><>X<EFBFBD>L<EFBFBD><4C><EFBFBD>f?<3F>^<5E>x?<3F>X */
struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
/* <20>A<EFBFBD>u<EFBFBD><75><EFBFBD>J<EFBFBD>_<EFBFBD>u<EFBFBD><75>?<3F><><EFBFBD>X<EFBFBD>L<EFBFBD><4C><EFBFBD>f?<3F>^<5E>x?<3F>X */
struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
// macros to check for out of bounds errors [celest]
// i: Skill ID, l: Skill Level, var: Value to return after checking
// for values that don't require level just put a one (putting 0 will trigger return 0; instead
// for values that might need to use a different function just skill_chk would suffice.
#define skill_chk(i, l) \
if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
#define skill_get(var, i, l) \
{ skill_chk(i, l); return var; }
// Skill DB
int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
const char* skill_get_name( int id ){
if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
return "UNKNOWN_SKILL";
if (id >= GD_SKILLBASE)
id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
return skill_db[id].name;
}
int skill_tree_get_max(int id, int b_class){
int i, skillid;
for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
if (id == skillid) return skill_tree[b_class][i].max;
return skill_get_max (id);
}
/* <20>v<EFBFBD>?<3F>g<EFBFBD>^<5E>C<EFBFBD>v */
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int status_change_timer_sub(struct block_list *bl, va_list ap);
int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap);
int skill_landprotector(struct block_list *bl, va_list ap);
int skill_ganbatein(struct block_list *bl, va_list ap);
int skill_trap_splash(struct block_list *bl, va_list ap);
int skill_count_target(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
int skill_unit_effect(struct block_list *bl,va_list ap);
static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
int enchant_eff[5] = { 10, 14, 17, 19, 20 };
int deluge_eff[5] = { 5, 9, 12, 14, 15 };
int skill_get_casttype(int id)
{
int inf = skill_get_inf(id);
if (inf&(INF_GROUND_SKILL))
return CAST_GROUND;
if (inf&INF_SUPPORT_SKILL)
return CAST_NODAMAGE;
if (inf&INF_SELF_SKILL) {
if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
return CAST_DAMAGE; //Combo skill.
return CAST_NODAMAGE;
}
if (skill_get_nk(id)&NK_NO_DAMAGE)
return CAST_NODAMAGE;
return CAST_DAMAGE;
};
//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
int skill_get_range2(struct block_list *bl, int id, int lv) {
int range = skill_get_range(id, lv);
if(range < 0) {
if (battle_config.use_weapon_skill_range)
return status_get_range(bl);
range *=-1;
}
//TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
switch (id) {
case AC_SHOWER:
case AC_DOUBLE:
case HT_BLITZBEAT:
case AC_CHARGEARROW:
case SN_FALCONASSAULT:
case SN_SHARPSHOOTING:
case HT_POWER:
if (bl->type == BL_PC)
range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
else
range += 10; //Assume level 10?
break;
// added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
case GS_RAPIDSHOWER:
case GS_TRACKING:
case GS_PIERCINGSHOT:
case GS_FULLBUSTER:
case GS_SPREADATTACK:
case GS_GROUNDDRIFT:
if (bl->type == BL_PC)
range += pc_checkskill((struct map_session_data *)bl, GS_SNAKEEYE);
else
range += 10; //Assume level 10?
break;
}
if(!range && bl->type != BL_PC)
return 9; // Enable non players to use self skills on others. [Skotlex]
return range;
}
int skill_calc_heal(struct block_list *bl, int skill_lv) {
int skill, heal;
heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
heal += heal * skill * 2 / 100;
return heal;
}
// Making plagiarize check its own function [Aru]
int can_copy(struct map_session_data *sd, int skillid)
{
// Never copy NPC/Wedding Skills
if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
return 0;
// High-class skills
if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
{
if(battle_config.copyskill_restrict == 2)
return 0;
else if(battle_config.copyskill_restrict)
return (sd->status.class_ == JOB_STALKER);
}
return 1;
}
// [MouseJstr] - skill ok to cast? and when?
int skillnotok(int skillid, struct map_session_data *sd)
{
int i = skillid;
nullpo_retr (1, sd);
//if (sd == 0)
//return 0;
//return 1;
// I think it was meant to be "no skills allowed when not a valid sd"
if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
return 1;
if (i >= GD_SKILLBASE)
i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
if (i > MAX_SKILL || i < 0)
return 1;
if (sd->blockskill[i] > 0)
return 1;
if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
return 0; // gm's can do anything damn thing they want
// Check skill restrictions [Celest]
if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
return 1;
if(map[sd->bl.m].flag.pvp) {
if(!battle_config.pk_mode && skill_get_nocast (skillid) & 2)
return 1;
if(battle_config.pk_mode && skill_get_nocast (skillid) & 16)
return 1;
}
if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
return 1;
if(agit_flag && skill_get_nocast (skillid) & 8)
return 1;
if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
return 1;
switch (skillid) {
case AL_WARP:
if(map[sd->bl.m].flag.nowarp) {
clif_skill_teleportmessage(sd,0);
return 1;
}
return 0;
break;
case AL_TELEPORT:
if(map[sd->bl.m].flag.noteleport) {
clif_skill_teleportmessage(sd,0);
return 1;
}
return 0;
case TK_HIGHJUMP:
if(map[sd->bl.m].flag.noteleport && !map_flag_gvg(sd->bl.m))
{ //Can't be used on noteleport maps, except for gvg maps [Skotlex]
clif_skill_fail(sd,skillid,0,0);
return 1;
}
break;
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
if (map[sd->bl.m].flag.nomemo) {
clif_skill_teleportmessage(sd,1);
return 1;
}
break;
case MC_VENDING:
case MC_IDENTIFY:
return 0; // always allowed
case WZ_ICEWALL:
// noicewall flag [Valaris]
if (map[sd->bl.m].flag.noicewall) {
clif_skill_fail(sd,skillid,0,0);
return 1;
}
}
return (map[sd->bl.m].flag.noskill);
}
/* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>̔z<CC94>u?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԃ<EFBFBD> */
struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;
struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
{
int pos = skill_get_unit_layout_type(skillid,skilllv);
int dir;
if (pos != -1)
return &skill_unit_layout[pos];
if (src->x == x && src->y == y)
dir = 2;
else
dir = map_calc_dir(src,x,y);
if (skillid == MG_FIREWALL)
return &skill_unit_layout [firewall_unit_pos + dir];
else if (skillid == WZ_ICEWALL)
return &skill_unit_layout [icewall_unit_pos + dir];
ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
return &skill_unit_layout[0];
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD>lj<EFBFBD>?<3F><>
*------------------------------------------
*/
int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
{
struct map_session_data *sd=NULL, *dstsd=NULL;
struct mob_data *md=NULL, *dstmd=NULL;
struct status_data *sstatus, *tstatus;
struct status_change *sc, *tsc;
int skill;
int rate;
nullpo_retr(0, src);
nullpo_retr(0, bl);
if(skillid < 0)
{ // remove the debug print when this case is finished
ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
src, bl,skillid,skilllv,attack_type,tick);
return 0;
}
if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
switch (src->type) {
case BL_PC:
sd = (struct map_session_data *)src;
break;
case BL_MOB:
md = (struct mob_data *)src;
break;
}
switch (bl->type) {
case BL_PC:
dstsd=(struct map_session_data *)bl;
break;
case BL_MOB:
dstmd=(struct mob_data *)bl;
break;
}
sc = status_get_sc(src);
tsc = status_get_sc(bl);
sstatus = status_get_status_data(src);
tstatus = status_get_status_data(bl);
if (!tsc) //skill additional effect is about adding effects to the target...
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
switch(skillid){
case 0: // Normal attacks (no skill used)
{
if(sd) {
// Automatic trigger of Blitz Beat
if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
rand()%1000 <= sstatus->luk*10/3+1 ) {
int lv=(sd->status.job_level+9)/10;
skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
}
// Gank
if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW &&
(skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
(skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
if(pc_steal_item(sd,bl))
clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
else if (battle_config.display_snatcher_skill_fail)
clif_skill_fail(sd,skillid,0,0);
}
// Chance to trigger Taekwon kicks [Dralnu]
if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
if(sd->sc.data[SC_READYSTORM].timer != -1 &&
sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
else if(sd->sc.data[SC_READYTURN].timer != -1 &&
sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
{ //additional chance from SG_FRIEND [Komurka]
rate = 20;
if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
status_change_end(src,SC_SKILLRATE_UP,-1);
}
sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
(2000 - 4*sstatus->agi - 2*sstatus->dex));
}
}
}
if (sc && sc->count) {
// Enchant Poison gives a chance to poison attacked enemies
if(sc->data[SC_ENCPOISON].timer != -1)
sc_start(bl,SC_POISON,10*sc->data[SC_ENCPOISON].val2,sc->data[SC_ENCPOISON].val1,
skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1));
// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
if(sc->data[SC_EDP].timer != -1)
sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
}
if (tsc->count) {
if (tsc->data[SC_SPLASHER].timer != -1)
sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
tsc->data[SC_SPLASHER].val1,0,0,0,
skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
}
}
break;
case SM_BASH: /* <20>o<EFBFBD>b<EFBFBD>V<EFBFBD><56>?i<>}?<3F>?U??j */
if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
//TODO: How much % per base level it actually is?
sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
}
break;
case AS_VENOMKNIFE:
if (sd) //Poison chance must be that of Envenom. [Skotlex]
skilllv = pc_checkskill(sd, TF_POISON);
case TF_POISON: /* <20>C<EFBFBD><43><EFBFBD>x<EFBFBD>i<EFBFBD><69> */
case AS_SPLASHER: /* <20>x<EFBFBD>i<EFBFBD><69><EFBFBD>X<EFBFBD>v<EFBFBD><76><EFBFBD>b<EFBFBD>V<EFBFBD><56>? */
if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
&& sd && skillid==TF_POISON
)
clif_skill_fail(sd,skillid,0,0);
break;
case AS_SONICBLOW: /* <20>\<5C>j<EFBFBD>b<EFBFBD>N<EFBFBD>u<EFBFBD>?? */
sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
break;
case AS_GRIMTOOTH:
{
int type = dstsd?SC_SLOWDOWN:SC_STOP;
if (tsc->data[type].timer == -1)
sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
break;
}
case MG_FROSTDIVER:
case WZ_FROSTNOVA:
sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
break;
case WZ_STORMGUST:
tsc->data[SC_FREEZE].val3++;
if(tsc->data[SC_FREEZE].val3 >= 3) //Tharis pointed out that this is normal freeze chance with a base of 300%
sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
break;
case WZ_METEOR:
sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case WZ_VERMILION:
sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case HT_FREEZINGTRAP: /* <20>t<EFBFBD><74>?<3F>W<EFBFBD><57><EFBFBD>O<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
break;
case HT_FLASHER: /* Flasher */
sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
break;
case HT_LANDMINE: /* <20><><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>}<7D>C<EFBFBD><43> */
sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
break;
case HT_SHOCKWAVE:
status_percent_damage(src, bl, 0, 15*skilllv+5);
break;
case HT_SANDMAN: /* <20>T<EFBFBD><54><EFBFBD>h<EFBFBD>}<7D><> */
sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
break;
case TF_SPRINKLESAND: /* ?<3F><>܂<EFBFBD> */
sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
break;
case TF_THROWSTONE: /* ?Γ<><CE93><EFBFBD> */
sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
break;
case NPC_DARKCROSS:
case CR_HOLYCROSS: /* <20>z?<3F><>?<3F>N<EFBFBD><4E><EFBFBD>X */
sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case CR_GRANDCROSS: /* <20>O<EFBFBD><4F><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>N<EFBFBD>?<3F>X */
case NPC_GRANDDARKNESS: /*<2A>ŃO<C583><4F><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>N<EFBFBD>?<3F>X*/
{
if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
}
break;
case AM_ACIDTERROR:
sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
clif_emotion(bl,23);
break;
case AM_DEMONSTRATION:
skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
break;
case CR_SHIELDCHARGE: /* <20>V?<3F><><EFBFBD>h<EFBFBD>`<60><>?<3F>W */
sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
break;
case PA_PRESSURE:
status_percent_damage(src, bl, 0, 15+5*skilllv);
break;
case RG_RAID: /* <20>T<EFBFBD>v<EFBFBD><76><EFBFBD>C<EFBFBD>Y<EFBFBD>A<EFBFBD>^<5E>b<EFBFBD>N */
sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
case BA_FROSTJOKE:
sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
case DC_SCREAM:
sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
case BD_LULLABY: /* <20>q<EFBFBD><71><EFBFBD>S */
sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
break;
case DC_UGLYDANCE:
rate = 5+5*skilllv;
if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
rate += 5+skill;
status_zap(bl, 0, rate);
break;
case SL_STUN:
if (tstatus->size==1) //Only stuns mid-sized mobs.
sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
break;
/* MOB<4F>̒lj<CC92>?<3F>ʕt<CA95><74><EFBFBD>X<EFBFBD>L<EFBFBD><4C> */
case NPC_PETRIFYATTACK:
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case NPC_BLINDATTACK:
case NPC_POISON:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
sc_start(bl,SkillStatusChangeTable[skillid],50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
break;
case NPC_MENTALBREAKER:
status_percent_damage(src, bl, 0, -(10+skilllv));
break;
// Equipment breaking monster skills [Celest]
case NPC_BREAKWEAPON:
skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
break;
case NPC_BREAKARMOR:
skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
break;
case NPC_BREAKHELM:
skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
break;
case NPC_BREAKSHIELD:
skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
break;
case CH_TIGERFIST:
sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
break;
case LK_SPIRALPIERCE:
sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
break;
case ST_REJECTSWORD: /* <20>t<EFBFBD><74>?<3F>W<EFBFBD><57><EFBFBD>O<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
break;
case PF_FOGWALL: /* <20>z?<3F><>?<3F>N<EFBFBD>?<3F>X */
if (src != bl && tsc->data[SC_DELUGE].timer == -1)
status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
break;
case LK_HEADCRUSH:
if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
break;
case LK_JOINTBEAT: /* <20>W<EFBFBD><57><EFBFBD>C<EFBFBD><43><EFBFBD>g<EFBFBD>r?<3F>g */
//?<3F>?<3F><><EFBFBD>ǂ<EFBFBD><C782><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD><C882>̂œK?<3F><>
sc_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
break;
case ASC_METEORASSAULT: /* <20>?<3F>e<EFBFBD>I<EFBFBD>A<EFBFBD>T<EFBFBD><54><EFBFBD>g */
//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
switch(rand()%3) {
case 0:
sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
break;
case 1:
sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
break;
default:
sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
}
break;
case HW_NAPALMVULCAN: /* <20>i<EFBFBD>p?<3F><><EFBFBD>o<EFBFBD><6F><EFBFBD>J<EFBFBD><4A> */
// skilllv*5%<25>̊m<CC8A><6D><EFBFBD>Ŏ<EFBFBD><C58E><EFBFBD>
sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case WS_CARTTERMINATION: // Cart termination
sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case CR_ACIDDEMONSTRATION:
skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
break;
case TK_DOWNKICK:
sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
break;
case TK_JUMPKICK:
//Cancel out Soul Linker status of the target. [Skotlex]
if (tsc->count) {
if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
break;
//Remove pitched potions effect.
if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
status_change_end(bl, SC_ASPDPOTION0, -1);
if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
status_change_end(bl, SC_ASPDPOTION1, -1);
if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
status_change_end(bl, SC_ASPDPOTION2, -1);
if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
status_change_end(bl, SC_ASPDPOTION3, -1);
if (tsc->data[SC_SPIRIT].timer != -1)
status_change_end(bl, SC_SPIRIT, -1);
if (tsc->data[SC_ONEHAND].timer != -1)
status_change_end(bl, SC_ONEHAND, -1);
if (tsc->data[SC_ADRENALINE2].timer != -1)
status_change_end(bl, SC_ADRENALINE2, -1);
}
break;
case TK_TURNKICK:
case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
if(attack_type == BF_MISC) //70% base stun chance...
sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
break;
//Until they're at right position - gs_statuschange- [Vicious]
case GS_BULLSEYE: //0.1% coma rate.
status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
break;
case GS_CRACKER:
if (!dstsd) // according to latest patch, should not work on players [Reddozen]
sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate
break;
case GS_PIERCINGSHOT:
sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
break;
case GS_FULLBUSTER:
sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1));
break;
case NJ_HYOUSYOURAKU:
sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
case GS_FLING:
sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
break;
}
if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
{ //Pass heritage to Master for status causing effects. [Skotlex]
sd = map_id2sd(md->master_id);
}
if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* <20>J?<3F>h<EFBFBD>ɂ<EFBFBD><C982><EFBFBD><EFBFBD>lj<EFBFBD>?<3F><> */
int i, type;
for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
type=i-SC_COMMON_MIN;
rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
if (!rate)
continue; //Code Speedup.
status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
}
}
//Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
//No need to check the NK value as this function is only called on attacks
//(or stuff that should invoke these things.
if(sd && !status_isdead(bl) && src != bl/* &&
!(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)*/) {
struct block_list *tbl;
struct unit_data *ud;
int i, skilllv;
for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
if (skillnotok(skill, sd))
continue;
skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
if (rand()%1000 > rate)
continue;
if (sd->autospell[i].id < 0)
tbl = src;
else
tbl = bl;
if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skilllv)))
continue; //Autoskills DO check for target-src range. [Skotlex]
rate = skill_get_inf(skill);
switch (skill_get_casttype(skill)) {
case CAST_GROUND:
skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
break;
case CAST_NODAMAGE:
skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
break;
case CAST_DAMAGE:
skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
break;
}
//Set canact delay. [Skotlex]
ud = unit_bl2ud(src);
if (ud) {
rate = skill_delayfix(src, skill, skilllv)/2;
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
ud->canact_tick = tick+rate;
}
break; //Only one auto skill comes off at a time.
}
}
return 0;
}
/* Splitted off from skill_additional_effect, which is never called when the
* attack skill kills the enemy. Place in this function counter status effects
* when using skills (eg: Asura's sp regen penalty, or counter-status effects
* from cards) that will take effect on the source, not the target. [Skotlex]
* Note: Currently this function only applies to Extremity Fist and BF_WEAPON
* type of skills, so not every instance of skill_additional_effect needs a call
* to this one.
*/
int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
{
int rate;
struct map_session_data *sd=NULL;
struct map_session_data *dstsd=NULL;
struct status_change *tsc;
nullpo_retr(0, src);
nullpo_retr(0, bl);
if(skillid < 0)
{ // remove the debug print when this case is finished
ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
src, bl,skillid,skilllv,attack_type,tick);
return 0;
}
if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
tsc = status_get_sc(bl);
if (tsc && !tsc->count)
tsc = NULL;
BL_CAST(BL_PC, src, sd);
BL_CAST(BL_PC, bl, dstsd);
switch(skillid){
case 0: //Normal Attack
if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
tsc->data[SC_KAAHI].val4 = add_timer(
tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
break;
case MO_EXTREMITYFIST: /* <20><>?C<><43><EFBFBD>e<EFBFBD><65><EFBFBD>? */
//<2F><>?C<><43><EFBFBD><EFBFBD><EFBFBD>g<EFBFBD><67><EFBFBD><EFBFBD>5<EFBFBD><35><EFBFBD>Ԏ<EFBFBD><D48E>R<EFBFBD>񕜂<EFBFBD><F1959C82>Ȃ<EFBFBD><C882><EFBFBD>ɂȂ<C982>
sc_start(src,SkillStatusChangeTable[skillid],100,skilllv,skill_get_time2(skillid,skilllv));
break;
}
if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* <20>J?<3F>h<EFBFBD>ɂ<EFBFBD><C982><EFBFBD><EFBFBD>lj<EFBFBD>?<3F><> */
int i, type;
for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
type=i-SC_COMMON_MIN;
rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
if (rate) //Self infliced status from attacking.
status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
rate = dstsd?dstsd->addeff3[type]:0;
if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
}
}
//Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
{
struct block_list *tbl;
struct unit_data *ud;
int i, skillid, skilllv, rate;
for (i = 0; i < MAX_PC_BONUS; i++) {
if (dstsd->autospell2[i].id == 0)
break;
skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
if (skillnotok(skillid, dstsd))
continue;
if (rand()%1000 > rate)
continue;
if (dstsd->autospell2[i].id < 0)
tbl = bl;
else
tbl = src;
if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
continue; //Autoskills DO check for target-src range. [Skotlex]
switch (skill_get_casttype(skillid)) {
case CAST_GROUND:
skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
break;
case CAST_NODAMAGE:
skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
break;
case CAST_DAMAGE:
skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
break;
}
//Set canact delay. [Skotlex]
ud = unit_bl2ud(bl);
if (ud) {
rate = skill_delayfix(bl, skillid, skilllv)/2;
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
ud->canact_tick = tick+rate;
}
break; //trigger only one auto-spell per hit.
}
}
return 0;
}
/*=========================================================================
Breaks equipment. On-non players causes the corresponding strip effect.
- rate goes from 0 to 10000 (100.00%)
- flag is a BCT_ flag to indicate which type of adjustment should be used
(BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
--------------------------------------------------------------------------*/
int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) {
static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM };
static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
struct status_change *sc = status_get_sc(bl);
int i,j;
TBL_PC *sd;
BL_CAST(BL_PC, bl, sd);
if (sc && !sc->count)
sc = NULL;
if (sd) {
if (sd->unbreakable_equip)
where &= ~sd->unbreakable_equip;
if (sd->unbreakable)
rate -= rate*sd->unbreakable/100;
if (where&EQP_WEAPON) {
switch (sd->status.weapon) {
case W_FIST: //Bare fists should not break :P
case W_1HAXE:
case W_2HAXE:
case W_MACE: // Axes and Maces can't be broken [DracoRPG]
case W_STAFF:
case W_BOOK: //Rods and Books can't be broken [Skotlex]
where &= ~EQP_WEAPON;
}
}
}
if (flag&BCT_ENEMY) {
if (battle_config.equip_skill_break_rate != 100)
rate = rate*battle_config.equip_skill_break_rate/100;
} else if (flag&(BCT_PARTY|BCT_SELF)) {
if (battle_config.equip_self_break_rate != 100)
rate = rate*battle_config.equip_self_break_rate/100;
}
for (i = 0; i < 4; i++) {
if (where&where_list[i]) {
if (sc && sc->count && sc->data[scdef[i]].timer != -1)
where&=~where_list[i];
else if (rand()%10000 >= rate)
where&=~where_list[i];
else if (!sd) //Cause Strip effect.
sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
}
}
if (!where) //Nothing to break.
return 0;
if (sd) {
for (i = 0; i < 11; i++) {
j = sd->equip_index[i];
if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
continue;
flag = 0;
switch(i) {
case 6: //Upper Head
flag = (where&EQP_HELM);
break;
case 7: //Body
flag = (where&EQP_ARMOR);
break;
case 8: //Left/Right hands
case 9:
flag = (
(where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
(where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
break;
default:
continue;
}
if (flag) {
sd->status.inventory[j].attribute = 1;
pc_unequipitem(sd, j, 3);
}
}
clif_equiplist(sd);
}
return where; //Return list of pieces broken.
}
/*=========================================================================
Used to knock back players, monsters, traps, etc
If count&0xf00000, the direction is send in the 6th byte.
If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
If count&0x20000, position update packets must not be sent.
IF count&0X40000, direction is random.
--------------------------------------------------------------------------*/
int skill_blown( struct block_list *src, struct block_list *target,int count)
{
int dx=0,dy=0,nx,ny;
int x=target->x,y=target->y;
int dir,ret;
struct skill_unit *su=NULL;
nullpo_retr(0, src);
if (src != target && map_flag_gvg(target->m))
return 0; //No knocking back in WoE
if (!count&0xffff)
return 0; //Actual knockback distance is 0.
switch (target->type) {
case BL_MOB:
if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
return 0;
break;
case BL_SKILL:
su=(struct skill_unit *)target;
break;
}
if (count&0xf00000)
dir = (count>>20)&0xf;
else if (count&0x10000 || (target->x==src->x && target->y==src->y))
dir = unit_getdir(target);
else if (count&0x40000) //Flag for random pushing.
dir = rand()%8;
else
dir = map_calc_dir(target,src->x,src->y);
if (dir>=0 && dir<8){
dx = -dirx[dir];
dy = -diry[dir];
}
ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
nx=ret>>16;
ny=ret&0xffff;
if (!su)
unit_stop_walking(target,0);
dx = nx - x;
dy = ny - y;
if (!dx && !dy) //Could not knockback.
return 0;
map_foreachinmovearea(clif_outsight,target->m,
x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
if(su)
skill_unit_move_unit_group(su->group,target->m,dx,dy);
else
map_moveblock(target, nx, ny, gettick());
map_foreachinmovearea(clif_insight,target->m,
nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
-dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
if(!(count&0x20000))
clif_blown(target);
return 0;
}
/*
* =========================================================================
* <20>X<EFBFBD>L<EFBFBD><4C>?U??<3F><>?<3F>?<3F>܂Ƃ<DC82>
* flag<61><67>?<3F><>?B16?i?
* 00XRTTff
* ff = magic<69>Ōv<C58C>Z<EFBFBD>ɓn<C993><6E><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?j
* TT = <20>p<EFBFBD>P<EFBFBD>b<EFBFBD>g<EFBFBD><67>type<70><65><EFBFBD><EFBFBD>(0<>Ńf<C583>t<EFBFBD>H<EFBFBD><48><EFBFBD>g?j
* X = <20>p<EFBFBD>P<EFBFBD>b<EFBFBD>g<EFBFBD>̃X<CC83>L<EFBFBD><4C>Lv
* R = <20>\<5C><>?iskill_area_sub<75>Ŏg<C58E>p<EFBFBD><70><EFBFBD><EFBFBD>?j
*-------------------------------------------------------------------------
*/
int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
struct Damage dmg;
struct status_data *sstatus, *tstatus;
struct status_change *sc;
struct map_session_data *sd=NULL, *tsd=NULL;
int type,lv,damage,rdamage=0;
if(skillid > 0 && skilllv <= 0) return 0;
nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
nullpo_retr(0, bl); //Target to be attacked.
if (src != dsrc) {
//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
return 0;
} else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
if (!status_check_skilluse(dsrc, bl, skillid, 2))
return 0;
}
if (dsrc->type == BL_PC)
sd = (struct map_session_data *)dsrc;
if (bl->type == BL_PC)
tsd = (struct map_session_data *)bl;
sstatus = status_get_status_data(dsrc);
tstatus = status_get_status_data(bl);
// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //<2F>g<EFBFBD>p<EFBFBD>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>t<EFBFBD>?<3F>X<EFBFBD>g<EFBFBD>m<EFBFBD><6D><EFBFBD>@<40><>?Adsrc<72><63>bl<62><6C><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F>?<3F><>Ȃ牽<C882><E789BD><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD>
return 0;
type=-1;
lv=(flag>>20)&0xf;
dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff );
//Skotlex: Adjusted to the new system
if(src->type==BL_PET && (struct pet_data *)src)
{ // [Valaris]
struct pet_data *pd = (struct pet_data *)src;
if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
{
int element = skill_get_pl(skillid);
if (skillid == -1)
element = sstatus->rhw.ele;
dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
dmg.damage2=0;
dmg.div_= pd->a_skill->div_;
}
}
sc= status_get_sc(bl);
if (sc && !sc->count) sc = NULL; //Don't need it.
if (attack_type&BF_MAGIC) {
if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
&& !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80)
) { //Works on players or mobs with level under 80.
clif_skill_nodamage(bl,bl,SL_KAITE,sc->data[SC_KAITE].val1,1);
if (--sc->data[SC_KAITE].val2 <= 0)
status_change_end(bl, SC_KAITE, -1);
bl = src; //Just make the skill attack yourself @.@
sc = status_get_sc(bl);
tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
if (sc && !sc->count)
sc = NULL; //Don't need it.
if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
{ //Spirit of Wizard blocks bounced back spells.
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_FLEE;
}
}
if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
if(tsd) {
int sp = skill_get_sp(skillid,skilllv);
sp = sp * sc->data[SC_MAGICROD].val2 / 100;
if(skillid == WZ_WATERBALL && skilllv > 1)
sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
if(sp > SHRT_MAX) sp = SHRT_MAX;
else if(sp < 1) sp = 1;
if(sp > tsd->status.max_sp - tsd->status.sp)
sp = tsd->status.max_sp - tsd->status.sp;
tsd->status.sp += sp;
clif_heal(tsd->fd,SP_SP,sp);
tsd->ud.canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
}
clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
}
}
damage = dmg.damage + dmg.damage2;
if (damage > 0 && src != bl && src == dsrc)
rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
if(lv==15)
lv=-1;
if( flag&0xff00 )
type=(flag&0xff00)>>8;
if((damage <= 0 || damage < dmg.div_)
&& skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
dmg.blewcount = 0;
if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//<2F>O<EFBFBD><4F><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>N<EFBFBD><4E><EFBFBD>X
if(battle_config.gx_disptype) dsrc = src; // <20>G<EFBFBD>_<EFBFBD><5F>?<3F>W<EFBFBD><57><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\<5C><>
if(src == bl) type = 4; // <20><><EFBFBD><EFBFBD><EFBFBD>̓_<CD83><5F>?<3F>W<EFBFBD><57>?<3F>V<EFBFBD><56><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD>
}
//<2F>g<EFBFBD>p<EFBFBD>҂<EFBFBD>PC<50><43>?<3F>?<3F><><EFBFBD>?<3F>?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if(sd) {
//Sorry for removing the Japanese comments, but they were actually distracting
//from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
if (sd->sc.data[SC_COMBO].timer!=-1)
{ //End combo state after skill is invoked. [Skotlex]
switch (skillid) {
case TK_TURNKICK:
case TK_STORMKICK:
case TK_DOWNKICK:
case TK_COUNTER:
//set this skill as previous one.
sd->skillid_old = skillid;
sd->skilllv_old = skilllv;
if (pc_famerank(sd->char_id,MAPID_TAEKWON))
break; //Do not end combo state.
default:
status_change_end(src,SC_COMBO,-1);
}
}
switch(skillid)
{
case MO_TRIPLEATTACK:
{
int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
if (damage < (signed int)tstatus->hp &&
pc_checkskill(sd, MO_CHAINCOMBO) > 0)
delay += 300 * battle_config.combo_delay_rate / 100;
sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay);
clif_combo_delay(src, delay);
if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
break;
}
case MO_CHAINCOMBO:
{
int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
if(damage < (signed int)tstatus->hp &&
(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay);
clif_combo_delay(src,delay);
break;
}
case MO_COMBOFINISH:
{
int delay = 700 - 4*sstatus->agi - 2*sstatus->dex;
if(damage < (signed int)tstatus->hp &&
(
(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
(pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
(pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
))
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay);
clif_combo_delay(src,delay);
break;
}
case CH_TIGERFIST:
{ //Tigerfist is now a combo-only skill. [Skotlex]
int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
if(damage < (signed int)tstatus->hp &&
(
(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
(pc_checkskill(sd, CH_CHAINCRUSH) > 0)
))
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay);
clif_combo_delay(src,delay);
break;
}
case CH_CHAINCRUSH:
{
int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
if(damage < (signed int)tstatus->hp)
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
clif_combo_delay(src,delay);
break;
}
case AC_DOUBLE:
if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && damage < (signed int)tstatus->hp && pc_checkskill(sd, HT_POWER)) {
//TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
clif_combo_delay(src,2000);
}
break;
case TK_COUNTER:
{ //bonus from SG_FRIEND [Komurka]
int level;
if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
}
break;
case SL_STIN:
case SL_STUN:
if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
break;
case GS_FULLBUSTER:
//Can't attack nor use items until skill's delay expires. [Skotlex]
sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
break;
} //Switch End
}
//Display damage.
switch(skillid){
//Skills who's damage should't show any skill-animation.
case SM_MAGNUM:
case AS_SPLASHER:
case ASC_METEORASSAULT:
case GS_SPREADATTACK:
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
break;
case KN_BRANDISHSPEAR:
{ //Only display skill animation for skill's target.
struct unit_data *ud = unit_bl2ud(src);
if (ud && ud->skilltarget == bl->id)
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
else
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
break;
}
case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
break;
case NPC_SELFDESTRUCTION:
if(src->type==BL_PC)
dmg.blewcount = 10;
dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
case TF_DOUBLE:
case GS_CHAINACTION:
case SN_SHARPSHOOTING:
dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
//Only show animation when hitting yourself. [Skotlex]
if (src!=bl) {
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
break;
}
default:
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
}
map_freeblock_lock();
if(damage > 0 && dmg.flag&BF_SKILL && tsd
&& pc_checkskill(tsd,RG_PLAGIARISM)
&& (!sc || sc->data[SC_PRESERVE].timer == -1)
&& damage < tsd->status.hp)
{ //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
{
//?<3F><>?<3F><><EFBFBD>ł<EFBFBD><C582><EFBFBD><EFBFBD>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ΊY?<3F>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
tsd->status.skill[tsd->cloneskill_id].id = 0;
tsd->status.skill[tsd->cloneskill_id].lv = 0;
tsd->status.skill[tsd->cloneskill_id].flag = 0;
}
tsd->cloneskill_id = skillid;
tsd->status.skill[skillid].id = skillid;
tsd->status.skill[skillid].lv = skilllv;
if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
tsd->status.skill[skillid].lv = lv;
tsd->status.skill[skillid].flag = 13;//cloneskill flag
pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
clif_skillinfoblock(tsd);
}
}
if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
struct skill_unit* su = (struct skill_unit*)bl;
if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
}
if (!dmg.amotion) {
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
if (dmg.dmg_lv == ATK_DEF || damage > 0) {
if (!status_isdead(bl))
skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
//Counter status effects [Skotlex]
skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
}
}
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
if (dmg.blewcount > 0 && !status_isdead(bl))
skill_blown(dsrc,bl,dmg.blewcount);
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if (dmg.amotion)
battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
int rate = 50 + skilllv * 5;
rate = rate + (status_get_lv(src) - status_get_lv(bl));
if(rand()%100 < rate)
skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
}
if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
if (battle_config.left_cardfix_to_right)
battle_drain(sd, tsd, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
else
battle_drain(sd, tsd, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
}
if (rdamage>0) {
if (dmg.amotion)
battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
else
status_fix_damage(bl,src,rdamage,0);
clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
}
if (!(flag & 1) &&
(
skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
) &&
(sc = status_get_sc(src)) &&
sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
{
// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
}
map_freeblock_unlock();
return damage; /* ?<3F>_<EFBFBD>?<3F><><EFBFBD>Ԃ<EFBFBD> */
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD>??U?<3F>p(map_foreachinarea<65><61><EFBFBD><EFBFBD><EFBFBD>Ă΂<C482><CE82><EFBFBD>)
* flag<61>ɂ‚<C982><C282><EFBFBD>?F16?i?<3F><><EFBFBD>m<EFBFBD>F
* MSB <- 00fTffff ->LSB
* T =<3D>^?<3F>Q<EFBFBD>b<EFBFBD>g<EFBFBD>I?<3F>p(BCT_*)
* ffff=<3D><><EFBFBD>R<EFBFBD>Ɏg<C98E>p<EFBFBD>”\
* 0 =<3D>\<5C><>?B0<42>ɌŒ<C98C>
*------------------------------------------
*/
static int skill_area_temp[8]; /* <20>ꎞ???B<>K<EFBFBD>v<EFBFBD>Ȃ<EFBFBD><C882>g<EFBFBD><67>?B */
static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
int skill_area_sub( struct block_list *bl,va_list ap )
{
struct block_list *src;
int skill_id,skill_lv,flag;
unsigned int tick;
SkillFunc func;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
src=va_arg(ap,struct block_list *); //<2F><><EFBFBD><EFBFBD><EFBFBD>ł<EFBFBD>src<72>̒l<CC92><6C>??Ƃ<><C682>Ă<EFBFBD><C482>Ȃ<EFBFBD><C882>̂<EFBFBD>NULL<4C>`<60>F<EFBFBD>b<EFBFBD>N<EFBFBD>͂<EFBFBD><CD82>Ȃ<EFBFBD>
skill_id=va_arg(ap,int);
skill_lv=va_arg(ap,int);
tick=va_arg(ap,unsigned int);
flag=va_arg(ap,int);
func=va_arg(ap,SkillFunc);
if(battle_check_target(src,bl,flag) > 0)
func(src,bl,skill_id,skill_lv,tick,flag);
return 0;
}
static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
{
struct skill_unit *unit;
int skillid,g_skillid;
unit = (struct skill_unit *)bl;
if(bl->prev == NULL || bl->type != BL_SKILL)
return 0;
if(!unit->alive)
return 0;
skillid = va_arg(ap,int);
g_skillid = unit->group->skill_id;
switch (skillid)
{
case MG_SAFETYWALL:
case AL_PNEUMA:
if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
return 0;
break;
case AL_WARP:
case HT_SKIDTRAP:
case HT_LANDMINE:
case HT_ANKLESNARE:
case HT_SHOCKWAVE:
case HT_SANDMAN:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case HT_TALKIEBOX:
case HP_BASILICA:
//Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
return 0;
break;
default: //Avoid stacking with same kind of trap. [Skotlex]
if (g_skillid != skillid)
return 0;
break;
}
return 1;
}
static int skill_check_unit_range(struct block_list *bl,int x,int y,int skillid,int skilllv)
{
//Non players do not check for the skill's splash-trigger area.
int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
int layout_type = skill_get_unit_layout_type(skillid,skilllv);
if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
return 0;
}
range += layout_type;
return map_foreachinarea(skill_check_unit_range_sub,bl->m,
x-range,y-range,x+range,y+range,BL_SKILL,skillid);
}
static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
{
int skillid;
if(bl->prev == NULL)
return 0;
if(status_isdead(bl))
return 0;
skillid = va_arg(ap,int);
if (skillid==HP_BASILICA && bl->type==BL_PC)
return 0;
if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
return 1;
}
static int skill_check_unit_range2(struct block_list *bl, int x,int y,int skillid, int skilllv)
{
int range, type;
switch (skillid) { // to be expanded later
case WZ_ICEWALL:
range = 2;
break;
default:
{
int layout_type = skill_get_unit_layout_type(skillid,skilllv);
if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
return 0;
}
range = skill_get_unit_range(skillid,skilllv) + layout_type;
}
break;
}
// if the caster is a monster/NPC, only check for players
// otherwise just check characters
if (bl->type == BL_PC)
type = BL_CHAR;
else
type = BL_PC;
return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
x - range, y - range, x + range, y + range,
type, skillid);
}
int skill_guildaura_sub (struct block_list *bl,va_list ap)
{
struct map_session_data *sd;
int gid, id, *flag;
nullpo_retr(0, sd = (struct map_session_data *)bl);
nullpo_retr(0, ap);
id = va_arg(ap,int);
gid = va_arg(ap,int);
if (sd->status.guild_id != gid)
return 0;
nullpo_retr(0, flag = va_arg(ap,int *));
if (flag && *flag > 0) {
if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
sd->sc.data[SC_GUILDAURA].val4 = *flag;
status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
}
return 0;
}
sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 1000);
}
return 0;
}
/*=========================================================================
* <20><>?<3F>X<EFBFBD>L<EFBFBD><4C><EFBFBD>g<EFBFBD>p?<3F>??<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
/* ??ۂ<>?<3F><><EFBFBD>J<EFBFBD>E<EFBFBD><45><EFBFBD>g<EFBFBD><67><EFBFBD><EFBFBD>?B?iskill_area_temp[0]<5D><>?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ă<EFBFBD><C482><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?j */
int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
{
if(skill_area_temp[0] < 0xffff)
skill_area_temp[0]++;
return 1;
}
int skill_count_water(struct block_list *src,int range)
{
int i,x,y,cnt = 0,size = range*2+1;
struct skill_unit *unit;
for (i=0;i<size*size;i++) {
x = src->x+(i%size-range);
y = src->y+(i/size-range);
if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
cnt++;
continue;
}
unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
if (unit) {
cnt++;
skill_delunit(unit);
}
}
return cnt;
}
/*==========================================
*
*------------------------------------------
*/
static int skill_timerskill(int tid, unsigned int tick, int id,int data )
{
struct block_list *src = map_id2bl(id),*target;
struct unit_data *ud = unit_bl2ud(src);
struct skill_timerskill *skl = NULL;
int range;
nullpo_retr(0, src);
nullpo_retr(0, ud);
skl = ud->skilltimerskill[data];
nullpo_retr(0, skl);
ud->skilltimerskill[data] = NULL;
do {
if(src->prev == NULL)
break;
if(skl->target_id) {
target = map_id2bl(skl->target_id);
if(!target && skl->skill_id == RG_INTIMIDATE)
target = src; //Required since it has to warp.
if(target == NULL)
break;
if(target->prev == NULL)
break;
if(src->m != target->m)
break;
if(status_isdead(src))
break;
if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
break;
switch(skl->skill_id) {
case RG_INTIMIDATE:
if (unit_warp(src,-1,-1,-1,3) == 0) {
short x,y;
map_search_freecell(src, 0, &x, &y, 1, 1, 0);
if (target != src && !status_isdead(target))
unit_warp(target, -1, x, y, 3);
}
break;
case BA_FROSTJOKE: /* <20><><EFBFBD><EFBFBD><EFBFBD>W<EFBFBD><57>?<3F>N */
case DC_SCREAM: /* <20>X<EFBFBD>N<EFBFBD><4E>?<3F><> */
range= skill_get_splash(skl->skill_id, skl->skill_lv);
map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
break;
case WZ_WATERBALL:
if (!status_isdead(target))
skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
if (skl->type>1 && !status_isdead(target)) {
skill_addtimerskill(src,tick+250,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
} else {
struct status_change *sc = status_get_sc(src);
if(sc && sc->data[SC_MAGICPOWER].timer != -1)
status_change_end(src,SC_MAGICPOWER,-1);
}
break;
default:
skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
break;
}
}
else {
if(src->m != skl->map)
break;
switch(skl->skill_id) {
case WZ_METEOR:
if(skl->type >= 0) {
skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
}
else
skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
break;
}
}
} while (0);
//Free skl now that it is no longer needed.
ers_free(skill_timer_ers, skl);
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag)
{
int i;
struct unit_data *ud;
nullpo_retr(1, src);
ud = unit_bl2ud(src);
nullpo_retr(1, ud);
for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
if (i==MAX_SKILLTIMERSKILL) return 1;
ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
ud->skilltimerskill[i]->src_id = src->id;
ud->skilltimerskill[i]->target_id = target;
ud->skilltimerskill[i]->skill_id = skill_id;
ud->skilltimerskill[i]->skill_lv = skill_lv;
ud->skilltimerskill[i]->map = src->m;
ud->skilltimerskill[i]->x = x;
ud->skilltimerskill[i]->y = y;
ud->skilltimerskill[i]->type = type;
ud->skilltimerskill[i]->flag = flag;
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int skill_cleartimerskill(struct block_list *src)
{
int i;
struct unit_data *ud;
nullpo_retr(0, src);
ud = unit_bl2ud(src);
nullpo_retr(0, ud);
for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
if(ud->skilltimerskill[i]) {
delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
ers_free(skill_timer_ers, ud->skilltimerskill[i]);
ud->skilltimerskill[i]=NULL;
}
}
return 1;
}
static int skill_reveal_trap( struct block_list *bl,va_list ap )
{
TBL_SKILL *su = (TBL_SKILL*)bl;
if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
{ //Reveal trap.
//Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
//clif_changetraplook(bl, su->group->unit_id);
clif_skill_setunit(su);
return 1;
}
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD>g<EFBFBD>p?i<>r?<3F><><EFBFBD><EFBFBD><EFBFBD>?AID<49>w<EFBFBD><77>?U?<3F>n?j
* ?i<>X<EFBFBD>p<EFBFBD>Q<EFBFBD>b<EFBFBD>e<EFBFBD>B<EFBFBD>Ɍ<EFBFBD><C98C><EFBFBD><EFBFBD>ĂP?<3F>O?i?I(<28>_<EFBFBD>?<3F>|)?j
*------------------------------------------
*/
int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
{
struct map_session_data *sd = NULL, *tsd = NULL;
struct status_data *tstatus;
struct status_change *sc;
if (skillid > 0 && skilllv <= 0) return 0;
nullpo_retr(1, src);
nullpo_retr(1, bl);
if (src->m != bl->m)
return 1;
if (bl->prev == NULL)
return 1;
if (src->type == BL_PC)
sd = (struct map_session_data *)src;
if (bl->type == BL_PC)
tsd = (struct map_session_data *)bl;
if (status_isdead(src) || (src != bl && status_isdead(bl)))
return 1;
if (skillid && skill_get_type(skillid) == BF_MAGIC &&
!battle_config.gtb_pvp_only && status_isimmune(bl)) {
if (sd) clif_skill_fail(sd,skillid,0,0);
//GTB makes all targetted skills silently fail.
return 1;
}
sc = status_get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
tstatus = status_get_status_data(bl);
map_freeblock_lock();
switch(skillid)
{
/* <20>?<3F><>?U?<3F>n<EFBFBD>X<EFBFBD>L<EFBFBD><4C> */
case SM_BASH: /* <20>o<EFBFBD>b<EFBFBD>V<EFBFBD><56> */
case MC_MAMMONITE: /* <20>?<3F>}?<3F>i<EFBFBD>C<EFBFBD>g */
case TF_DOUBLE:
case AC_DOUBLE: /* <20>_<EFBFBD>u<EFBFBD><75><EFBFBD>X<EFBFBD>g<EFBFBD><67><EFBFBD>C<EFBFBD>t<EFBFBD>B<EFBFBD><42><EFBFBD>O */
case AS_SONICBLOW: /* <20>\<5C>j<EFBFBD>b<EFBFBD>N<EFBFBD>u<EFBFBD>?? */
case KN_PIERCE: /* <20>s<EFBFBD>A?<3F>X */
case KN_SPEARBOOMERANG: /* <20>X<EFBFBD>s<EFBFBD>A<EFBFBD>u?<3F>?<3F><><EFBFBD><EFBFBD> */
case KN_BRANDISHSPEAR: /* <20>u<EFBFBD><75><EFBFBD><EFBFBD><EFBFBD>f<EFBFBD>B<EFBFBD>b<EFBFBD>V<EFBFBD><56><EFBFBD>X<EFBFBD>s<EFBFBD>A */
case TF_POISON: /* <20>C<EFBFBD><43><EFBFBD>x<EFBFBD>i<EFBFBD><69> */
case TF_SPRINKLESAND: /* ?<3F><>܂<EFBFBD> */
case AC_CHARGEARROW: /* <20>`<60><>?<3F>W<EFBFBD>A<EFBFBD>?? */
case RG_RAID: /* <20>T<EFBFBD>v<EFBFBD><76><EFBFBD>C<EFBFBD>Y<EFBFBD>A<EFBFBD>^<5E>b<EFBFBD>N */
case RG_INTIMIDATE: /* <20>C<EFBFBD><43><EFBFBD>e<EFBFBD>B<EFBFBD>~<7E>f<EFBFBD>C<EFBFBD>g */
case AM_ACIDTERROR: /* <20>A<EFBFBD>V<EFBFBD>b<EFBFBD>h<EFBFBD>e<EFBFBD><65>? */
case BA_MUSICALSTRIKE: /* <20>~<7E><>?<3F>W<EFBFBD>J<EFBFBD><4A><EFBFBD>X<EFBFBD>g<EFBFBD><67><EFBFBD>C<EFBFBD>N */
case DC_THROWARROW: /* <20><>?<3F><> */
case BA_DISSONANCE: /* <20>s<EFBFBD><73><EFBFBD>a<EFBFBD><61> */
case CR_HOLYCROSS: /* <20>z?<3F><>?<3F>N<EFBFBD>?<3F>X */
case NPC_DARKCROSS:
case CR_SHIELDCHARGE:
case CR_SHIELDBOOMERANG:
/* <20>ȉ<EFBFBD>MOB?<3F>p */
/* ???U??ASP<53><50>?<3F>?U??A<><41><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?U??A<>h<EFBFBD><EFBFBD><E496B3>?U??A<><41><EFBFBD>i?U? */
case NPC_PIERCINGATT:
case NPC_MENTALBREAKER:
case NPC_RANGEATTACK:
case NPC_CRITICALSLASH:
case NPC_COMBOATTACK:
/* <20>K<EFBFBD><4B>?U??A<><41>?U??A<><41>??U??A<><41>??U??A<>X<EFBFBD>^<5E><>?U? */
case NPC_GUIDEDATTACK:
case NPC_POISON:
case NPC_BLINDATTACK:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
/* ?Ή<>?U??A<><41><EFBFBD><EFBFBD>?U??A?<3F><><EFBFBD>?U??A<><41><EFBFBD><EFBFBD><EFBFBD>_<EFBFBD><5F>ATK?U? */
case NPC_PETRIFYATTACK:
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case NPC_RANDOMATTACK:
/* ?<3F>??<3F>?U??A<>n??<3F>?U??A<><41>??<3F>?U??A<><41>??<3F>?U? */
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
/* <20><>??<3F>?U??A?<3F>??<3F>?U??A<><41>??<3F>?U??A<>O??<3F>?U??ASP<53><50>?<3F>?U? */
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_TELEKINESISATTACK:
case NPC_UNDEADATTACK:
case NPC_BREAKARMOR:
case NPC_BREAKWEAPON:
case NPC_BREAKHELM:
case NPC_BREAKSHIELD:
case LK_AURABLADE: /* <20>I?<3F><><EFBFBD>u<EFBFBD><75>?<3F>h */
case LK_SPIRALPIERCE: /* <20>X<EFBFBD>p<EFBFBD>C<EFBFBD><43><EFBFBD><EFBFBD><EFBFBD>s<EFBFBD>A?<3F>X */
case LK_HEADCRUSH: /* <20>w<EFBFBD>b<EFBFBD>h<EFBFBD>N<EFBFBD><4E><EFBFBD>b<EFBFBD>V<EFBFBD><56> */
case LK_JOINTBEAT: /* <20>W<EFBFBD><57><EFBFBD>C<EFBFBD><43><EFBFBD>g<EFBFBD>r?<3F>g */
case CG_ARROWVULCAN: /* <20>A<EFBFBD>??<3F>o<EFBFBD><6F><EFBFBD>J<EFBFBD><4A> */
case HW_MAGICCRASHER: /* <20>}<7D>W<EFBFBD>b<EFBFBD>N<EFBFBD>N<EFBFBD><4E><EFBFBD>b<EFBFBD>V<EFBFBD><56>? */
case ASC_METEORASSAULT: /* <20>?<3F>e<EFBFBD>I<EFBFBD>A<EFBFBD>T<EFBFBD><54><EFBFBD>g */
case ITM_TOMAHAWK:
case MO_TRIPLEATTACK:
case CH_CHAINCRUSH: /* <20>A<EFBFBD><41><EFBFBD><EFBFBD>? */
case CH_TIGERFIST: /* <20><><EFBFBD>Ռ? */
case PA_SHIELDCHAIN: // Shield Chain
case PA_SACRIFICE: // Sacrifice, Aru's style.
case WS_CARTTERMINATION: // Cart Termination
case AS_VENOMKNIFE:
case HT_PHANTASMIC:
case HT_POWER:
case TK_DOWNKICK:
case TK_COUNTER:
case ASC_BREAKER:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case MO_COMBOFINISH:
if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
{ //Becomes a splash attack when Soul Linked.
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
} else
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case TK_STORMKICK: // Taekwon kicks [Dralnu]
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
break;
case NJ_SHADOWJUMP: //[blackhole89]
case TK_JUMPKICK:
if (skillid == TK_JUMPKICK)
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (unit_movepos(src, bl->x, bl->y, 0, 0))
clif_slide(src,bl->x,bl->y);
break;
case SN_SHARPSHOOTING: /* <20>V<EFBFBD><56>?<3F>v<EFBFBD>V<EFBFBD><56>?<3F>e<EFBFBD>B<EFBFBD><42><EFBFBD>O */
// Does it stop if touch an obstacle? it shouldn't shoot trough walls
map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill_get_splash(skillid, skilllv),BL_CHAR,
BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
break;
case MO_INVESTIGATE: /* ?<3F><> */
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (sc && sc->data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
break;
case RG_BACKSTAP: /* <20>o<EFBFBD>b<EFBFBD>N<EFBFBD>X<EFBFBD>^<5E>u */
{
int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
if (sc && sc->data[SC_HIDING].timer != -1)
status_change_end(src, SC_HIDING, -1); // <20>n<EFBFBD>C<EFBFBD>f<EFBFBD>B<EFBFBD><42><EFBFBD>O<EFBFBD><4F>?<3F>
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
unit_setdir(bl,dir);
clif_changed_dir(bl);
}
else if (sd)
clif_skill_fail(sd,skillid,0,0);
}
break;
case MO_FINGEROFFENSIVE: /* <20>w? */
{
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (battle_config.finger_offensive_type && sd) {
int i;
for (i = 1; i < sd->spiritball_old; i++)
skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
// sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
}
if (sc && sc->data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
}
break;
case MO_CHAINCOMBO: /* <20>A<EFBFBD><41>?<3F> */
{
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (sc && sc->data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
}
break;
case KN_CHARGEATK:
case MO_EXTREMITYFIST: /* <20><>?C<><43><EFBFBD>e<EFBFBD>P<EFBFBD>? */
if (skillid == MO_EXTREMITYFIST && sc && sc->count)
{
if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
if (sc->data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
}
if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
int dx,dy;
dx = bl->x - src->x;
dy = bl->y - src->y;
if(dx > 0) dx++;
else if(dx < 0) dx--;
if (dy > 0) dy++;
else if(dy < 0) dy--;
if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
flag = distance_bl(src, bl);
if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
if (sd) clif_skill_fail(sd,skillid,0,0);
break;
}
clif_slide(src,src->x,src->y);
if (skillid != MO_EXTREMITYFIST || battle_check_target(src, bl, BCT_ENEMY) > 0) //Check must be done here because EF should be broken this way.. [Skotlex]
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
else if (sd)
clif_skill_fail(sd,skillid,0,0);
}
else //Assume minimum distance of 1 for Charge.
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
break;
/* <20>?<3F><><EFBFBD>n<EFBFBD><6E>??U?<3F>X<EFBFBD>L<EFBFBD><4C> */
case AS_GRIMTOOTH: /* <20>O<EFBFBD><4F><EFBFBD><EFBFBD><EFBFBD>g<EFBFBD>D?<3F>X */
case MC_CARTREVOLUTION: /* <20>J?<3F>g<EFBFBD><67><EFBFBD><EFBFBD><EFBFBD>H<EFBFBD><48><EFBFBD><EFBFBD>?<3F>V<EFBFBD><56><EFBFBD><EFBFBD> */
case NPC_SPLASHATTACK: /* <20>X<EFBFBD>v<EFBFBD><76><EFBFBD>b<EFBFBD>V<EFBFBD><56><EFBFBD>A<EFBFBD>^<5E>b<EFBFBD>N */
case AC_SHOWER: //Targetted skill implementation.
if(flag&1){
/* <20>•ʂɃ_<C983>??<3F>W<EFBFBD><57>?<3F><><EFBFBD><EFBFBD> */
if(bl->id!=skill_area_temp[1]){
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
0x0500);
}
} else {
skill_area_temp[1]=bl->id;
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
//Skill-attack at the end in case it has knockback. [Skotlex]
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
}
break;
case AS_SPLASHER:
if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
if (bl->id != skill_area_temp[1])
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
else
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
} else {
skill_area_temp[0] = 0;
skill_area_temp[1] = bl->id;
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
case SM_MAGNUM:
if(flag&1)
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
else {
//If we get here, someone changed magnum to be a enemy targetted skill,
//so treat it as such.
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
//Initiate 10% of your damage becomes fire element.
clif_skill_nodamage (src,bl,skillid,skilllv,1);
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
}
break;
case KN_BOWLINGBASH: /* <20>{<7B>E<EFBFBD><45><EFBFBD><EFBFBD><EFBFBD>O<EFBFBD>o<EFBFBD>b<EFBFBD>V<EFBFBD><56> */
if(flag&1){
/* <20>•ʂɃ_<C983>??<3F>W<EFBFBD><57>?<3F><><EFBFBD><EFBFBD> */
if(bl->id!=skill_area_temp[1])
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
} else {
int i,c; /* <20><>?l<><6C><EFBFBD><EFBFBD><E795B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȃ̂ŊԈ<C58A><D488><EFBFBD><EFBFBD>Ă<EFBFBD><C482>”\?<3F><><EFBFBD>?<3F>?<3F><><EFBFBD><EFBFBD>?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F>?<3F> */
/* <20>܂<EFBFBD><DC82>^?[<5B>Q<EFBFBD>b<EFBFBD>g<EFBFBD><67>?U<><55><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
c = skill_get_blewcount(skillid,skilllv);
if(map_flag_gvg(bl->m) || status_get_mexp(bl))
c = 0;
for(i=0;i<c;i++){
skill_blown(src,bl,0x20000|1);
skill_area_temp[0]=0;
map_foreachinrange(skill_area_sub,bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY,
skill_area_sub_count);
if(skill_area_temp[0]>1) break;
}
clif_blown(bl); //Update target pos.
skill_area_temp[1]=bl->id;
/* <20><><EFBFBD>̌<EFBFBD><CC8C>^?<3F>Q<EFBFBD>b<EFBFBD>g<EFBFBD>ȊO<C88A>̔<EFBFBD>??<3F>̓G<CC93>S?<3F><>?<3F>?<3F><>?s<><73> */
map_foreachinrange(skill_area_sub,bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
}
break;
case KN_SPEARSTAB: /* <20>X<EFBFBD>s<EFBFBD>A<EFBFBD>X<EFBFBD>^<5E>u */
if(flag&1){
/* <20>•ʂɃ_<C983>??[<5B>W<EFBFBD><57><EFBFBD>^<5E><><EFBFBD><EFBFBD> */
if (bl->id==skill_area_temp[1])
break;
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
skill_blown(src,bl,skill_area_temp[2]);
} else {
int x=bl->x,y=bl->y,i,dir;
/* <20>܂<EFBFBD><DC82>^?[<5B>Q<EFBFBD>b<EFBFBD>g<EFBFBD><67>?U<><55><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
dir = map_calc_dir(bl,src->x,src->y);
skill_area_temp[1] = bl->id;
skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
skill_blown(src,bl,skill_area_temp[2]);
for (i=0;i<4;i++) {
map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
skill_castend_damage_id);
x += dirx[dir];
y += diry[dir];
}
}
break;
case TK_TURNKICK:
case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
{
skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
map_foreachinrange(skill_area_sub,bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
skill_castend_nodamage_id);
}
break;
case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
// clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
break;
case ALL_RESURRECTION: /* <20><><EFBFBD>U<EFBFBD><55><EFBFBD>N<EFBFBD>V<EFBFBD><56><EFBFBD><EFBFBD> */
case PR_TURNUNDEAD: /* <20>^?<3F><><EFBFBD>A<EFBFBD><41><EFBFBD>f<EFBFBD>b<EFBFBD>h */
//Undead check is on unit-use skill
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
/* <20><><EFBFBD>@<40>n<EFBFBD>X<EFBFBD>L<EFBFBD><4C> */
case MG_SOULSTRIKE: /* <20>\<5C>E<EFBFBD><45><EFBFBD>X<EFBFBD>g<EFBFBD><67><EFBFBD>C<EFBFBD>N */
case NPC_DARKSTRIKE: /*<2A>Ń\<5C>E<EFBFBD><45><EFBFBD>X<EFBFBD>g<EFBFBD><67><EFBFBD>C<EFBFBD>N*/
case MG_COLDBOLT: /* <20>R?[<5B><><EFBFBD>h<EFBFBD>{<7B><><EFBFBD>g */
case MG_FIREBOLT: /* <20>t<EFBFBD>@<40>C<EFBFBD>A?[<5B>{<7B><><EFBFBD>g */
case MG_LIGHTNINGBOLT: /* <20><><EFBFBD>C<EFBFBD>g<EFBFBD>j<EFBFBD><6A><EFBFBD>O<EFBFBD>{<7B><><EFBFBD>g */
case WZ_EARTHSPIKE: /* <20>A?[<5B>X<EFBFBD>X<EFBFBD>p<EFBFBD>C<EFBFBD>N */
case AL_HEAL: /* <20>q?[<5B><> */
case AL_HOLYLIGHT: /* <20>z?[<5B><>?[<5B><><EFBFBD>C<EFBFBD>g */
case WZ_JUPITEL: /* <20><><EFBFBD>s<EFBFBD>e<EFBFBD><65><EFBFBD>T<EFBFBD><54><EFBFBD>_?[ */
case NPC_DARKTHUNDER: /*<2A>Ń<EFBFBD><C583>s<EFBFBD>e<EFBFBD><65>*/
case NPC_MAGICALATTACK: /* MOB:<3A><><EFBFBD>@<40><>??U? */
case PR_ASPERSIO: /* <20>A<EFBFBD>X<EFBFBD>y<EFBFBD><79><EFBFBD>V<EFBFBD>I */
case MG_FROSTDIVER: /* <20>t<EFBFBD>?<3F>X<EFBFBD>g<EFBFBD>_<EFBFBD>C<EFBFBD>o?[ */
case WZ_SIGHTBLASTER:
case WZ_SIGHTRASHER: /* <20>T<EFBFBD>C<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>V<EFBFBD><56>?[ */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
case HVAN_CAPRICE: //[blackhole89]
{
int ran=rand()%4;
int sid = 0;
switch(ran)
{
case 0: sid=MG_COLDBOLT; break;
case 1: sid=MG_FIREBOLT; break;
case 2: sid=MG_LIGHTNINGBOLT; break;
case 3: sid=WZ_EARTHSPIKE; break;
}
skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag);
}
break;
case WZ_WATERBALL: /* <20>E<EFBFBD>H?<3F>^?<3F>{?<3F><> */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
if (skilllv>1) {
int range = skilllv/2;
int cnt;
if (sd)
cnt = skill_count_water(src,range);
else {
range = 2*range+1;
cnt = range*range;
}
cnt--;
if (cnt > 0)
skill_addtimerskill(src,tick+250,bl->id,0,0,
skillid,skilllv,cnt,flag);
} else if (sd) //Eat up deluge tiles.
skill_count_water(src,0);
break;
case PR_BENEDICTIO: /* ?<3F>??~<7E><> */
//Should attack undead and demons. [Skotlex]
if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
break;
/* <20><><EFBFBD>@<40>n<EFBFBD><6E>??U?<3F>X<EFBFBD>L<EFBFBD><4C> */
case MG_NAPALMBEAT: /* <20>i<EFBFBD>p?<3F><><EFBFBD>r?<3F>g */
case MG_FIREBALL: /* <20>t<EFBFBD>@<40>C<EFBFBD><43>?<3F>{?<3F><> */
if (flag & 1) {
/* <20>•ʂɃ_<C983>??<3F>W<EFBFBD><57>?<3F><><EFBFBD><EFBFBD> */
if (bl->id == skill_area_temp[1])
break;
if(skillid == MG_FIREBALL) //Store distance.
skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
} else {
skill_area_temp[0]=0;
skill_area_temp[1]=bl->id;
switch (skillid) {
case MG_NAPALMBEAT:
/* <20>i<EFBFBD>p?[<5B><><EFBFBD>r?[<5B>g<EFBFBD>͕<EFBFBD><CD95>U<EFBFBD>_<EFBFBD>??[<5B>W<EFBFBD>Ȃ̂œG<C593><47>?<3F><><EFBFBD>?<3F><><EFBFBD><EFBFBD><EFBFBD> */
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick,flag|BCT_ENEMY,
skill_area_sub_count);
break;
case MG_FIREBALL:
skill_area_temp[2]=bl->x;
skill_area_temp[3]=bl->y;
break;
}
/* <20>^?[<5B>Q<EFBFBD>b<EFBFBD>g<EFBFBD><67>?U<><55><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28>X<EFBFBD>L<EFBFBD><4C><EFBFBD>G<EFBFBD>t<EFBFBD>F<EFBFBD>N<EFBFBD>g<EFBFBD>\<5C><>) */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
/* <20>^?[<5B>Q<EFBFBD>b<EFBFBD>g<EFBFBD>ȊO<C88A>͈͓̔<CD88><CD93>̓G<CC93>S<EFBFBD>̂<EFBFBD>?<3F><>?<3F><>?s<><73> */
map_foreachinrange(skill_area_sub,bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
case HW_NAPALMVULCAN: // Fixed By SteelViruZ
if (flag & 1) {
if (bl->id != skill_area_temp[1])
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
skill_area_temp[0] = 0;
skill_area_temp[1] = bl->id;
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY,
skill_area_sub_count);
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
case SL_STIN:
case SL_STUN:
case SL_SMA:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
clif_skill_fail(sd,skillid,0,0);
break;
}
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
/* <20><><EFBFBD>̑<EFBFBD> */
case HT_BLITZBEAT: /* <20>u<EFBFBD><75><EFBFBD>b<EFBFBD>c<EFBFBD>r?<3F>g */
if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
skill_area_temp[0] = 0;
skill_area_temp[1] = bl->id;
if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
case NPC_DARKBREATH:
clif_emotion(src,7);
case SN_FALCONASSAULT:
case PA_PRESSURE:
case CR_ACIDDEMONSTRATION:
case TF_THROWSTONE:
case NPC_SMOKING:
case NPC_SELFDESTRUCTION:
case GS_FLING:
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
break;
// Celest
case PF_SOULBURN:
if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (skilllv == 5)
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
status_percent_damage(src, bl, 0, 100);
} else {
clif_skill_nodamage(src,src,skillid,skilllv,1);
if (skilllv == 5)
skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
status_percent_damage(src, src, 0, 100);
}
if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
break;
/* HP<48>z?/HP<48>z?<3F><><EFBFBD>@ */
case NPC_BLOODDRAIN:
case NPC_ENERGYDRAIN:
{
int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
src, src, bl, skillid, skilllv, tick, flag);
if (heal > 0){
clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
status_heal(src, heal, 0, 0);
}
}
break;
//Until they're at right position - gs_damage- [Vicious]
case GS_TRIPLEACTION:
case GS_MAGICALBULLET:
case GS_CRACKER:
case GS_TRACKING:
case GS_PIERCINGSHOT:
case GS_RAPIDSHOWER:
case GS_DUST:
case GS_FULLBUSTER:
case NJ_SYURIKEN:
case NJ_KUNAI:
case NJ_HUUMA:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case GS_BULLSEYE:
if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
else if (sd)
clif_skill_fail(sd,skillid,0,0);
break;
case GS_DESPERADO:
case GS_SPREADATTACK:
if(flag&1)
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
else {
//If we get here, someone changed it to be a enemy targetted skill,
//so treat it as such.
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
case NJ_ZENYNAGE:
if(sd->status.zeny < skilllv*1000)
clif_skill_fail(sd,skillid,5,0);
else
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
break;
case NJ_KASUMIKIRI:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
break;
case NJ_KIRIKAGE:
status_change_end(src, SC_HIDING, -1);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case NJ_KOUENKA:
case NJ_HYOUSENSOU:
case NJ_HYOUSYOURAKU:
case NJ_HUUJIN:
case NJ_RAIGEKISAI:
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
case NJ_KAMAITACHI:
// Does it stop if touch an obstacle? it shouldn't shoot trough walls
map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill_get_splash(skillid, skilllv),BL_CHAR,
BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
break;
//Not implemented yet [Vicious]
case GS_GROUNDDRIFT:
//case NJ_SYURIKEN:
//case NJ_KUNAI:
//case NJ_HUUMA:
//case NJ_ZENYNAGE:
case NJ_TATAMIGAESHI:
//case NJ_KASUMIKIRI:
//case NJ_KIRIKAGE:
//case NJ_KOUENKA:
case NJ_KAENSIN:
//case NJ_HYOUSENSOU:
//case NJ_HYOUSYOURAKU:
//case NJ_HUUJIN:
//case NJ_RAIGEKISAI:
//case NJ_KAMAITACHI:
case NJ_ISSEN:
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
case 0:
if(sd) {
if (flag & 3){
if (bl->id != skill_area_temp[1])
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
} else {
skill_area_temp[1] = bl->id;
map_foreachinrange(skill_area_sub, bl,
sd->splash_range, BL_CHAR,
src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
skill_castend_damage_id);
}
}
break;
default:
ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
map_freeblock_unlock();
return 1;
}
map_freeblock_unlock();
if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
battle_consume_ammo(sd, skillid, skilllv);
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD>g<EFBFBD>p?i<>r?<3F><><EFBFBD><EFBFBD><EFBFBD>?AID<49>w<EFBFBD><77><EFBFBD>x<EFBFBD><78><EFBFBD>n?j
*------------------------------------------
*/
int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
{
struct map_session_data *sd = NULL;
struct map_session_data *dstsd = NULL;
struct status_data *sstatus, *tstatus;
struct status_change *tsc;
struct mob_data *md = NULL;
struct mob_data *dstmd = NULL;
int i,type=-1;
if(skillid > 0 && skilllv <= 0) return 0; // celest
nullpo_retr(1, src);
nullpo_retr(1, bl);
if (src->m != bl->m)
return 1;
if (src->type == BL_PC) {
sd = (struct map_session_data *)src;
} else if (src->type == BL_MOB) {
md = (struct mob_data *)src;
}
if (bl->type == BL_PC){
dstsd = (struct map_session_data *)bl;
} else if (bl->type == BL_MOB){
dstmd = (struct mob_data *)bl;
}
if(bl->prev == NULL)
return 1;
if(status_isdead(src) && skillid != NPC_REBIRTH)
return 1;
if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
return 1;
tstatus = status_get_status_data(bl);
sstatus = status_get_status_data(src);
//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
switch (skillid) {
case AL_HEAL:
case ALL_RESURRECTION:
case PR_ASPERSIO:
if (battle_check_undead(tstatus->race,tstatus->def_ele)) {
if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
//Offensive heal does not works on non-enemies. [Skotlex]
if (sd) clif_skill_fail(sd,skillid,0,0);
return 0;
}
if(!sd) {
//Prevent non-players from casting offensive heal. [Skotlex]
clif_emotion(src, 4);
return 0;
}
return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
}
break;
case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
//These are actually ground placed.
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
//Until they're at right position - gs_ground- [Vicious]
case GS_DESPERADO:
case NJ_KAENSIN: /*<2A>Ή<EFBFBD><CE89>w*/
case NJ_HYOUSYOURAKU:
case NJ_RAIGEKISAI:
return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
}
if (skillid > 0 && skillid < MAX_SKILL)
type = SkillStatusChangeTable[skillid];
tsc = status_get_sc(bl);
map_freeblock_lock();
switch(skillid)
{
case AL_HEAL: /* <20>q?<3F><> */
{
int heal = skill_calc_heal(src, skilllv);
int heal_get_jobexp;
if (skilllv > 10)
heal = 9999; //9999<39>q?[<5B><>
if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
heal=0; /* ?<3F><>峃J?<3F>h?i<>q?<3F><><EFBFBD>ʂO?j */
if (sd) {
if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
(sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F>ۂ<EFBFBD>PC<50>A?<3F>ۂ<EFBFBD><DB82><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̃p?<3F>g<EFBFBD>i?<3F>A<EFBFBD><41><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD>p<EFBFBD>m<EFBFBD>r<EFBFBD>A<EFBFBD><41><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD>
heal = heal*2; //<2F>X<EFBFBD>p<EFBFBD>m<EFBFBD>r<EFBFBD>̉ł<CC89><C582>U<EFBFBD>߂Ƀq?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>2<EFBFBD>{<7B>ɂȂ<C982>
}
if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
&& !(sstatus->mode&MD_BOSS)
) { //Bounce back heal
if (--tsc->data[SC_KAITE].val2 <= 0)
status_change_end(bl, SC_KAITE, -1);
if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
clif_skill_nodamage (src, src, skillid, heal, 1);
heal_get_jobexp = status_heal(src,heal,0,0);
} else {
clif_skill_nodamage (src, bl, skillid, heal, 1);
heal_get_jobexp = status_heal(bl,heal,0,0);
}
// JOB??<3F>l<EFBFBD>l<EFBFBD><6C>
if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
if (heal_get_jobexp <= 0)
heal_get_jobexp = 1;
pc_gainexp (sd, 0, heal_get_jobexp);
}
}
break;
case PR_REDEMPTIO:
if (sd && !(flag&1)) {
if (sd->status.party_id == 0) {
clif_skill_fail(sd,skillid,0,0);
break;
}
skill_area_temp[0] = 0;
party_foreachsamemap(skill_area_sub,
sd,skill_get_splash(skillid, skilllv),
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
skill_castend_nodamage_id);
if (skill_area_temp[0] == 0) {
clif_skill_fail(sd,skillid,0,0);
break;
}
skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
clif_updatestatus(sd,SP_BASEEXP);
clif_updatestatus(sd,SP_JOBEXP);
}
status_zap(src, sstatus->hp-1, sstatus->sp-1);
break;
} else if (status_isdead(bl) && flag&1) { //Revive
skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
skilllv = 3; //Resurrection level 3 is used
} else //Invalid target, skip resurrection.
break;
case ALL_RESURRECTION: /* <20><><EFBFBD>U<EFBFBD><55><EFBFBD>N<EFBFBD>V<EFBFBD><56><EFBFBD><EFBFBD> */
if(sd && map_flag_gvg(bl->m))
{ //No reviving in WoE grounds!
clif_skill_fail(sd,skillid,0,0);
break;
}
if (!status_isdead(bl))
break;
{
int per = 0, sper = 0;
if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
break;
switch(skilllv){
case 1: per=10; break;
case 2: per=30; break;
case 3: per=50; break;
case 4: per=80; break;
}
if(dstsd && dstsd->special_state.restart_full_recover)
per = sper = 100;
if (status_revive(bl, per, sper))
{
clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
if(sd && dstsd && battle_config.resurrection_exp > 0)
{
int exp = 0,jexp = 0;
int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
if(lv > 0) {
exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
if (exp < 1) exp = 1;
}
if(jlv > 0) {
jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
if (jexp < 1) jexp = 1;
}
if(exp > 0 || jexp > 0)
pc_gainexp (sd, exp, jexp);
}
}
}
break;
case AL_DECAGI: /* <20><><EFBFBD>x<EFBFBD><78>?<3F> */
clif_skill_nodamage (src, bl, skillid, skilllv,
sc_start(bl, type,
(40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
skilllv, skill_get_time(skillid,skilllv)));
break;
case AL_CRUCIS:
if (flag & 1) {
if (battle_check_target (src, bl, BCT_ENEMY))
sc_start(bl,type,
23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
skilllv,60000);
} else {
map_foreachinrange(skill_area_sub, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
skill_castend_nodamage_id);
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
}
break;
case PR_LEXDIVINA: /* <20><><EFBFBD>b<EFBFBD>N<EFBFBD>X<EFBFBD>f<EFBFBD>B<EFBFBD>r?<3F>i */
if (tsc && tsc->count && tsc->data[type].timer != -1) {
status_change_end(bl,type, -1);
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
} else
clif_skill_nodamage (src, bl, skillid, skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case SA_ABRACADABRA:
{
int abra_skillid = 0, abra_skilllv;
if (sd)
{ //Crash-fix [Skotlex]
//require 1 yellow gemstone even with mistress card or Into the Abyss
if ((i = pc_search_inventory(sd, 715)) < 0 )
{ //bug fixed by Lupus (item pos can be 0, too!)
clif_skill_fail(sd,skillid,0,0);
break;
}
pc_delitem(sd, i, 1, 0);
}
do {
abra_skillid = rand() % MAX_SKILL_ABRA_DB;
if (skill_abra_db[abra_skillid].req_lv > skilllv ||
rand()%10000 >= skill_abra_db[abra_skillid].per || //db<64>Ɋ<EFBFBD><C98A>Â<EFBFBD><C382><EFBFBD><EFBFBD>x<EFBFBD><78>?<3F>m<EFBFBD><6D><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
(abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPC<50>X<EFBFBD>L<EFBFBD><4C><EFBFBD>̓_<CD83>?
skill_get_unit_flag(abra_skillid) & UF_DANCE) //<2F><><EFBFBD>t<EFBFBD>X<EFBFBD>L<EFBFBD><4C><EFBFBD>̓_<CD83>?
abra_skillid = 0; // reset to get a new id
} while (abra_skillid == 0);
abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
if (sd)
{ //Crash-protection against Abracadabra casting pets
sd->skillitem = abra_skillid;
sd->skillitemlv = abra_skilllv;
sd->state.abra_flag = 1;
clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
} else
{ // [Skotlex]
struct unit_data *ud = unit_bl2ud(src);
int inf = skill_get_inf(abra_skillid);
int target_id = 0;
if (!ud) break;
if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
if (src->type == BL_PET)
bl = (struct block_list*)((TBL_PET*)src)->msd;
if (!bl) bl = src;
unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
} else { //Assume offensive skills
if (ud->target)
target_id = ud->target;
else switch (src->type) {
case BL_MOB:
target_id = ((TBL_MOB*)src)->target_id;
break;
case BL_PET:
target_id = ((TBL_PET*)src)->target_id;
break;
}
if (!target_id)
break;
if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
bl = map_id2bl(target_id);
if (!bl) bl = src;
unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
} else
unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
}
}
}
break;
case SA_COMA:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
break;
case SA_FULLRECOVERY:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (status_isimmune(bl))
break;
status_percent_heal(bl, 100, 100);
break;
case SA_SUMMONMONSTER:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
break;
case SA_LEVELUP:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
break;
case SA_INSTANTDEATH:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_zap(bl,tstatus->hp-1,0);
break;
case SA_QUESTION:
case SA_GRAVITY:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case SA_CLASSCHANGE:
{
//<2F>N<EFBFBD><4E><EFBFBD>X<EFBFBD>`<60>F<EFBFBD><46><EFBFBD>W<EFBFBD>p<EFBFBD>{<7B>X<EFBFBD><58><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD>^?ID
static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
,1157,1159,1190,1272,1312,1373,1492};
int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(dstmd) mob_class_change(dstmd,class_);
}
break;
case SA_MONOCELL:
{
static int poringclass[]={1002};
int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(dstmd) mob_class_change(dstmd,class_);
}
break;
case SA_DEATH:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_kill(bl);
break;
case SA_REVERSEORCISH:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
break;
case SA_FORTUNE:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
break;
case SA_TAMINGMONSTER:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (sd && dstmd) {
for (i = 0; i < MAX_PET_DB; i++) {
if (dstmd->class_ == pet_db[i].class_) {
pet_catch_process1 (sd, dstmd->class_);
break;
}
}
}
break;
case AL_INCAGI: /* <20><><EFBFBD>x?<3F><> */
case AL_BLESSING: /* <20>u<EFBFBD><75><EFBFBD>b<EFBFBD>V<EFBFBD><56><EFBFBD>O */
case PR_SLOWPOISON:
case PR_IMPOSITIO: /* <20>C<EFBFBD><43><EFBFBD>|<7C>V<EFBFBD>e<EFBFBD>B<EFBFBD>I<EFBFBD>}<7D>k<EFBFBD>X */
case PR_LEXAETERNA: /* <20><><EFBFBD>b<EFBFBD>N<EFBFBD>X<EFBFBD>G?<3F>e<EFBFBD><65><EFBFBD>i */
case PR_SUFFRAGIUM: /* <20>T<EFBFBD>t<EFBFBD><74><EFBFBD>M<EFBFBD>E<EFBFBD><45> */
case PR_BENEDICTIO: /* ?<3F>??~<7E><> */
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case CR_PROVIDENCE: /* <20>v<EFBFBD>?<3F><><EFBFBD>B<EFBFBD>f<EFBFBD><66><EFBFBD>X */
if(sd && dstsd){ //Check they are not another crusader [Skotlex]
if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case CG_MARIONETTE: /* <20>}<7D><><EFBFBD>I<EFBFBD>l<EFBFBD>b<EFBFBD>g<EFBFBD>R<EFBFBD><52><EFBFBD>g<EFBFBD>??<3F><> */
{
struct status_change *sc= status_get_sc(src);
int type2 = SC_MARIONETTE2;
if(sc && tsc){
if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
clif_marionette(src, bl);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
status_change_end(src, type, -1);
status_change_end(bl, type2, -1);
}
else {
if (sd) clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
}
}
break;
case RG_CLOSECONFINE:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
break;
case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
case SA_FROSTWEAPON:
case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON:
if (dstsd) {
if(dstsd->status.weapon == W_FIST ||
(dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
( //Allow re-enchanting to lenghten time. [Skotlex]
dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
dstsd->sc.data[SC_ENCPOISON].timer != -1
))
) {
if (sd) clif_skill_fail(sd,skillid,0,0);
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
}
if (sd) {
int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
clif_skill_fail(sd,skillid,0,0);
break;
}
pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
}
// 100% success rate at lv4 & 5, but lasts longer at lv5
i = skilllv <4?(60+skilllv*10):100;
i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
if(!i) {
if (sd) clif_skill_fail(sd,skillid,0,0);
if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
sd && sd != dstsd)
clif_displaymessage(sd->fd,"You broke target's weapon");
}
clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
case PR_ASPERSIO: /* <20>A<EFBFBD>X<EFBFBD>y<EFBFBD><79><EFBFBD>V<EFBFBD>I */
if (sd && dstmd) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case TK_SEVENWIND:
switch(skilllv){
case 1:
type=SC_EARTHWEAPON;
break;
case 2:
type=SC_WINDWEAPON;
break;
case 3:
type=SC_WATERWEAPON;
break;
case 4:
type=SC_FIREWEAPON;
break;
case 5:
type=SC_GHOSTWEAPON;
break;
case 6:
type=SC_SHADOWWEAPON;
break;
case 7:
type=SC_ASPERSIO;
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case PR_KYRIE: /* <20>L<EFBFBD><4C><EFBFBD>G<EFBFBD>G<EFBFBD><47><EFBFBD>C<EFBFBD>\<5C><> */
clif_skill_nodamage(bl,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
//Passive Magnum, should had been casted on yourself.
case SM_MAGNUM:
map_foreachinrange(skill_area_sub, src,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
//Initiate 10% of your damage becomes fire element.
clif_skill_nodamage (src,src,skillid,skilllv,1);
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
break;
case LK_BERSERK: /* <20>o?<3F>T?<3F>N */
case KN_AUTOCOUNTER: /* <20>I?<3F>g<EFBFBD>J<EFBFBD>E<EFBFBD><45><EFBFBD>^? */
case KN_TWOHANDQUICKEN: /* <20>c?<3F>n<EFBFBD><6E><EFBFBD>h<EFBFBD>N<EFBFBD>C<EFBFBD>b<EFBFBD>P<EFBFBD><50> */
case KN_ONEHAND:
case CR_SPEARQUICKEN: /* <20>X<EFBFBD>s<EFBFBD>A<EFBFBD>N<EFBFBD>C<EFBFBD>b<EFBFBD>P<EFBFBD><50> */
case CR_REFLECTSHIELD:
case AS_POISONREACT: /* <20>|<7C>C<EFBFBD>Y<EFBFBD><59><EFBFBD><EFBFBD><EFBFBD>A<EFBFBD>N<EFBFBD>g */
case MC_LOUD: /* <20><><EFBFBD>E<EFBFBD>h<EFBFBD>{<7B>C<EFBFBD>X */
case MG_ENERGYCOAT: /* <20>G<EFBFBD>i<EFBFBD>W?<3F>R?<3F>g */
case MG_SIGHT: /* <20>T<EFBFBD>C<EFBFBD>g */
case AL_RUWACH: /* <20><><EFBFBD>A<EFBFBD>t */
case MO_EXPLOSIONSPIRITS: // <20><><EFBFBD><EFBFBD><EFBFBD>g<EFBFBD><67>
case MO_STEELBODY: // <20><>?<3F>
case MO_BLADESTOP: // <20><>?n<><6E><EFBFBD><EFBFBD>
case LK_AURABLADE: /* <20>I?<3F><><EFBFBD>u<EFBFBD><75>?<3F>h */
case LK_PARRYING: /* <20>p<EFBFBD><70><EFBFBD>C<EFBFBD><43><EFBFBD>O */
case LK_CONCENTRATION: /* <20>R<EFBFBD><52><EFBFBD>Z<EFBFBD><5A><EFBFBD>g<EFBFBD><67>?<3F>V<EFBFBD><56><EFBFBD><EFBFBD> */
case WS_CARTBOOST: /* <20>J?<3F>g<EFBFBD>u?<3F>X<EFBFBD>g */
case SN_SIGHT: /* <20>g<EFBFBD>D<EFBFBD><44>?<3F>T<EFBFBD>C<EFBFBD>g */
case WS_MELTDOWN: /* <20>?<3F><><EFBFBD>g<EFBFBD>_<EFBFBD>E<EFBFBD><45> */
case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
case ST_REJECTSWORD: /* <20><><EFBFBD>W<EFBFBD>F<EFBFBD>N<EFBFBD>g<EFBFBD>\?<3F>h */
case HW_MAGICPOWER: /* <20><><EFBFBD>@<40><>?<3F>? */
case PF_MEMORIZE: /* <20>?<3F><><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD>Y */
case PA_SACRIFICE:
case ASC_EDP: // [Celest]
case NPC_STOP:
case WZ_SIGHTBLASTER:
case SG_SUN_COMFORT:
case SG_MOON_COMFORT:
case SG_STAR_COMFORT:
case NPC_HALLUCINATION:
case HP_ASSUMPTIO:
case GS_MADNESSCANCEL:
case GS_ADJUSTMENT:
case GS_INCREASING:
case GS_CRACKER:
case GS_GROUNDDRIFT:
case NJ_TATAMIGAESHI:
case NJ_KASUMIKIRI:
case NJ_UTSUSEMI:
case NJ_BUNSINJYUTSU:
case NJ_NEN:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case SG_SUN_WARM:
case SG_MOON_WARM:
case SG_STAR_WARM:
{
struct skill_unit_group *sg;
if (!tsc) break;
sg = skill_unitsetting(bl,skillid,skilllv,src->x,src->y,0);
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv)));
break;
}
case CG_MOONLIT: /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̐<EFBFBD><CC90>ɗ<EFBFBD><C997><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԃт<D482> */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (sd && battle_config.player_skill_partner_check &&
(!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
} else
skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
break;
/* Was modified to only affect targetted char. [Skotlex]
case HP_ASSUMPTIO:
if (flag&1)
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
else
{
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_PC,
src, skillid, skilllv, tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
*/
case SM_ENDURE: /* <20>C<EFBFBD><43><EFBFBD>f<EFBFBD><66><EFBFBD>A */
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
if (sd)
skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
break;
case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
if (sd && dstsd && dstsd->sc.count) {
if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
// dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
clif_skill_fail(sd,skillid,0,0);
break;
}
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case LK_TENSIONRELAX: /* <20>e<EFBFBD><65><EFBFBD>V<EFBFBD><56><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>b<EFBFBD>N<EFBFBD>X */
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
skill_get_time(skillid,skilllv)));
break;
case MC_CHANGECART:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case TK_MISSION:
if (sd) {
int id;
if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
clif_skill_fail(sd,skillid,0,0);
break;
}
id = mob_get_random_id(0,0, sd->status.base_level);
if (!id) {
clif_skill_fail(sd,skillid,0,0);
break;
}
sd->mission_mobid = id;
sd->mission_count = 0;
pc_setglobalreg(sd,"TK_MISSION_ID", id);
clif_mission_mob(sd, id, 0);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case AC_CONCENTRATION: /* ?W<><57><EFBFBD>͌<EFBFBD>?<3F> */
{
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
map_foreachinrange( status_change_timer_sub, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
src,status_get_sc(src),type,tick);
}
break;
case SM_PROVOKE: /* <20>v<EFBFBD>?<3F>{<7B>b<EFBFBD>N */
/* MVPmob<6F>ƕs<C695><73><EFBFBD>ɂ<EFBFBD>?<3F><><EFBFBD>Ȃ<EFBFBD> */
if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) { //<2F>s<EFBFBD><73><EFBFBD>ɂ<EFBFBD>?<3F><><EFBFBD>Ȃ<EFBFBD>
map_freeblock_unlock();
return 1;
}
//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
clif_skill_nodamage(src,bl,skillid,skilllv,
(i=sc_start(bl,type,
50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
skilllv,skill_get_time(skillid,skilllv))));
if (!i)
{
if (sd)
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
unit_skillcastcancel(bl, 2);
if(tsc && tsc->count){
if(tsc->data[SC_FREEZE].timer!=-1)
status_change_end(bl,SC_FREEZE,-1);
if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
status_change_end(bl,SC_STONE,-1);
if(tsc->data[SC_SLEEP].timer!=-1)
status_change_end(bl,SC_SLEEP,-1);
}
if(dstmd) {
dstmd->state.provoke_flag = src->id;
mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
}
break;
case CR_DEVOTION: /* <20>f<EFBFBD>B<EFBFBD>{?<3F>V<EFBFBD><56><EFBFBD><EFBFBD> */
if(sd && dstsd)
{
//??<3F><><EFBFBD><EFBFBD>{<7B>q<EFBFBD><71>?<3F>?<3F><>̌<EFBFBD><CC8C><EFBFBD>?E<>Ƃ<EFBFBD><C682>Z?o<><6F><EFBFBD><EFBFBD>
int lv = sd->status.base_level - dstsd->status.base_level;
if (lv < 0) lv = -lv;
if (lv > battle_config.devotion_level_difference ||
(dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
(dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
//Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
if (i == skilllv)
{
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
sd->devotion[i] = bl->id;
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
clif_devotion(sd);
}
else
if (sd)
clif_skill_fail(sd,skillid,0,0);
break;
case MO_CALLSPIRITS: // ?<3F><>
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
}
break;
case CH_SOULCOLLECT: // <20><>?<3F><>
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
for (i = 0; i < 5; i++)
pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
}
break;
case MO_KITRANSLATION:
if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
}
break;
case TK_TURNKICK:
case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
if (skill_area_temp[1] != bl->id) {
skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
}
break;
case MO_ABSORBSPIRITS: // ?<3F>D
i = 0;
if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
{ // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
i = dstsd->spiritball * 10;
pc_delspiritball(dstsd,dstsd->spiritball,0);
} else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
{ // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
i = 2 * dstmd->db->lv;
mob_target(dstmd,src,0);
}
if (i) {
status_heal(src, 0, i, 3);
clif_skill_nodamage(src,bl,skillid,skilllv,0);
}
break;
case AC_MAKINGARROW: /* <20><>?<3F>?<3F> */
if(sd) {
clif_arrow_create_list(sd);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case AM_PHARMACY: /* <20>|?<3F>V<EFBFBD><56><EFBFBD><EFBFBD>?<3F>?<3F> */
if(sd) {
clif_skill_produce_mix_list(sd,22);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case SA_CREATECON:
if(sd) {
clif_skill_produce_mix_list(sd,23);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case BS_HAMMERFALL: /* <20>n<EFBFBD><6E><EFBFBD>}?<3F>t<EFBFBD>H?<3F><> */
if(dstsd && dstsd->special_state.no_weapon_damage) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
break;
case RG_RAID: /* <20>T<EFBFBD>v<EFBFBD><76><EFBFBD>C<EFBFBD>Y<EFBFBD>A<EFBFBD>^<5E>b<EFBFBD>N */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
status_change_end(src, SC_HIDING, -1); // <20>n<EFBFBD>C<EFBFBD>f<EFBFBD>B<EFBFBD><42><EFBFBD>O<EFBFBD><4F>?<3F>
break;
case ASC_METEORASSAULT: /* <20>?<3F>e<EFBFBD>I<EFBFBD>A<EFBFBD>T<EFBFBD><54><EFBFBD>g */
case GS_SPREADATTACK:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
break;
case KN_BRANDISHSPEAR: /*<2A>u<EFBFBD><75><EFBFBD><EFBFBD><EFBFBD>f<EFBFBD>B<EFBFBD>b<EFBFBD>V<EFBFBD><56><EFBFBD>X<EFBFBD>s<EFBFBD>A*/
{
int c,n=4;
int dir = map_calc_dir(src,bl->x,bl->y);
struct square tc;
int x=bl->x,y=bl->y;
skill_brandishspear_first(&tc,dir,x,y);
skill_brandishspear_dir(&tc,dir,4);
/* <20><>?<3F>C */
if(skilllv > 9){
for(c=1;c<4;c++){
map_foreachincell(skill_area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
skill_castend_damage_id);
}
}
/* <20><>?<3F>B<EFBFBD>A */
if(skilllv > 6){
skill_brandishspear_dir(&tc,dir,-1);
n--;
}else{
skill_brandishspear_dir(&tc,dir,-2);
n-=2;
}
if(skilllv > 3){
for(c=0;c<5;c++){
map_foreachincell(skill_area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
skill_castend_damage_id);
if(skilllv > 6 && n==3 && c==4){
skill_brandishspear_dir(&tc,dir,-1);
n--;c=-1;
}
}
}
/* <20><>?<3F>@ */
for(c=0;c<10;c++){
if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
map_foreachincell(skill_area_sub,
bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
}
break;
case WZ_SIGHTRASHER:
//Passive side of the attack.
status_change_end(src,SC_SIGHT,-1);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub,src,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
break;
case WZ_FROSTNOVA:
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
break;
case NPC_SELFDESTRUCTION:
clif_skill_nodamage(src, src, skillid, -1, 1);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY,
skill_castend_damage_id);
status_damage(src, src, sstatus->max_hp,0,0,1);
break;
/* <20>p?<3F>e<EFBFBD>B<EFBFBD>X<EFBFBD>L<EFBFBD><4C> */
case AL_ANGELUS: /* <20>G<EFBFBD><47><EFBFBD>W<EFBFBD>F<EFBFBD><46><EFBFBD>X */
case PR_MAGNIFICAT: /* <20>}<7D>O<EFBFBD>j<EFBFBD>t<EFBFBD>B<EFBFBD>J?<3F>g */
case PR_GLORIA: /* <20>O<EFBFBD>?<3F><><EFBFBD>A */
case SN_WINDWALK: /* <20>E<EFBFBD>C<EFBFBD><43><EFBFBD>h<EFBFBD>E<EFBFBD>H?<3F>N */
if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
clif_skill_nodamage(bl,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
} else if (sd) {
/* <20>p?<3F>e<EFBFBD>B<EFBFBD>S?<3F>ւ<EFBFBD>?<3F>? */
party_foreachsamemap (skill_area_sub,
sd,skill_get_splash(skillid, skilllv),
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
skill_castend_nodamage_id);
}
break;
case BS_ADRENALINE: /* <20>A<EFBFBD>h<EFBFBD><68><EFBFBD>i<EFBFBD><69><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>b<EFBFBD>V<EFBFBD><56> */
case BS_ADRENALINE2:
case BS_WEAPONPERFECT: /* <20>E<EFBFBD>F<EFBFBD>|<7C><><EFBFBD>p?<3F>t<EFBFBD>F<EFBFBD>N<EFBFBD>V<EFBFBD><56><EFBFBD><EFBFBD> */
case BS_OVERTHRUST: /* <20>I?<3F>o?<3F>g<EFBFBD><67><EFBFBD>X<EFBFBD>g */
if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
/* <20>•ʂ<C295>?<3F>? */
clif_skill_nodamage(bl,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
} else if (sd) {
/* <20>p?<3F>e<EFBFBD>B<EFBFBD>S?<3F>ւ<EFBFBD>?<3F>? */
party_foreachsamemap(skill_area_sub,
sd,skill_get_splash(skillid, skilllv),
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
skill_castend_nodamage_id);
}
break;
case BS_MAXIMIZE:
case NV_TRICKDEAD:
case CR_DEFENDER:
case CR_AUTOGUARD:
case TK_READYSTORM:
case TK_READYDOWN:
case TK_READYTURN:
case TK_READYCOUNTER:
case TK_DODGE:
case CR_SHRINK:
case ST_PRESERVE:
case SG_FUSION:
case GS_GATLINGFEVER:
if (tsc && tsc->data[type].timer != -1)
i = status_change_end(bl, type, -1);
else
i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
case SL_KAITE:
case SL_KAAHI:
case SL_KAIZEL:
case SL_KAUPE:
if (sd) {
if (!dstsd || !(
(sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
(dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
dstsd->char_id == sd->char_id ||
dstsd->char_id == sd->status.partner_id ||
dstsd->char_id == sd->status.child
)) {
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
clif_skill_fail(sd,skillid,0,0);
break;
}
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
break;
case SM_AUTOBERSERK: // Celest
if (tsc && tsc->data[type].timer != -1)
i = status_change_end(bl, type, -1);
else
i = sc_start(bl,type,100,skilllv,60000);
clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
case TF_HIDING: /* <20>n<EFBFBD>C<EFBFBD>f<EFBFBD>B<EFBFBD><42><EFBFBD>O */
case ST_CHASEWALK: /* <20>n<EFBFBD>C<EFBFBD>f<EFBFBD>B<EFBFBD><42><EFBFBD>O */
if (tsc && tsc->data[type].timer != -1)
i = status_change_end(bl, type, -1);
else
i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
break;
case TK_RUN:
if (tsc && tsc->data[type].timer != -1)
i = status_change_end(bl, type, -1);
else
i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
// If the client receives a skill-use packet inmediately before
// a walkok packet, it will discard the walk packet! [Skotlex]
// clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
case AS_CLOAKING: /* <20>N<EFBFBD>??<3F>L<EFBFBD><4C><EFBFBD>O */
if(tsc && tsc->data[type].timer!=-1 )
/* <20><>?<3F><><EFBFBD><EFBFBD><EFBFBD> */
i = status_change_end(bl, type, -1);
else
i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
clif_skill_nodamage(src,bl,skillid,-1,i);
if (!i && sd)
clif_skill_fail(sd,skillid,0,0);
break;
/* ?<3F>n<EFBFBD>X<EFBFBD>L<EFBFBD><4C> */
case BD_LULLABY: /* <20>q<EFBFBD><71><EFBFBD>S */
case BD_RICHMANKIM: /* <20>j<EFBFBD><6A><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>̉<EFBFBD> */
case BD_ETERNALCHAOS: /* <20>i<EFBFBD><69><EFBFBD><EFBFBD>?<3F><><EFBFBD> */
case BD_DRUMBATTLEFIELD: /* ?<3F><><EFBFBD>ۂ̋<DB82><CC8B><EFBFBD> */
case BD_RINGNIBELUNGEN: /* <20>j?<3F>x<EFBFBD><78><EFBFBD><EFBFBD><EFBFBD>O<EFBFBD>̎w<CC8E><77> */
case BD_ROKISWEIL: /* <20>?<3F>L<EFBFBD>̋<EFBFBD><CC8B><EFBFBD> */
case BD_INTOABYSS: /* ?[<5B><><EFBFBD>̒<EFBFBD><CC92><EFBFBD> */
case BD_SIEGFRIED: /* <20>s<EFBFBD><73>?g<>̃W?<3F>N<EFBFBD>t<EFBFBD><74>?<3F>h */
case BA_DISSONANCE: /* <20>s<EFBFBD><73><EFBFBD>a<EFBFBD><61> */
case BA_POEMBRAGI: /* <20>u<EFBFBD><75><EFBFBD>M<EFBFBD>̎? */
case BA_WHISTLE: /* <20><><EFBFBD>J */
case BA_ASSASSINCROSS: /* <20>[<5B>z<EFBFBD>̃A<CC83>T<EFBFBD>V<EFBFBD><56><EFBFBD>N<EFBFBD>?<3F>X */
case BA_APPLEIDUN: /* <20>C<EFBFBD>h<EFBFBD>D<EFBFBD><44><EFBFBD>̗ь<CC97> */
case DC_UGLYDANCE: /* <20><><EFBFBD><EFBFBD>?<3F><><EFBFBD><EFBFBD>ȃ_<C883><5F><EFBFBD>X */
case DC_HUMMING: /* <20>n<EFBFBD>~<7E><><EFBFBD>O */
case DC_DONTFORGETME: /* <20><><EFBFBD><EFBFBD><EFBFBD>Y<EFBFBD><59><EFBFBD>Ȃ<EFBFBD><C882><EFBFBD>?c */
case DC_FORTUNEKISS: /* ?K<>^<5E>̃L<CC83>X */
case DC_SERVICEFORYOU: /* <20>T?<3F>r<EFBFBD>X<EFBFBD>t<EFBFBD>H?<3F><>? */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
break;
case HP_BASILICA: /* <20>o<EFBFBD>W<EFBFBD><57><EFBFBD>J */
case CG_HERMODE: // Wand of Hermod
{
struct skill_unit_group *sg;
unit_stop_walking(src,1);
skill_clear_unitgroup(src);
sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
if(skillid == CG_HERMODE)
i = sc_start4(src,SC_DANCING,100,
skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
else
i = sc_start4(src,type,100,
skilllv,0,BCT_SELF,sg->group_id,
skill_get_time(skillid,skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,i);
}
break;
case PA_GOSPEL: /* <20>S<EFBFBD>X<EFBFBD>y<EFBFBD><79> */
if (!tsc) break;
if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
i = status_change_end(bl,SC_GOSPEL,-1);
} else {
struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
if (tsc->data[type].timer != -1)
status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
}
clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
case BD_ADAPTATION: /* <20>A<EFBFBD>h<EFBFBD><68><EFBFBD>u */
if(tsc && tsc->data[SC_DANCING].timer!=-1){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_stop_dancing(bl);
}
break;
case BA_FROSTJOKE: /* <20><><EFBFBD><EFBFBD><EFBFBD>W<EFBFBD><57>?<3F>N */
case DC_SCREAM: /* <20>X<EFBFBD>N<EFBFBD><4E>?<3F><> */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
if (md) { // Mob<6F>͒?<3F><><EFBFBD>Ȃ<EFBFBD><C882><EFBFBD><EFBFBD><EFBFBD>?A<>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>΂<EFBFBD><CE82>Ă݂<C482>
char temp[128];
if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
break; //Message won't fit on buffer. [Skotlex]
sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
clif_message(&md->bl,temp);
}
break;
case BA_PANGVOICE://<2F>p<EFBFBD><70><EFBFBD>{<7B>C<EFBFBD>X
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
break;
case DC_WINKCHARM://<2F><><EFBFBD>f<EFBFBD>̃E<CC83>B<EFBFBD><42><EFBFBD>N
if(dstsd){
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
}else if(dstmd)
{
if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
} else{
clif_skill_nodamage(src,bl,skillid,skilllv,0);
if(sd) clif_skill_fail(sd,skillid,0,0);
}
}
break;
case TF_STEAL: // <20>X<EFBFBD>e<EFBFBD>B?<3F><>
if(sd && dstmd) {
if(pc_steal_item(sd,bl))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else
clif_skill_fail(sd,skillid,0x0a,0);
}
break;
case RG_STEALCOIN: // <20>X<EFBFBD>e<EFBFBD>B?<3F><><EFBFBD>R<EFBFBD>C<EFBFBD><43>
if(sd) {
if(pc_steal_coin(sd,bl)) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
}
else
clif_skill_fail(sd,skillid,0,0);
}
break;
case MG_STONECURSE: /* <20>X<EFBFBD>g?<3F><><EFBFBD>J?<3F>X */
{
if (tstatus->mode&MD_BOSS) {
if (sd) clif_skill_fail(sd,skillid,0,0);
break;
}
if(status_isimmune(bl) || !tsc)
break;
if (dstmd)
mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
if (tsc->data[SC_STONE].timer != -1) {
status_change_end(bl,SC_STONE,-1);
if (sd) clif_skill_fail(sd,skillid,0,0);
break;
}
if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else if(sd) {
clif_skill_fail(sd,skillid,0,0);
// Level 6-10 doesn't consume a red gem if it fails [celest]
if (skilllv > 5) break;
}
if (sd) {
if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
break; //Do not delete the gemstone.
if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
}
}
break;
case NV_FIRSTAID: /* ?<3F>}<7D><>? */
clif_skill_nodamage(src,bl,skillid,5,1);
status_heal(bl,5,0,0);
break;
case AL_CURE: /* <20>L<EFBFBD><4C><EFBFBD>A? */
if(status_isimmune(bl)) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
status_change_end(bl, SC_SILENCE , -1 );
status_change_end(bl, SC_BLIND , -1 );
status_change_end(bl, SC_CONFUSION, -1 );
if(battle_check_undead(tstatus->race,tstatus->def_ele))
sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case TF_DETOXIFY: /* <20><><EFBFBD><EFBFBD> */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_end(bl, SC_POISON , -1 );
status_change_end(bl, SC_DPOISON , -1 );
break;
case PR_STRECOVERY: /* <20><><EFBFBD>J<EFBFBD>o<EFBFBD><6F>? */
if(status_isimmune(bl)) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
status_change_end(bl, SC_FREEZE , -1 );
status_change_end(bl, SC_STONE , -1 );
status_change_end(bl, SC_SLEEP , -1 );
status_change_end(bl, SC_STUN , -1 );
//Is this equation really right? It looks so... special.
if(battle_check_undead(tstatus->race,tstatus->def_ele) )
{
status_change_start(bl, SC_BLIND,
100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
1,0,0,0,
skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(dstmd)
mob_unlocktarget(dstmd,tick);
break;
case WZ_ESTIMATION: /* <20><><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD>^??<3F><><EFBFBD> */
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
clif_skill_estimation((struct map_session_data *)src,bl);
}
break;
case BS_REPAIRWEAPON: /* <20>?<3F><>?C<>? */
if(sd && dstsd)
clif_item_repair_list(sd,dstsd);
break;
case MC_IDENTIFY: /* <20>A<EFBFBD>C<EFBFBD>e<EFBFBD><65><EFBFBD>Ӓ<EFBFBD> */
if(sd)
clif_item_identify_list(sd);
break;
// Weapon Refining [Celest]
case WS_WEAPONREFINE:
if(sd)
clif_item_refine_list(sd);
break;
case MC_VENDING: /* <20>I<EFBFBD>X<EFBFBD>J?<3F> */
if(sd)
{ //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
if ( pc_can_give_items(pc_isGM(sd)) )
clif_skill_fail(sd,skillid,0,0);
else
clif_openvendingreq(sd,2+skilllv);
}
break;
case AL_TELEPORT: /* <20>e<EFBFBD><65><EFBFBD>|?<3F>g */
if(sd) {
if (map[bl->m].flag.noteleport) { /* <20>e<EFBFBD><65><EFBFBD>|<7C>֎~ */
clif_skill_teleportmessage(sd,0);
break;
}
if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(skilllv == 1) {
// possibility to skip menu [LuzZza]
if(!battle_config.skip_teleport_lv1_menu &&
sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
else
pc_randomwarp(sd,3);
} else {
if (sd->skillitem != AL_TELEPORT)
clif_skill_warppoint(sd,skillid,skilllv,"Random",
mapindex_id2name(sd->status.save_point.map),"","");
else //Autocasted Teleport level 2??
pc_setpos(sd,sd->status.save_point.map,
sd->status.save_point.x,sd->status.save_point.y,3);
}
} else
unit_warp(bl,-1,-1,-1,3);
break;
case AL_HOLYWATER: /* <20>A<EFBFBD>N<EFBFBD>A<EFBFBD>x<EFBFBD>l<EFBFBD>f<EFBFBD>B<EFBFBD>N<EFBFBD>^ */
if(sd) {
if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else
clif_skill_fail(sd,skillid,0,0);
}
break;
case TF_PICKSTONE:
if(sd) {
int eflag;
struct item item_tmp;
struct block_list tbl;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
memset(&item_tmp,0,sizeof(item_tmp));
memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
item_tmp.nameid = 7049;
item_tmp.identify = 1;
tbl.id = 0;
clif_takeitem(&sd->bl,&tbl);
eflag = pc_additem(sd,&item_tmp,1);
if(eflag) {
clif_additem(sd,0,0,eflag);
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
}
}
break;
case ASC_CDP:
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
}
break;
case RG_STRIPWEAPON: /* <20>X<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v<EFBFBD>E<EFBFBD>F<EFBFBD>|<7C><> */
case RG_STRIPSHIELD: /* <20>X<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v<EFBFBD>V?[<5B><><EFBFBD>h */
case RG_STRIPARMOR: /* <20>X<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v<EFBFBD>A?[<5B>}?[ */
case RG_STRIPHELM: /* <20>X<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v<EFBFBD>w<EFBFBD><77><EFBFBD><EFBFBD> */
case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
case GS_DISARM: // Added disarm. [Reddozen]
{
int strip_fix, equip = 0;
int sclist[4] = {0,0,0,0};
if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM)
equip |= EQP_WEAPON;
if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
equip |= EQP_SHIELD;
if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
equip |= EQP_ARMOR;
if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
equip |= EQP_HELM;
strip_fix = sstatus->dex - tstatus->dex;
if(strip_fix < 0)
strip_fix=0;
if (rand()%100 >= 5+2*skilllv+strip_fix/5)
{
if (sd)
clif_skill_fail(sd,skillid,0,0);
break;
}
if (dstsd) {
for (i=0;i<11;i++) {
if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
continue;
switch (i) {
case 8: //Shield / left-hand weapon
if(dstsd->inventory_data[dstsd->equip_index[8]]->type == 5)
{ //Shield
if (equip&EQP_SHIELD &&
!(dstsd->unstripable_equip&EQP_SHIELD) &&
!(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
){
sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
pc_unequipitem(dstsd,dstsd->equip_index[i],3);
}
continue;
}
//Continue to weapon
case 9:
if (equip &EQP_WEAPON &&
!(dstsd->unstripable_equip&EQP_WEAPON) &&
!(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
) {
sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
pc_unequipitem(dstsd,dstsd->equip_index[i],3);
}
break;
case 7: //Armor
if (equip &EQP_ARMOR &&
!(dstsd->unstripable_equip &EQP_ARMOR) &&
!(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
) {
sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
pc_unequipitem(dstsd,dstsd->equip_index[i],3);
}
break;
case 6: //Helm
if (equip &EQP_HELM &&
!(dstsd->unstripable_equip &EQP_HELM) &&
!(tsc && tsc->data[SC_CP_HELM].timer != -1)
) {
sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
pc_unequipitem(dstsd,dstsd->equip_index[i],3);
}
break;
}
}
} else if (!(tstatus->mode&MD_BOSS)) {
if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
sclist[0] = SC_STRIPWEAPON;
if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
sclist[1] = SC_STRIPSHIELD;
if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
sclist[2] = SC_STRIPARMOR;
if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
sclist[3] = SC_STRIPHELM;
}
equip = 0; //Reuse equip to hold how many stats are invoked.
for (i=0;i<4;i++) {
if (sclist[i]) // Start the SC only if an equipment was stripped from this location
equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
}
if (equip)
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else if (sd) //Nothing stripped.
clif_skill_fail(sd,skillid,0,0);
break;
}
/* PotionPitcher */
case AM_BERSERKPITCHER:
case AM_POTIONPITCHER: /* <20>|?<3F>V<EFBFBD><56><EFBFBD><EFBFBD><EFBFBD>s<EFBFBD>b<EFBFBD>`<60><>? */
{
int i,x,hp = 0,sp = 0,bonus=100;
if(sd) {
x = skilllv%11 - 1;
i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
}
potion_flag = 1;
potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
potion_target = bl->id;
run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
pc_delitem(sd,i,skill_db[skillid].amount[x],0);
potion_flag = potion_target = 0;
if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
bonus += sd->status.base_level;
if(potion_per_hp > 0 || potion_per_sp > 0) {
hp = tstatus->max_hp * potion_per_hp / 100;
hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
if(dstsd) {
sp = dstsd->status.max_sp * potion_per_sp / 100;
sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
}
}
else {
if(potion_hp > 0) {
hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
hp = hp * (100 + (tstatus->vit<<1)) / 100;
if(dstsd)
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
}
if(potion_sp > 0) {
sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
sp = sp * (100 + (tstatus->int_<<1)) / 100;
if(dstsd)
sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
}
}
}
else {
hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
hp = hp * (100 + (tstatus->vit<<1)) / 100;
if(dstsd)
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
if(sp > 0)
clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
status_heal(bl,hp,sp,0);
}
break;
case AM_CP_WEAPON:
case AM_CP_SHIELD:
case AM_CP_ARMOR:
case AM_CP_HELM:
{
int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
if(tsc && tsc->data[scid].timer != -1)
status_change_end(bl, scid, -1 );
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
}
break;
case AM_TWILIGHT1:
if (sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
//Prepare 200 White Potions.
if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
clif_skill_fail(sd,skillid,0,0);
}
break;
case AM_TWILIGHT2:
if (sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
//Prepare 200 Slim White Potions.
if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
clif_skill_fail(sd,skillid,0,0);
}
break;
case AM_TWILIGHT3:
if (sd) {
//check if you can produce all three, if not, then fail:
if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
|| !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
|| !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
) {
clif_skill_fail(sd,skillid,0,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
}
break;
case SA_DISPELL: /* <20>f<EFBFBD>B<EFBFBD>X<EFBFBD>y<EFBFBD><79> */
{
int i;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
i = status_get_sc_def_mdef(bl);
if (i >= 10000 ||
tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
//Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
{
if (sd)
clif_skill_fail(sd,skillid,0,0);
break;
}
if(status_isimmune(bl) || !tsc->count)
break;
for(i=0;i<SC_MAX;i++){
if (tsc->data[i].timer == -1)
continue;
if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
|| i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
|| i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
|| i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
|| i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
|| i==SC_SAFETYWALL || i==SC_SMA
)
continue;
if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
status_change_end(bl,i,-1);
}
}
break;
case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
break;
case TK_HIGHJUMP:
{
int x,y, dir = unit_getdir(src);
x = src->x + dirx[dir]*skilllv*2;
y = src->y + diry[dir]*skilllv*2;
clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
unit_movepos(src, x, y, 1, 0);
clif_slide(src,x,y);
}
}
break;
case SA_CASTCANCEL:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
unit_skillcastcancel(src,1);
if(sd) {
int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
sp = sp * (90 - (skilllv-1)*20) / 100;
if(sp < 0) sp = 0;
status_zap(src, 0, sp);
}
break;
case SA_SPELLBREAKER: // <20>X<EFBFBD>y<EFBFBD><79><EFBFBD>u<EFBFBD><75><EFBFBD>C<EFBFBD>J?
{
int sp;
if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
sp = skill_get_sp(skillid,skilllv);
sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
if(sp < 1) sp = 1;
status_heal(bl,0,sp,2);
clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
status_percent_damage(bl, src, 0, -20); //20% max SP damage.
} else {
struct unit_data *ud = unit_bl2ud(bl);
int bl_skillid=0,bl_skilllv=0,hp = 0;
if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
bl_skillid = ud->skillid;
bl_skilllv = ud->skilllv;
if (tstatus->mode & MD_BOSS)
{ //Only 10% success chance against bosses. [Skotlex]
if (rand()%100 < 90)
{
if (sd) clif_skill_fail(sd,skillid,0,0);
break;
}
} else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
clif_skill_nodamage(src,bl,skillid,skilllv,1);
unit_skillcastcancel(bl,0);
sp = skill_get_sp(bl_skillid,bl_skilllv);
status_zap(bl, hp, sp);
if (hp && skilllv >= 5)
hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
else
hp = 0;
if (skilllv > 1 && sp) //Recover some of the SP used
sp = sp*(25*(skilllv-1))/100;
else
sp = 0;
if(hp || sp)
status_heal(src, hp, sp, 2);
}
}
break;
case SA_MAGICROD:
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
break;
case SA_AUTOSPELL: /* <20>I?<3F>g<EFBFBD>X<EFBFBD>y<EFBFBD><79> */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(sd)
clif_autospell(sd,skilllv);
else {
int maxlv=1,spellid=0;
static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
if(skilllv >= 10) {
spellid = MG_FROSTDIVER;
// if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
// maxlv = 10;
// else
maxlv = skilllv - 9;
}
else if(skilllv >=8) {
spellid = MG_FIREBALL;
maxlv = skilllv - 7;
}
else if(skilllv >=5) {
spellid = MG_SOULSTRIKE;
maxlv = skilllv - 4;
}
else if(skilllv >=2) {
int i = rand()%3;
spellid = spellarray[i];
maxlv = skilllv - 1;
}
else if(skilllv > 0) {
spellid = MG_NAPALMBEAT;
maxlv = 3;
}
if(spellid > 0)
sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
skill_get_time(SA_AUTOSPELL,skilllv));
}
break;
case BS_GREED:
if(sd){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_greed,bl,
skill_get_splash(skillid, skilllv),BL_ITEM,bl);
}
break;
case SA_ELEMENTWATER:
case SA_ELEMENTFIRE:
case SA_ELEMENTGROUND:
case SA_ELEMENTWIND:
if(sd && !dstmd) //Only works on monsters.
break;
if(tstatus->mode&MD_BOSS)
break;
case NPC_ATTRICHANGE:
case NPC_CHANGEWATER:
case NPC_CHANGEGROUND:
case NPC_CHANGEFIRE:
case NPC_CHANGEWIND:
case NPC_CHANGEPOISON:
case NPC_CHANGEHOLY:
case NPC_CHANGEDARKNESS:
case NPC_CHANGETELEKINESIS:
case NPC_CHANGEUNDEAD:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0,
skill_get_time(skillid, skilllv)));
break;
case NPC_PROVOCATION:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(md && md->skillidx >= 0)
clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
break;
case NPC_KEEPING:
case NPC_BARRIER:
{
int skill_time = skill_get_time(skillid,skilllv);
struct unit_data *ud = unit_bl2ud(bl);
if (clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_time))
&& ud) { //Disable attacking/acting/moving for skill's duration.
ud->attackabletime =
ud->canact_tick =
ud->canmove_tick = tick + skill_time;
}
}
break;
case NPC_REBIRTH:
//New rebirth System uses Kaizel lv1. [Skotlex]
sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
break;
case NPC_DARKBLESSING:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
break;
case NPC_LICK:
if (dstsd && dstsd->special_state.no_weapon_damage ) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
status_zap(bl, 0, 100);
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
break;
case NPC_SUICIDE: /* <20><><EFBFBD><EFBFBD> */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_kill(src); //When suiciding, neither exp nor drops is given.
break;
case NPC_SUMMONSLAVE: /* <20>艺?<3F><><EFBFBD> */
case NPC_SUMMONMONSTER: /* MOB?<3F><><EFBFBD> */
if(md && md->skillidx >= 0)
mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
break;
case NPC_CALLSLAVE:
mob_warpslave(src,MOB_SLAVEDISTANCE);
break;
case NPC_RANDOMMOVE:
if (md) {
md->next_walktime = tick - 1;
mob_randomwalk(md,tick);
}
break;
case NPC_SPEEDUP:
{
// or does it increase casting rate? just a guess xD
int i = SC_ASPDPOTION0 + skilllv - 1;
if (i > SC_ASPDPOTION3)
i = SC_ASPDPOTION3;
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,i,100,skilllv,skilllv * 60000));
}
break;
case NPC_REVENGE:
// not really needed... but adding here anyway ^^
if (md && md->master_id > 0) {
struct block_list *mbl, *tbl;
if ((mbl = map_id2bl(md->master_id)) == NULL ||
(tbl = battle_gettargeted(mbl)) == NULL)
break;
md->state.provoke_flag = tbl->id;
mob_target(md, tbl, sstatus->rhw.range);
}
break;
case NPC_RUN: //<2F><><EFBFBD><EFBFBD>
{
const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
unit_stop_attack(src);
//Run skillv tiles.
unit_walktoxy(src, bl->x + skilllv * mask[dir][0], bl->y + skilllv * mask[dir][1], 0);
}
break;
case NPC_TRANSFORMATION:
case NPC_METAMORPHOSIS:
if(md && md->skillidx >= 0) {
int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
if (class_) mob_class_change(md, class_);
}
break;
case NPC_EMOTION_ON:
case NPC_EMOTION:
if(md && md->skillidx >= 0)
{
clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
if(!md->special_state.ai &&
(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
//NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
//val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
//NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
sc_start4(src, type, 100, skilllv,
md->db->skill[md->skillidx].val[1],
skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0,
skillid==NPC_EMOTION ?md->db->skill[md->skillidx].val[2]:0,
skill_get_time(skillid, skilllv));
}
break;
case NPC_DEFENDER:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case NPC_POWERUP:
sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
break;
case NPC_AGIUP:
sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
break;
case NPC_INVISIBLE:
//val4 passed as 1 is for "infinite cloak".
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,0,0,1,skill_get_time(skillid,skilllv)));
break;
case NPC_SIEGEMODE:
// not sure what it does
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case WE_MALE:
{
int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
int gain_hp= sstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
}
break;
case WE_FEMALE:
{
int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
int gain_sp=sstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
}
break;
// parent-baby skills
case WE_BABY:
if(sd){
struct map_session_data *f_sd = pc_get_father(sd);
struct map_session_data *m_sd = pc_get_mother(sd);
// if neither was found
if(!f_sd && !m_sd){
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
}
break;
case PF_HPCONVERSION:
{
int hp, sp;
hp = sstatus->max_hp/10;
sp = hp * 10 * skilllv / 100;
if (!status_charge(src,hp,0)) {
if (sd) clif_skill_fail(sd,skillid,0,0);
break;
}
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
status_heal(bl,0,sp,2);
}
break;
case HT_REMOVETRAP: /* <20><><EFBFBD><EFBFBD>?<3F>u<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
{
struct skill_unit *su=NULL;
struct item item_tmp;
int flag;
if((bl->type==BL_SKILL) &&
(su=(struct skill_unit *)bl) &&
(su->group->src_id == src->id || map_flag_vs(bl->m)) &&
(skill_get_inf2(su->group->skill_id) & INF2_TRAP))
{
if(sd && !su->group->state.into_abyss)
{ //Avoid collecting traps when it does not costs to place them down. [Skotlex]
if(battle_config.skill_removetrap_type){
for(i=0;i<10;i++) {
if(skill_db[su->group->skill_id].itemid[i] > 0){
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
item_tmp.identify = 1;
if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
clif_additem(sd,0,0,flag);
map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
}
}
}
}else{
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = 1065;
item_tmp.identify = 1;
if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
clif_additem(sd,0,0,flag);
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
}
}
}
if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
struct block_list *target=map_id2bl(su->group->val2);
if(target)
status_change_end(target,SC_ANKLE,-1);
}
skill_delunit(su);
}
}
break;
case HT_SPRINGTRAP: /* <20>X<EFBFBD>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD>O<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
{
struct skill_unit *su=NULL;
if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
switch(su->group->unit_id){
case UNT_ANKLESNARE: // ankle snare
if (su->group->val2 != 0)
// if it is already trapping something don't spring it,
// remove trap should be used instead
break;
// otherwise fallthrough to below
case UNT_BLASTMINE:
case UNT_SKIDTRAP:
case UNT_LANDMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_CLAYMORETRAP:
case UNT_TALKIEBOX:
su->group->unit_id = UNT_USED_TRAPS;
clif_changetraplook(bl, UNT_USED_TRAPS);
su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
su->limit=DIFF_TICK(tick+1500,su->group->tick);
}
}
}
break;
case BD_ENCORE: /* <20>A<EFBFBD><41><EFBFBD>R?<3F><> */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(sd)
unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
break;
case AS_SPLASHER: /* <20>x<EFBFBD>i<EFBFBD><69><EFBFBD>X<EFBFBD>v<EFBFBD><76><EFBFBD>b<EFBFBD>V<EFBFBD><56>? */
if(tstatus->max_hp*3/4 < tstatus->hp) {
map_freeblock_unlock();
return 1;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,
skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
break;
case PF_MINDBREAKER:
{
if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
{
map_freeblock_unlock();
return 1;
}
//Has a 55% + skilllv*5% success chance.
if (!clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
{
if (sd) clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
unit_skillcastcancel(bl,0);
if(tsc && tsc->count){
if(tsc->data[SC_FREEZE].timer!=-1)
status_change_end(bl,SC_FREEZE,-1);
if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
status_change_end(bl,SC_STONE,-1);
if(tsc->data[SC_SLEEP].timer!=-1)
status_change_end(bl,SC_SLEEP,-1);
}
if(dstmd)
mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
}
break;
case PF_SOULCHANGE:
{
unsigned int sp1 = 0, sp2 = 0;
if (dstmd) {
if (dstmd->state.soul_change_flag) {
if(sd) clif_skill_fail(sd,skillid,0,0);
break;
}
dstmd->state.soul_change_flag = 1;
sp2 = sstatus->max_sp * 3 /100;
status_heal(src, 0, sp2, 2);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
}
sp1 = sstatus->sp;
sp2 = tstatus->sp;
status_zap(src, 0, sp1);
status_zap(bl, 0, sp2);
status_heal(src, 0, sp2, 3);
status_heal(bl, 0, sp1, 3);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
// Slim Pitcher
case CR_SLIMPITCHER:
if (potion_hp || potion_sp) {
int hp = potion_hp, sp = potion_sp;
hp = hp * (100 + (tstatus->vit<<1))/100;
sp = sp * (100 + (tstatus->int_<<1))/100;
if (dstsd) {
if (hp)
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
if (sp)
sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
}
if(hp > 0)
clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
if(sp > 0)
clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
status_heal(bl,hp,sp,0);
}
break;
// Full Chemical Protection
case CR_FULLPROTECTION:
{
int i, skilltime;
skilltime = skill_get_time(skillid,skilllv);
if (!tsc) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
for (i=0; i<4; i++) {
if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
status_change_end(bl, SC_STRIPWEAPON + i, -1 );
sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case RG_CLEANER: //AppleGirl
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case PF_DOUBLECASTING:
if (!clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
if (sd) clif_skill_fail(sd,skillid,0,0);
break;
case CG_LONGINGFREEDOM:
{
if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
&& tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
{
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
}
}
break;
case CG_TAROTCARD:
{
int eff, count = -1;
if (rand() % 100 > skilllv * 8) {
if (sd) clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
do {
eff = rand() % 14;
clif_specialeffect(bl, 523 + eff, AREA);
switch (eff)
{
case 0: // heals SP to 0
status_percent_damage(src, bl, 0, 100);
break;
case 1: // matk halved
sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
break;
case 2: // all buffs removed
status_change_clear_buffs(bl,1);
break;
case 3: // 1000 damage, random armor destroyed
{
int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
status_fix_damage(src, bl, 1000, 0);
clif_damage(src,bl,tick,0,0,1000,0,0,0);
skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
}
break;
case 4: // atk halved
sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
break;
case 5: // 2000HP heal, random teleported
status_heal(src, 2000, 0, 0);
unit_warp(src, -1,-1,-1, 3);
break;
case 6: // random 2 other effects
if (count == -1)
count = 3;
else
count++; //Should not retrigger this one.
break;
case 7: // stop freeze or stoned
{
int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
}
break;
case 8: // curse coma and poison
sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
break;
case 9: // chaos
sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
break;
case 10: // 6666 damage, atk matk halved, cursed
status_fix_damage(src, bl, 6666, 0);
clif_damage(src,bl,tick,0,0,6666,0,0,0);
sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
break;
case 11: // 4444 damage
status_fix_damage(src, bl, 4444, 0);
clif_damage(src,bl,tick,0,0,4444,0,0,0);
break;
case 12: // stun
sc_start(bl,SC_STUN,100,skilllv,5000);
break;
case 13: // atk,matk,hit,flee,def reduced
sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
break;
default:
break;
}
} while ((--count) > 0);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case SL_ALCHEMIST:
case SL_ASSASIN:
case SL_BARDDANCER:
case SL_BLACKSMITH:
case SL_CRUSADER:
case SL_HUNTER:
case SL_KNIGHT:
case SL_MONK:
case SL_PRIEST:
case SL_ROGUE:
case SL_SAGE:
case SL_SOULLINKER:
case SL_STAR:
case SL_SUPERNOVICE:
case SL_WIZARD:
if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
clif_skill_fail(sd,skillid,0,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
break;
case SL_HIGH:
if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
clif_skill_fail(sd,skillid,0,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
break;
case SL_SWOO:
if (tsc && tsc->data[type].timer != -1) {
sc_start(src,SC_STUN,100,skilllv,10000);
break;
}
case SL_SKA: // [marquis007]
case SL_SKE:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
clif_skill_fail(sd,skillid,0,0);
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
} else
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
if (skillid == SL_SKE)
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
break;
// New guild skills [Celest]
case GD_BATTLEORDER:
if(flag&1) {
if (status_get_guild_id(src) == status_get_guild_id(bl))
sc_start(bl,SC_BATTLEORDERS,100,skilllv,skill_get_time(skillid, skilllv));
} else if (status_get_guild_id(src)) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_GUILD|1,
skill_castend_nodamage_id);
if (sd)
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
}
break;
case GD_REGENERATION:
if(flag&1) {
if (status_get_guild_id(src) == status_get_guild_id(bl))
sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
} else if (status_get_guild_id(src)) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_GUILD|1,
skill_castend_nodamage_id);
if (sd)
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
}
break;
case GD_RESTORE:
if(flag&1) {
if (status_get_guild_id(src) == status_get_guild_id(bl))
clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
} else if (status_get_guild_id(src)) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_GUILD|1,
skill_castend_nodamage_id);
if (sd)
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
}
break;
case GD_EMERGENCYCALL:
{
int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
int j = 0;
struct guild *g = NULL;
// i don't know if it actually summons in a circle, but oh well. ;P
g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
if (!g)
break;
for(i = 0; i < g->max_member; i++, j++) {
if (j>8) j=0;
if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
continue;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
dx[j] = dy[j] = 0;
pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
}
}
if (sd)
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
}
break;
case SG_FEEL:
if (sd) {
if(!sd->feel_map[skilllv-1].index) {
//AuronX reported you CAN memorize the same map as all three. [Skotlex]
clif_skill_nodamage(src,bl,skillid,skilllv,1);
clif_parse_ReqFeel(sd->fd,sd, skilllv);
}
else
clif_feel_info(sd, skilllv-1);
}
break;
case SG_HATE:
if (sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(dstsd) //PC
{
sd->hate_mob[skilllv-1] = dstsd->status.class_;
pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
}
else if(dstmd) // mob
{
switch(skilllv)
{
case 1:
if (tstatus->size==0)
{
sd->hate_mob[0] = dstmd->class_;
pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
} else clif_skill_fail(sd,skillid,0,0);
break;
case 2:
if (tstatus->size==1 && tstatus->max_hp>=6000)
{
sd->hate_mob[1] = dstmd->class_;
pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
} else clif_skill_fail(sd,skillid,0,0);
break;
case 3:
if (tstatus->size==2 && tstatus->max_hp>=20000)
{
sd->hate_mob[2] = dstmd->class_;
pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
} else clif_skill_fail(sd,skillid,0,0);
break;
default:
clif_skill_fail(sd,skillid,0,0);
break;
}
}
}
break;
//Until they're at right position - gs_nodamage- [Vicious]
//Not implemented yet [Vicious]
case GS_GLITTERING:
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(rand()%100 < (50+10*skilllv))
pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
else if(sd->spiritball > 0)
pc_delspiritball(sd,1,0);
}
break;
default:
ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
map_freeblock_unlock();
return 1;
}
if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
battle_consume_ammo(sd, skillid, skilllv);
map_freeblock_unlock();
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD>g<EFBFBD>p<EFBFBD>i<EFBFBD>r<EFBFBD><72><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>AID<49>w<EFBFBD><77><EFBFBD>j
*------------------------------------------
*/
int skill_castend_id( int tid, unsigned int tick, int id,int data )
{
struct block_list *target, *src = map_id2bl(id);
struct map_session_data* sd = NULL;
struct mob_data* md = NULL;
struct unit_data* ud = unit_bl2ud(src);
struct status_change *sc;
int inf2;
nullpo_retr(0, ud);
BL_CAST( BL_PC, src, sd);
BL_CAST( BL_MOB, src, md);
if( src->prev == NULL ) {
ud->skilltimer = -1;
return 0;
}
switch (ud->skillid) {
//These three should become skill_castend_pos
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
//Find a random spot to place the skill. [Skotlex]
inf2 = skill_get_splash(ud->skillid, ud->skilllv);
ud->skillx = src->x + inf2;
ud->skilly = src->y + inf2;
if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
ud->skillx = src->x;
ud->skilly = src->y;
}
return skill_castend_pos(tid,tick,id,data);
}
if(ud->skillid != SA_CASTCANCEL ) {
if( ud->skilltimer != tid ) {
ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
ud->skilltimer = -1;
return 0;
}
if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
status_freecast_switch(sd);
ud->skilltimer=-1;
}
if (ud->skilltarget == id)
target = src;
else
target = map_id2bl(ud->skilltarget);
// Use a do so that you can break out of it when the skill fails.
do {
if(!target || target->prev==NULL) break;
if(src->m != target->m || status_isdead(src)) break;
if(ud->skillid == RG_BACKSTAP) {
int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
break;
}
}
if (ud->skillid == PR_LEXDIVINA)
{
sc = status_get_sc(target);
if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
(!sc || sc->data[SC_SILENCE].timer == -1))
{ //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
break;
}
} else {
inf2 = skill_get_inf(ud->skillid);
if((inf2&INF_ATTACK_SKILL ||
(inf2&INF_SELF_SKILL && skill_get_inf2(ud->skillid)&INF2_NO_TARGET_SELF)) //Combo skills
&& battle_check_target(src, target, BCT_ENEMY)<=0
)
break;
}
//Avoid doing double checks for instant-cast skills.
if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
break;
//<2F><><EFBFBD>ق<EFBFBD><D982><EFBFBD><EFBFBD>Ԉُ<D488><D98F>Ȃ<EFBFBD>
if(md) {
if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
if(md->skillidx >= 0) {
md->skilldelay[md->skillidx]=tick;
if (md->db->skill[md->skillidx].emotion >= 0)
clif_emotion(src, md->db->skill[md->skillidx].emotion);
}
}
inf2 = skill_get_inf2(ud->skillid);
if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
int fail_flag = 1;
if(inf2 & INF2_PARTY_ONLY && battle_check_target(src, target, BCT_PARTY) > 0)
fail_flag = 0;
else if(inf2 & INF2_GUILD_ONLY && battle_check_target(src, target, BCT_GUILD) > 0)
fail_flag = 0;
if (ud->skillid == PF_SOULCHANGE && map_flag_vs(target->m))
//Soul Change overrides this restriction during pvp/gvg [Skotlex]
fail_flag = 0;
if(fail_flag)
break;
}
if(src != target && battle_config.skill_add_range &&
!check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
{
if (sd) {
clif_skill_fail(sd,ud->skillid,0,0);
if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
skill_check_condition(sd,ud->skillid, ud->skilllv,1);
}
break;
}
if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) /* <20>g<EFBFBD>p<EFBFBD><70><EFBFBD><EFBFBD><EFBFBD>`<60>F<EFBFBD>b<EFBFBD>N */
break;
if (ud->walktimer != -1 && ud->skillid != TK_RUN)
unit_stop_walking(src,1);
if (ud->skillid == SA_MAGICROD)
ud->canact_tick = tick;
else
ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
if(battle_config.skill_log && battle_config.skill_log&src->type)
ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
src->type, src->id, ud->skillid, ud->skilllv, target->id);
if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
else
skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
sc = status_get_sc(src);
if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
status_change_end(src,SC_MAGICPOWER,-1);
if (ud->skilltimer == -1) {
if(md) md->skillidx = -1;
else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
ud->skilllv = ud->skilltarget = 0;
}
return 1;
} while(0);
//Skill failed.
ud->skillid = ud->skilllv = ud->skilltarget = 0;
ud->canact_tick = tick;
if(sd) sd->skillitem = sd->skillitemlv = -1;
if(md) md->skillidx = -1;
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD>g<EFBFBD>p<EFBFBD>i<EFBFBD>r<EFBFBD><72><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>A<EFBFBD><EFBFBD>w<EFBFBD><77><EFBFBD>j
*------------------------------------------
*/
int skill_castend_pos( int tid, unsigned int tick, int id,int data )
{
struct block_list* src = map_id2bl(id);
int maxcount;
struct map_session_data *sd = NULL;
struct unit_data *ud = unit_bl2ud(src);
struct mob_data *md = NULL;
nullpo_retr(0, ud);
BL_CAST( BL_PC , src, sd);
BL_CAST( BL_MOB, src, md);
if( src->prev == NULL ) {
ud->skilltimer = -1;
return 0;
}
if( ud->skilltimer != tid ) /* <20>^<5E>C<EFBFBD>}ID<49>̊m<CC8A>F */
{
ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
ud->skilltimer = -1;
return 0;
}
if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
status_freecast_switch(sd);
ud->skilltimer=-1;
do {
if(status_isdead(src)) break;
if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
)
break;
if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
)
break;
if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
(maxcount = skill_get_maxcount(ud->skillid)) > 0
) {
int i;
for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
if(ud->skillunit[i]->skill_id == ud->skillid)
maxcount--;
}
if(!maxcount)
break;
}
if(tid != -1)
{ //Avoid double checks on instant cast skills. [Skotlex]
if (!status_check_skilluse(src, NULL, ud->skillid, 1))
break;
if(battle_config.skill_add_range &&
!check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
skill_check_condition(sd,ud->skillid, ud->skilllv,1);
break;
}
}
if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) /* <20>g<EFBFBD>p<EFBFBD><70><EFBFBD><EFBFBD><EFBFBD>`<60>F<EFBFBD>b<EFBFBD>N */
break;
if(md) {
md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
if(md->skillidx >= 0) {
md->skilldelay[md->skillidx]=tick;
if (md->db->skill[md->skillidx].emotion >= 0)
clif_emotion(src, md->db->skill[md->skillidx].emotion);
}
}
if(battle_config.skill_log && battle_config.skill_log&src->type)
ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
unit_stop_walking(src,1);
ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
if (ud->skilltimer == -1) {
if (md) md->skillidx = -1;
else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
ud->skilllv = ud->skillx = ud->skilly = 0;
}
return 1;
} while(0);
ud->canact_tick = tick;
ud->skillid = ud->skilllv = 0;
if(sd) {
clif_skill_fail(sd,ud->skillid,0,0);
sd->skillitem = sd->skillitemlv = -1;
}
if(md) md->skillidx = -1;
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD>g<EFBFBD>p?i<>r?<3F><><EFBFBD><EFBFBD><EFBFBD>?A?<3F>?<3F><>w<EFBFBD><77><EFBFBD><EFBFBD>??ۂ<>?<3F>??j
*------------------------------------------
*/
int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
{
struct map_session_data *sd=NULL;
struct status_change *sc;
int i;
//if(skilllv <= 0) return 0;
if(skillid > 0 && skilllv <= 0) return 0; // celest
nullpo_retr(0, src);
if(status_isdead(src))
return 0;
if(src->type==BL_PC)
sd=(struct map_session_data *)src;
sc = status_get_sc(src); //Needed for Magic Power checks.
if (sc && !sc->count)
sc = NULL; //Unneeded.
if(skillid != WZ_METEOR &&
skillid != MO_BODYRELOCATION &&
skillid != CR_CULTIVATION)
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
switch(skillid)
{
case PR_BENEDICTIO: /* ?<3F>??~<7E><> */
skill_area_temp[1] = src->id;
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_area_sub,
src->m, x-i, y-i, x+i, y+i, BL_PC,
src, skillid, skilllv, tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
map_foreachinarea(skill_area_sub,
src->m, x-i, y-i, x+i, y+i, BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
break;
case BS_HAMMERFALL:
i = skill_get_splash(skillid, skilllv);
map_foreachinarea (skill_area_sub,
src->m, x-i, y-i, x+i, y+i, BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
skill_castend_nodamage_id);
break;
case HT_DETECTING: /* <20>f<EFBFBD>B<EFBFBD>e<EFBFBD>N<EFBFBD>e<EFBFBD>B<EFBFBD><42><EFBFBD>O */
i = skill_get_splash(skillid, skilllv);
map_foreachinarea( status_change_timer_sub,
src->m, x-i, y-i, x+i,y+i,BL_CHAR,
src,status_get_sc(src),SC_SIGHT,tick);
if(battle_config.traps_setting&1)
map_foreachinarea( skill_reveal_trap,
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
break;
case MG_SAFETYWALL: /* <20>Z<EFBFBD>C<EFBFBD>t<EFBFBD>e<EFBFBD>B<EFBFBD>E<EFBFBD>H?<3F><> */
case MG_FIREWALL: /* <20>t<EFBFBD>@<40>C<EFBFBD><43>?<3F>E<EFBFBD>H?<3F><> */
case MG_THUNDERSTORM: /* <20>T<EFBFBD><54><EFBFBD>_?<3F>X<EFBFBD>g?<3F><> */
case AL_PNEUMA: /* <20>j<EFBFBD><6A>?<3F>} */
case WZ_ICEWALL: /* <20>A<EFBFBD>C<EFBFBD>X<EFBFBD>E<EFBFBD>H?<3F><> */
case WZ_FIREPILLAR: /* <20>t<EFBFBD>@<40>C<EFBFBD>A<EFBFBD>s<EFBFBD><73>? */
case WZ_QUAGMIRE: /* <20>N<EFBFBD>@<40>O<EFBFBD>}<7D>C<EFBFBD>A */
case WZ_VERMILION: /* <20>??<3F>h<EFBFBD>I<EFBFBD>u<EFBFBD><75><EFBFBD>@?<3F>~<7E><><EFBFBD>I<EFBFBD><49> */
case WZ_STORMGUST: /* <20>X<EFBFBD>g?<3F><><EFBFBD>K<EFBFBD>X<EFBFBD>g */
case WZ_HEAVENDRIVE: /* <20>w<EFBFBD><77><EFBFBD><EFBFBD><EFBFBD>Y<EFBFBD>h<EFBFBD><68><EFBFBD>C<EFBFBD>u */
case PR_SANCTUARY: /* <20>T<EFBFBD><54><EFBFBD>N<EFBFBD>`<60><><EFBFBD>A<EFBFBD><41> */
case PR_MAGNUS: /* <20>}<7D>O<EFBFBD>k<EFBFBD>X<EFBFBD>G<EFBFBD>N<EFBFBD>\<5C>V<EFBFBD>Y<EFBFBD><59> */
case CR_GRANDCROSS: /* <20>O<EFBFBD><4F><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>N<EFBFBD>?<3F>X */
case NPC_GRANDDARKNESS: /*<2A>ŃO<C583><4F><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>N<EFBFBD>?<3F>X*/
case HT_SKIDTRAP: /* <20>X<EFBFBD>L<EFBFBD>b<EFBFBD>h<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
case HT_LANDMINE: /* <20><><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>}<7D>C<EFBFBD><43> */
case HT_ANKLESNARE: /* <20>A<EFBFBD><41><EFBFBD>N<EFBFBD><4E><EFBFBD>X<EFBFBD>l<EFBFBD>A */
case HT_SHOCKWAVE: /* <20>V<EFBFBD><56><EFBFBD>b<EFBFBD>N<EFBFBD>E<EFBFBD>F?<3F>u<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
case HT_SANDMAN: /* <20>T<EFBFBD><54><EFBFBD>h<EFBFBD>}<7D><> */
case HT_FLASHER: /* <20>t<EFBFBD><74><EFBFBD>b<EFBFBD>V<EFBFBD><56>? */
case HT_FREEZINGTRAP: /* <20>t<EFBFBD><74>?<3F>W<EFBFBD><57><EFBFBD>O<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
case HT_BLASTMINE: /* <20>u<EFBFBD><75><EFBFBD>X<EFBFBD>g<EFBFBD>}<7D>C<EFBFBD><43> */
case HT_CLAYMORETRAP: /* <20>N<EFBFBD><4E><EFBFBD>C<EFBFBD><43><EFBFBD>A?<3F>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
case AS_VENOMDUST: /* <20>x<EFBFBD>m<EFBFBD><6D><EFBFBD>_<EFBFBD>X<EFBFBD>g */
case AM_DEMONSTRATION: /* <20>f<EFBFBD><66><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD>g<EFBFBD><67>?<3F>V<EFBFBD><56><EFBFBD><EFBFBD> */
case PF_FOGWALL: /* <20>t<EFBFBD>H<EFBFBD>O<EFBFBD>E<EFBFBD>H?<3F><> */
case PF_SPIDERWEB: /* <20>X<EFBFBD>p<EFBFBD>C<EFBFBD>_?<3F>E<EFBFBD>F<EFBFBD>b<EFBFBD>u */
case HT_TALKIEBOX: /* <20>g?<3F>L?<3F>{<7B>b<EFBFBD>N<EFBFBD>X */
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
case AC_SHOWER: //Ground-placed skill implementation.
case GS_DESPERADO:
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
break;
case RG_GRAFFITI: /* Graffiti [Valaris] */
skill_clear_unitgroup(src);
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;
break;
case RG_CLEANER: // [Valaris]
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
break;
case SA_VOLCANO: /* <20>{<7B><><EFBFBD>P?<3F>m */
case SA_DELUGE: /* <20>f<EFBFBD><66><EFBFBD><EFBFBD>?<3F>W */
case SA_VIOLENTGALE: /* <20>o<EFBFBD>C<EFBFBD>I<EFBFBD><49><EFBFBD><EFBFBD><EFBFBD>g<EFBFBD>Q<EFBFBD>C<EFBFBD><43> */
case SA_LANDPROTECTOR: /* <20><><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>v<EFBFBD>?<3F>e<EFBFBD>N<EFBFBD>^? */
case NJ_SUITON:
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;
break;
case WZ_METEOR: //<2F>?<3F>e<EFBFBD>I<EFBFBD>X<EFBFBD>g?<3F><>
{
int flag=0, area = skill_get_splash(skillid, skilllv);
short tmpx, tmpy, x1 = 0, y1 = 0;
if (sc && sc->data[SC_MAGICPOWER].timer != -1)
flag = flag|2; //Store the magic power flag for future use. [Skotlex]
for(i=0;i<2+(skilllv>>1);i++) {
tmpx = x;
tmpy = y;
if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
continue;
if(!(flag&1)){
clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
flag=flag|1;
}
if(i > 0)
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
x1 = tmpx;
y1 = tmpy;
}
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
}
break;
case AL_WARP: /* <20>??<3F>v<EFBFBD>|?<3F>^<5E><> */
if(sd) {
clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
(skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
(skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
(skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
}
break;
case MO_BODYRELOCATION:
if (unit_movepos(src, x, y, 1, 1)) {
clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
// clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
}
break;
case AM_SPHEREMINE:
case AM_CANNIBALIZE:
if(sd) {
int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
struct mob_data *md;
// Correct info, don't change any of this! [celest]
md = mob_once_spawn_sub(src, src->m, -1, -1, sd->status.name,class_,"");
if (md) {
md->master_id = src->id;
md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
mob_spawn (md); //Now it is ready for spawning.
}
}
break;
// Slim Pitcher [Celest]
case CR_SLIMPITCHER:
if (sd) {
int i = skilllv%11 - 1;
int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
clif_skill_fail(sd,skillid,0,0);
return 1;
}
potion_flag = 1;
potion_hp = 0;
potion_sp = 0;
run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
pc_delitem(sd,j,skill_db[skillid].amount[i],0);
potion_flag = 0;
//Apply skill bonuses
i = pc_checkskill(sd,CR_SLIMPITCHER)*10
+ pc_checkskill(sd,AM_POTIONPITCHER)*10
+ pc_checkskill(sd,AM_LEARNINGPOTION)*5;
potion_hp = potion_hp * (100+i)/100;
potion_sp = potion_sp * (100+i)/100;
if(potion_hp > 0 || potion_sp > 0) {
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_area_sub,
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
skill_castend_nodamage_id);
}
} else {
int i = skilllv%11 - 1;
struct item_data *item = itemdb_search(i);
i = skill_db[skillid].itemid[i];
item = itemdb_search(i);
potion_flag = 1;
potion_hp = 0;
potion_sp = 0;
run_script(item->script,0,src->id,0);
potion_flag = 0;
i = skill_get_max(CR_SLIMPITCHER)*10;
potion_hp = potion_hp * (100+i)/100;
potion_sp = potion_sp * (100+i)/100;
if(potion_hp > 0 || potion_sp > 0) {
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_area_sub,
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
skill_castend_nodamage_id);
}
}
break;
case HW_GANBANTEIN:
if (rand()%100 < 80) {
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
i = skill_get_splash(skillid, skilllv);
map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
} else {
if (sd) clif_skill_fail(sd,skillid,0,0);
return 1;
}
break;
case HW_GRAVITATION:
{
struct skill_unit_group *sg;
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
sc_start4(src,SkillStatusChangeTable[skillid],100,
skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
flag|=1;
}
break;
// Plant Cultivation [Celest]
case CR_CULTIVATION:
{
if (sd) {
int i = skilllv - 1;
int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
clif_skill_fail(sd,skillid,0,0);
return 1;
}
pc_delitem(sd,j,skill_db[skillid].amount[i],0);
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
if (rand()%100 < 50)
mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
else
clif_skill_fail(sd,skillid,0,0);
}
}
break;
//Until they're at right position - gs_unit- [Vicious]
case GS_GROUNDDRIFT: /* <20>O<EFBFBD><4F><EFBFBD>E<EFBFBD><45><EFBFBD>h<EFBFBD>h<EFBFBD><68><EFBFBD>t<EFBFBD>g*/
case NJ_KAENSIN: /* <20>Ή<EFBFBD><CE89>w*/
case NJ_BAKUENRYU: /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>*/
case NJ_HYOUSYOURAKU:
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;
break;
case NJ_RAIGEKISAI:
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
break;
}
if (sc && sc->data[SC_MAGICPOWER].timer != -1)
status_change_end(&sd->bl,SC_MAGICPOWER,-1);
if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
battle_consume_ammo(sd, skillid, skilllv);
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD>g<EFBFBD>p?i<>r?<3F><><EFBFBD><EFBFBD><EFBFBD>?Amap<61>w<EFBFBD><77>?j
*------------------------------------------
*/
int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
{
int x=0,y=0;
nullpo_retr(0, sd);
//Simplify skill_failed code.
#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
if( sd->bl.prev == NULL || pc_isdead(sd) )
return 0;
if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
skill_failed(sd);
return 0;
}
//<2F>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>g<EFBFBD><67><EFBFBD>Ȃ<EFBFBD>?<3F>Ԉ<EFBFBD>?풆
if(sd->sc.count && (
sd->sc.data[SC_SILENCE].timer!=-1 ||
sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
sd->sc.data[SC_STEELBODY].timer != -1 ||
sd->sc.data[SC_DANCING].timer!=-1 ||
sd->sc.data[SC_BERSERK].timer != -1 ||
sd->sc.data[SC_MARIONETTE].timer != -1
))
return 0;
if( skill_num != sd->menuskill_id) /* <20>s?<3F><>p<EFBFBD>P<EFBFBD>b<EFBFBD>g<EFBFBD><EFBFBD><E782B5> */
return 0;
if (strlen(map) > MAP_NAME_LENGTH-1)
{ //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
if (battle_config.error_log)
ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
skill_failed(sd);
return 0;
}
pc_stop_attack(sd);
pc_stop_walking(sd,0);
if(battle_config.skill_log && battle_config.skill_log&BL_PC)
ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
if(strcmp(map,"cancel")==0) {
skill_failed(sd);
return 0;
}
switch(skill_num){
case AL_TELEPORT: /* <20>e<EFBFBD><65><EFBFBD>|?<3F>g */
if(strcmp(map,"Random")==0)
pc_randomwarp(sd,3);
else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
pc_setpos(sd,sd->status.save_point.map,
sd->status.save_point.x,sd->status.save_point.y,3);
break;
case AL_WARP: /* <20>??<3F>v<EFBFBD>|?<3F>^<5E><> */
{
const struct point *p[4];
struct skill_unit_group *group;
int i, lv, wx, wy;
int maxcount=0;
unsigned short mapindex;
mapindex = mapindex_name2id((char*)map);
if(!mapindex) { //Given map not found?
clif_skill_fail(sd,skill_num,0,0);
skill_failed(sd);
return 0;
}
p[0] = &sd->status.save_point;
p[1] = &sd->status.memo_point[0];
p[2] = &sd->status.memo_point[1];
p[3] = &sd->status.memo_point[2];
if((maxcount = skill_get_maxcount(skill_num)) > 0) {
for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
if(sd->ud.skillunit[i]->skill_id == skill_num)
maxcount--;
}
if(!maxcount) {
clif_skill_fail(sd,skill_num,0,0);
skill_failed(sd);
return 0;
}
}
//When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
wx = sd->menuskill_lv>>16;
wy = sd->menuskill_lv&0xffff;
if(lv <= 0) return 0;
for(i=0;i<lv;i++){
if(mapindex == p[i]->map){
x=p[i]->x;
y=p[i]->y;
break;
}
}
if(x==0 || y==0) { /* <20>s?<3F><>p<EFBFBD>P<EFBFBD>b<EFBFBD>g?H */
skill_failed(sd);
return 0;
}
if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
{
skill_failed(sd);
return 0;
}
if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
clif_skill_fail(sd,0,0,0);
skill_failed(sd);
return 0;
}
if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
skill_failed(sd);
return 0;
}
//Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
group->val2=(x<<16)|y;
group->val3 = mapindex;
}
break;
}
sd->menuskill_id = sd->menuskill_lv = 0;
return 0;
#undef skill_failed
}
/*==========================================
* Initializes and sets a ground skill.
* flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
* flag&2 is used to determine if this skill was casted with Magic Power active.
*------------------------------------------
*/
struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
{
struct skill_unit_group *group;
int i,limit,val1=0,val2=0,val3=0;
int count=0;
int target,interval,range,unit_flag;
struct skill_unit_layout *layout;
struct map_session_data *sd;
struct status_data *status;
struct status_change *sc;
int active_flag=1;
nullpo_retr(0, src);
limit = skill_get_time(skillid,skilllv);
range = skill_get_unit_range(skillid,skilllv);
interval = skill_get_unit_interval(skillid);
target = skill_get_unit_target(skillid);
unit_flag = skill_get_unit_flag(skillid);
layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
BL_CAST(BL_PC, src, sd);
status = status_get_status_data(src);
sc= status_get_sc(src); // for traps, firewall and fogwall - celest
if (sc && !sc->count)
sc = NULL;
switch(skillid){ /* ?ݒ<> */
case MG_SAFETYWALL: /* <20>Z<EFBFBD>C<EFBFBD>t<EFBFBD>e<EFBFBD>B<EFBFBD>E<EFBFBD>H?<3F><> */
val2=skilllv+1;
break;
case MG_FIREWALL: /* <20>t<EFBFBD>@<40>C<EFBFBD><43>?<3F>E<EFBFBD>H?<3F><> */
if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
limit = limit*3/2;
val2=4+skilllv;
break;
case AL_WARP: /* <20>??<3F>v<EFBFBD>|?<3F>^<5E><> */
val1=skilllv+6;
if(!(flag&1))
limit=2000;
active_flag=0;
break;
case PR_SANCTUARY: /* <20>T<EFBFBD><54><EFBFBD>N<EFBFBD>`<60><><EFBFBD>A<EFBFBD><41> */
val1=(skilllv+3)*2;
val2=(skilllv>6)?777:skilllv*100;
break;
case WZ_FIREPILLAR: /* <20>t<EFBFBD>@<40>C<EFBFBD>A?<3F>s<EFBFBD><73>? */
if((flag&1)!=0)
limit=1000;
val1=skilllv+2;
break;
case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
case AM_DEMONSTRATION:
if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
&& (src->type&battle_config.vs_traps_bctall))
target = BCT_ALL;
break;
case HT_SHOCKWAVE: /* <20>V<EFBFBD><56><EFBFBD>b<EFBFBD>N<EFBFBD>E<EFBFBD>F?<3F>u<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
val1=skilllv*15+10;
case HT_SANDMAN: /* <20>T<EFBFBD><54><EFBFBD>h<EFBFBD>}<7D><> */
case HT_CLAYMORETRAP: /* <20>N<EFBFBD><4E><EFBFBD>C<EFBFBD><43><EFBFBD>A?<3F>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
case HT_SKIDTRAP: /* <20>X<EFBFBD>L<EFBFBD>b<EFBFBD>h<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
case HT_LANDMINE: /* <20><><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>}<7D>C<EFBFBD><43> */
case HT_ANKLESNARE: /* <20>A<EFBFBD><41><EFBFBD>N<EFBFBD><4E><EFBFBD>X<EFBFBD>l<EFBFBD>A */
case HT_FLASHER: /* <20>t<EFBFBD><74><EFBFBD>b<EFBFBD>V<EFBFBD><56>? */
case HT_FREEZINGTRAP: /* <20>t<EFBFBD><74>?<3F>W<EFBFBD><57><EFBFBD>O<EFBFBD>g<EFBFBD><67><EFBFBD>b<EFBFBD>v */
case HT_BLASTMINE: /* <20>u<EFBFBD><75><EFBFBD>X<EFBFBD>g<EFBFBD>}<7D>C<EFBFBD><43> */
if (map_flag_gvg(src->m))
limit *= 4; // longer trap times in WOE [celest]
if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
&& (src->type&battle_config.vs_traps_bctall))
target = BCT_ALL;
break;
case SA_LANDPROTECTOR: /* <20>O<EFBFBD><4F><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>N<EFBFBD>?<3F>X */
{
int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
val1=skilllv*15+10;
aoe_diameter=skilllv+skilllv%2+5;
count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
}
//No break because we also have to check if we use gemstones. [Skotlex]
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
{
struct skill_unit_group *old_sg;
if ((old_sg = skill_locate_element_field(src)) != NULL)
{
if (old_sg->skill_id == skillid && old_sg->limit > 0)
{ //Use the previous limit (minus the elapsed time) [Skotlex]
limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
if (limit < 0) //This can happen...
limit = skill_get_time(skillid,skilllv);
}
skill_clear_group(src,1);
}
break;
}
case BA_DISSONANCE:
case DC_UGLYDANCE:
val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
break;
case BA_WHISTLE:
val1 = skilllv +status->agi/10; // Flee increase
val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
if(sd){
val1 += pc_checkskill(sd,BA_MUSICALLESSON);
val2 += pc_checkskill(sd,BA_MUSICALLESSON);
}
break;
case DC_HUMMING:
val1 = 2*skilllv+status->dex/10; // Hit increase
if(sd)
val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
break;
case BA_POEMBRAGI:
val1 = 3*skilllv+status->dex/10; // Casting time reduction
val2 = 3*skilllv+status->int_/10; // After-cast delay reduction
if(sd){
val1 += pc_checkskill(sd,BA_MUSICALLESSON);
val2 += pc_checkskill(sd,BA_MUSICALLESSON);
}
break;
case DC_DONTFORGETME:
val1 = 3*skilllv+status->dex/10; // ASPD decrease
val2 = 2*skilllv+status->agi/10; // Movement speed decrease
if(sd){
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
val2 += pc_checkskill(sd,DC_DANCINGLESSON);
}
break;
case BA_APPLEIDUN:
val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
if(sd){
val1 += pc_checkskill(sd,BA_MUSICALLESSON);
val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
}
break;
case DC_SERVICEFORYOU:
val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
if(sd){
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
val2 += pc_checkskill(sd,DC_DANCINGLESSON);
}
break;
case BA_ASSASSINCROSS:
val1 = 10+skilllv+(status->agi/10); // ASPD increase
if(sd)
val1 += pc_checkskill(sd,BA_MUSICALLESSON);
break;
case DC_FORTUNEKISS:
val1 = 10+skilllv+(status->luk/10); // Critical increase
if(sd)
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
val1*=10; //Because every 10 crit is an actual cri point.
break;
case BD_DRUMBATTLEFIELD:
val1 = (skilllv+1)*25; //Watk increase
val2 = (skilllv+1)*2; //Def increase
break;
case BD_RINGNIBELUNGEN:
val1 = (skilllv+2)*25; //Watk increase
break;
case BD_RICHMANKIM:
val1 = 25 + 11*skilllv; //Exp increase bonus.
break;
case BD_SIEGFRIED:
val1 = 55 + skilllv*5; //Elemental Resistance
val2 = skilllv*10; //Status ailment resistance
break;
case PF_FOGWALL: /* <20>t<EFBFBD>H<EFBFBD>O<EFBFBD>E<EFBFBD>H?<3F><> */
if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
break;
case RG_GRAFFITI: /* Graffiti */
count=1; // Leave this at 1 [Valaris]
break;
case WE_CALLPARTNER:
if (sd) val1 = sd->status.partner_id;
break;
case WE_CALLPARENT:
if (sd) {
val1 = sd->status.father;
val2 = sd->status.mother;
}
break;
case WE_CALLBABY:
if (sd) val1 = sd->status.child;
break;
}
nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
group->val1=val1;
group->val2=val2;
group->val3=val3;
group->target_flag=target;
group->bl_flag= skill_get_unit_bl_target(skillid);
group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
if(skillid==HT_TALKIEBOX ||
skillid==RG_GRAFFITI){
group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
if(group->valstr==NULL){
ShowFatalError("skill_castend_map: out of memory !\n");
exit(1);
}
memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
group->valstr[MESSAGE_SIZE-1] = '\0';
}
//Why redefine local variables when the ones of the function can be reused? [Skotlex]
val1=skilllv;
val2=0;
limit=group->limit;
count=group->unit_count;
for(i=0;i<count;i++){
struct skill_unit *unit;
int ux,uy,alive=1;
ux = x + layout->dx[i];
uy = y + layout->dy[i];
switch (skillid) {
case MG_FIREWALL: /* <20>t<EFBFBD>@<40>C<EFBFBD><43>?<3F>E<EFBFBD>H?<3F><> */
val2=group->val2;
break;
case WZ_ICEWALL: /* <20>A<EFBFBD>C<EFBFBD>X<EFBFBD>E<EFBFBD>H?<3F><> */
if(skilllv <= 1)
val1 = 500;
else
val1 = 200 + 200*skilllv;
break;
case RG_GRAFFITI: /* Graffiti [Valaris] */
ux+=(i%5-2);
uy+=(i/5-2);
break;
}
//<2F><>?<3F><>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD>?<3F>?<3F>?ݒu?<3F><>W?<3F><>Ƀ<EFBFBD><C983><EFBFBD><EFBFBD>h<EFBFBD>v<EFBFBD>?<3F>e<EFBFBD>N<EFBFBD>^?<3F><><EFBFBD>Ȃ<EFBFBD><C882><EFBFBD><EFBFBD>`<60>F<EFBFBD>b<EFBFBD>N
if(range<=0)
map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
alive = 0;
if (alive && battle_config.skill_wall_check) {
//Check if there's a path between cell and center of casting.
if (!path_search_long(NULL,src->m,ux,uy,x,y))
alive = 0;
}
if(alive && skillid == WZ_ICEWALL) {
if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
alive=0;
else {
val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
if(val2==5 || val2==1)
alive=0;
else
clif_changemapcell(src->m,ux,uy,5,0);
}
}
if(alive){
nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
unit->val1=val1;
unit->val2=val2;
unit->limit=limit;
unit->range=range;
if (range==0 && active_flag)
map_foreachincell(skill_unit_effect,unit->bl.m,
unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
}
}
return group;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD><67>?<3F><><EFBFBD>C<EFBFBD>x<EFBFBD><78><EFBFBD>g
*------------------------------------------
*/
int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
struct skill_unit_group *sg;
struct block_list *ss;
struct status_change *sc;
int type,skillid;
nullpo_retr(0, src);
nullpo_retr(0, bl);
if(bl->prev==NULL || !src->alive || status_isdead(bl))
return 0;
nullpo_retr(0, sg=src->group);
nullpo_retr(0, ss=map_id2bl(sg->src_id));
if (skill_get_type(sg->skill_id) == BF_MAGIC &&
map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
return 0; //AoE skills are ineffective. [Skotlex]
if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
return 0;
sc = status_get_sc(bl);
if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
type = SkillStatusChangeTable[sg->skill_id];
skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
switch (sg->unit_id) {
case UNT_SAFETYWALL:
//TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
if (sc && sc->data[type].timer == -1)
sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
break;
case UNT_WARP_WAITING:
if(bl->type==BL_PC){
struct map_session_data *sd = (struct map_session_data *)bl;
if((!sd->chatID || battle_config.chat_warpportal)
&& sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
if (--sg->val1<=0 || sg->src_id == bl->id)
skill_delunitgroup(NULL, sg);
}
}
} else if(battle_config.mob_warpportal && bl->type != BL_PET)
unit_warp(bl,map_mapindex2mapid(sg->val3),sg->val2>>16,sg->val2&0xffff,3);
break;
case UNT_QUAGMIRE:
if(sc && sc->data[type].timer==-1)
sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
break;
case UNT_VOLCANO:
case UNT_DELUGE:
case UNT_VIOLENTGALE:
case UNT_SUITON:
if(sc && sc->data[type].timer==-1)
sc_start(bl,type,100,sg->skill_lv,skill_get_time2(sg->skill_id,sg->skill_lv));
break;
case UNT_RICHMANKIM:
case UNT_ETERNALCHAOS:
case UNT_DRUMBATTLEFIELD:
case UNT_RINGNIBELUNGEN:
case UNT_ROKISWEIL:
case UNT_INTOABYSS:
case UNT_SIEGFRIED:
case UNT_HERMODE:
//Needed to check when a dancer/bard leaves their ensemble area.
if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
return sg->skill_id;
if (sc && sc->data[type].timer==-1)
sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
break;
case UNT_WHISTLE:
case UNT_ASSASSINCROSS:
case UNT_POEMBRAGI:
case UNT_APPLEIDUN:
case UNT_HUMMING:
case UNT_DONTFORGETME:
case UNT_FORTUNEKISS:
case UNT_SERVICEFORYOU:
if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
return 0;
if (!sc) return 0;
if (sc->data[type].timer==-1)
sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
else if (sc->data[type].val4 == 1) {
//Readjust timers since the effect will not last long.
sc->data[type].val4 = 0;
delete_timer(sc->data[type].timer, status_change_timer);
sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
}
break;
case UNT_FOGWALL:
if (sg->src_id==bl->id)
return 0;
if (sc && sc->data[type].timer==-1)
{
sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
}
break;
case UNT_GRAVITATION:
if (sc && sc->data[type].timer==-1)
sc_start4(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit);
break;
case UNT_ICEWALL: //Destroy the cell. [Skotlex]
src->val1 = 0;
if(src->limit + sg->tick > tick + 700)
src->limit = DIFF_TICK(tick+700,sg->tick);
break;
}
return skillid;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>̔<EFBFBD><CC94><EFBFBD><EFBFBD>C<EFBFBD>x<EFBFBD><78><EFBFBD>g(<28>^<5E>C<EFBFBD>}?[<5B><><EFBFBD><EFBFBD>)
*------------------------------------------
*/
int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
struct skill_unit_group *sg;
struct block_list *ss;
struct map_session_data *sd;
struct status_data *tstatus, *sstatus;
struct status_change *tsc, *sc;
struct skill_unit_group_tickset *ts;
int matk_min = 0, matk_max = 0; //For Magic power...
int type, skillid;
int diff=0;
nullpo_retr(0, src);
nullpo_retr(0, bl);
if (bl->prev==NULL || !src->alive || status_isdead(bl))
return 0;
nullpo_retr(0, sg=src->group);
nullpo_retr(0, ss=map_id2bl(sg->src_id));
BL_CAST(BL_PC, ss, sd);
tsc = status_get_sc(bl);
tstatus = status_get_status_data(bl);
if (sg->state.magic_power) //For magic power.
{
sc = status_get_sc(ss);
sstatus = status_get_status_data(ss);
} else {
sc = NULL;
sstatus = NULL;
}
type = SkillStatusChangeTable[sg->skill_id];
skillid = sg->skill_id;
if (sg->interval == -1) {
switch (sg->unit_id) {
case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
case UNT_SPIDERWEB:
case UNT_FIREPILLAR_ACTIVE:
return 0;
default:
if (battle_config.error_log)
ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
return 0;
}
}
if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
{ //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
diff = DIFF_TICK(tick,ts->tick);
if (diff < 0)
return 0;
ts->tick = tick+sg->interval;
// GX<47><58>?d<>Ȃ<EFBFBD><C882>Ă<EFBFBD><C482><EFBFBD><EFBFBD><EFBFBD>3HIT<49><54><EFBFBD>Ȃ<EFBFBD>
if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
}
//Temporarily set magic power to have it take effect. [Skotlex]
if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
{ //Store previous values.
matk_min = sstatus->matk_min;
matk_max = sstatus->matk_max;
//Note to NOT return from the function until this is unset!
sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
sstatus->matk_min = sc->data[SC_MAGICPOWER].val4;
}
switch (sg->unit_id) {
case UNT_FIREWALL:
{
int count=0;
if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
//This is the best Aegis approximation we can do without
//changing the minimum skill unit interval. [Skotlex]
while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
} else {
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
src->val2--;
}
if (src->val2<=0)
skill_delunit(src);
break;
}
case UNT_SANCTUARY:
if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
{ //Only damage enemies with offensive Sanctuary. [Skotlex]
if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
// reduce healing count if this was meant for damaging [hekate]
sg->val1 -= 2;
} else {
int heal = sg->val2;
if (tstatus->hp >= tstatus->max_hp)
break;
if (status_isimmune(bl))
heal = 0; /* <20><><EFBFBD><EFBFBD>峃J?[<5B>h?i<>q?[<5B><><EFBFBD>ʂO?j */
clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
status_heal(bl, heal, 0, 0);
if (diff >= 500)
sg->val1--;
}
if (sg->val1 <= 0)
skill_delunitgroup(NULL,sg);
break;
case UNT_MAGNUS:
if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
break;
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_ATTACK_SKILLS:
switch (sg->skill_id)
{
case SG_SUN_WARM: //SG skills [Komurka]
case SG_MOON_WARM:
case SG_STAR_WARM:
if(bl->type==BL_PC)
//Only damage SP [Skotlex]
status_zap(bl, 0, 60);
else if(status_charge(bl, 0, 2))
//Otherwise, Knockback attack.
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
default:
skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
}
break;
case UNT_DESPERADO:
if (!(rand()%10)) //Has a low chance of connecting. [Skotlex]
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_FIREPILLAR_WAITING:
skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
skill_delunit(src);
break;
case UNT_FIREPILLAR_ACTIVE:
map_foreachinrange(skill_attack_area,bl,
skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
break;
case UNT_SKIDTRAP:
{
skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
sg->unit_id = UNT_USED_TRAPS;
clif_changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
}
break;
case UNT_SPIDERWEB:
case UNT_ANKLESNARE:
if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
if (sc_start(bl,type,100,sg->skill_lv,sec))
{
struct TimerData* td = get_timer(tsc->data[type].timer);
if (td) sec = DIFF_TICK(td->tick, tick);
map_moveblock(bl, src->bl.x, src->bl.y, tick);
clif_fixpos(bl);
sg->val2=bl->id;
} else
sec = 3000; //Couldn't trap it?
//clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
// 01AC: long ID
// Indicates that an object is trapped, but ID is not a
// valid monster or player ID.
sg->limit = DIFF_TICK(tick,sg->tick)+sec;
sg->interval = -1;
src->range = 0;
}
break;
case UNT_VENOMDUST:
if(tsc && tsc->data[type].timer==-1 )
status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
break;
case UNT_LANDMINE:
skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
sg->unit_id = UNT_USED_TRAPS;
clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
break;
case UNT_BLASTMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_CLAYMORETRAP:
map_foreachinrange(skill_trap_splash,&src->bl,
skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
&src->bl,tick);
sg->unit_id = UNT_USED_TRAPS;
clif_changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
break;
case UNT_TALKIEBOX:
if (sg->src_id == bl->id) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ł<EFBFBD><C582><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD>
break;
if (sg->val2 == 0){
clif_talkiebox(&src->bl, sg->valstr);
sg->unit_id = UNT_USED_TRAPS;
clif_changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
sg->val2 = -1; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
}
break;
case UNT_LULLABY:
if (ss->id == bl->id)
break;
skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
break;
case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
if (ss->id == bl->id)
break;
if (bl->type == BL_PC)
skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
break;
case UNT_DISSONANCE:
skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
break;
case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
{
int heal;
if (sg->src_id == bl->id)
break;
heal = sg->val2;
clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
status_heal(bl, heal, 0, 0);
break;
}
case UNT_DEMONSTRATION:
skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
break;
case UNT_GOSPEL:
if (rand()%100 > sg->skill_lv*10)
break;
if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
int i = rand()%13; // Positive buff count
switch (i)
{
case 0: // Heal 1~9999 HP
{
int heal = rand() %9999+1;
clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
status_heal(bl,heal,0,0);
}
break;
case 1: // End all negative status
status_change_clear_buffs(bl,2);
break;
case 2: // Level 10 Blessing
sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 3: // Level 10 Increase AGI
sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 4: // Enchant weapon with Holy element
sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 5: // Enchant armor with Holy element
sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 6: // MaxHP +100%
sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 7: // MaxSP +100%
sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 8: // All stats +20
sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 9: // DEF +25%
sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 10: // ATK +100%
sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 11: // HIT/Flee +50
sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 12: // Immunity to all status
sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
}
}
else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
int i = rand()%9; // Negative buff count
switch (i)
{
case 0: // Deal 1~9999 damage
skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case 1: // Curse
sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 2: // Blind
sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 3: // Poison
sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 4: // Level 10 Provoke
sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 5: // DEF -100%
sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 6: // ATK -100%
sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 7: // Flee -100%
sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 8: // Speed/ASPD -25%
sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
}
}
break;
case UNT_GRAVITATION:
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
}
if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
{ //Unset magic power.
sstatus->matk_min = matk_min;
sstatus->matk_max = matk_max;
}
if (bl->type == BL_MOB && ss != bl)
mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
return skillid;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD><67><EFBFBD>痣?<3F><><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͂<EFBFBD><CD82>Ă<EFBFBD><C482><EFBFBD>)?<3F>?<3F>
*------------------------------------------
*/
int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
struct skill_unit_group *sg;
struct status_change *sc;
int type;
nullpo_retr(0, src);
nullpo_retr(0, bl);
nullpo_retr(0, sg=src->group);
sc = status_get_sc(bl);
if (sc && !sc->count)
sc = NULL;
type = SkillStatusChangeTable[sg->skill_id];
if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
(status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
return 0;
switch(sg->unit_id){
case UNT_SAFETYWALL:
if (sc && sc->data[type].timer!=-1)
status_change_end(bl,type,-1);
break;
case UNT_ANKLESNARE:
{
struct block_list *target = map_id2bl(sg->val2);
if(target && target == bl){
status_change_end(bl,SC_ANKLE,-1);
sg->limit=DIFF_TICK(tick,sg->tick)+1000;
sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
}
else
return 0;
break;
}
case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
case UNT_HERMODE: //Clear Hermode if the owner moved.
if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
status_change_end(bl,type,-1);
break;
case UNT_SPIDERWEB: /* <20>X<EFBFBD>p<EFBFBD>C<EFBFBD>_?<3F>E<EFBFBD>F<EFBFBD>b<EFBFBD>u */
{
struct block_list *target = map_id2bl(sg->val2);
if (target && target==bl)
{
status_change_end(bl,SC_SPIDERWEB,-1);
sg->limit = DIFF_TICK(tick,sg->tick)+1000;
}
break;
}
}
return sg->skill_id;
}
/*==========================================
* Triggered when a char steps out of a skill group [Skotlex]
*------------------------------------------
*/
static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
{
struct status_change *sc;
int type;
sc = status_get_sc(bl);
if (sc && !sc->count)
sc = NULL;
type = SkillStatusChangeTable[skill_id];
switch (skill_id)
{
case WZ_QUAGMIRE:
if (bl->type==BL_MOB)
break;
if (sc && sc->data[type].timer != -1)
status_change_end(bl, type, -1);
break;
case BD_LULLABY:
case BD_RICHMANKIM:
case BD_ETERNALCHAOS:
case BD_DRUMBATTLEFIELD:
case BD_RINGNIBELUNGEN:
case BD_ROKISWEIL:
case BD_INTOABYSS:
case BD_SIEGFRIED:
if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
{ //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
//We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
//FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
//it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
//which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
//your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
skill_stop_dancing(bl);
}
case MG_SAFETYWALL:
case AL_PNEUMA:
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
case CG_HERMODE:
case HW_GRAVITATION:
case NJ_SUITON:
if (sc && sc->data[type].timer != -1)
status_change_end(bl, type, -1);
break;
case BA_POEMBRAGI:
case BA_WHISTLE:
case BA_ASSASSINCROSS:
case BA_APPLEIDUN:
case DC_HUMMING:
case DC_DONTFORGETME:
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
if (sc && sc->data[type].timer != -1)
{
delete_timer(sc->data[type].timer, status_change_timer);
//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
//not possible on our current implementation.
sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
}
break;
case PF_FOGWALL:
if (sc && sc->data[type].timer != -1)
{
status_change_end(bl,type,-1);
if (sc->data[SC_BLIND].timer!=-1)
{
if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
status_change_end(bl, SC_BLIND, -1);
else {
delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
}
}
}
break;
case UNT_GOSPEL:
if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
status_change_end(bl, type, -1);
break;
}
return skill_id;
}
/*==========================================
* Invoked when a unit cell has been placed/removed/deleted.
* flag values:
* flag&1: Invoke onplace function (otherwise invoke onout)
* flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
*------------------------------------------
*/
int skill_unit_effect(struct block_list *bl,va_list ap)
{
struct skill_unit *unit;
struct skill_unit_group *group;
int flag;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
tick = va_arg(ap,unsigned int);
flag = va_arg(ap,unsigned int);
if (!unit->alive || bl->prev==NULL)
return 0;
nullpo_retr(0, group=unit->group);
if (flag&1)
skill_unit_onplace(unit,bl,tick);
else
skill_unit_onout(unit,bl,tick);
if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>̌<EFBFBD><CC8C>E<EFBFBD>C<EFBFBD>x<EFBFBD><78><EFBFBD>g
*------------------------------------------
*/
int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
{
struct skill_unit_group *sg;
nullpo_retr(0, src);
nullpo_retr(0, sg=src->group);
switch(sg->unit_id){
case UNT_WARP_ACTIVE: /* <20>??<3F>v<EFBFBD>|?<3F>^<5E><>(?<3F><><EFBFBD>O) */
{
struct skill_unit_group *group=
skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
src->bl.x,src->bl.y,1);
if(group == NULL)
return 0;
group->val2=sg->val2; //Copy the (x,y) position you warp to
group->val3=sg->val3; //as well as the mapindex to warp to.
}
break;
case UNT_ICEWALL: /* <20>A<EFBFBD>C<EFBFBD>X<EFBFBD>E<EFBFBD>H?<3F><> */
clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
break;
case UNT_CALLFAMILY: /* <20> <20>Ȃ<EFBFBD><C882><EFBFBD>?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
{
struct map_session_data *sd = NULL;
if(sg->val1) {
sd = map_charid2sd(sg->val1);
sg->val1 = 0;
if (sd && !map[sd->bl.m].flag.nowarp)
pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
}
if(sg->val2) {
sd = map_charid2sd(sg->val2);
sg->val2 = 0;
if (sd && !map[sd->bl.m].flag.nowarp)
pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
}
}
break;
}
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>̃_<CC83>??<3F>W<EFBFBD>C<EFBFBD>x<EFBFBD><78><EFBFBD>g
*------------------------------------------
*/
int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
int damage,unsigned int tick)
{
struct skill_unit_group *sg;
nullpo_retr(0, src);
nullpo_retr(0, sg=src->group);
if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
skill_delunitgroup(NULL,sg);
else
switch(sg->unit_id){
case UNT_ICEWALL:
src->val1-=damage;
break;
default:
damage = 0;
break;
}
return damage;
}
static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
struct block_list *src = va_arg(ap, struct block_list*);
struct block_list *partner = va_arg(ap, struct block_list*);
int blowcount = va_arg(ap, int);
if (bl == src || bl == partner)
return 0;
skill_blown(src, bl, blowcount);
return 1;
}
/*==========================================
* Starts the moonlit effect by first knocking back all other characters in the vecinity.
* partner may be null, but src cannot be.
*------------------------------------------
*/
static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
{
int range = skill_get_range2(src, CG_MOONLIT, skilllv);
int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
map_foreachinrange(skill_moonlit_sub,src,
skill_get_splash(CG_MOONLIT, skilllv),
BL_CHAR,src,partner,blowcount);
if(partner)
map_foreachinrange(skill_moonlit_sub,partner,
skill_get_splash(CG_MOONLIT, skilllv),
BL_CHAR,src,partner,blowcount);
sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
sc_start4(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
if (partner) {
sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
sc_start4(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
}
}
/*==========================================
* <20><>??<3F>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?݊m<DD8A>F<EFBFBD><46><EFBFBD><EFBFBD>?<3F>?(foreachinarea)
*------------------------------------------
*/
static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
{
int *c, skillid;
struct block_list *src;
struct map_session_data *sd;
struct map_session_data *tsd;
int *p_sd; //Contains the list of characters found.
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, tsd=(struct map_session_data*)bl);
nullpo_retr(0, src=va_arg(ap,struct block_list *));
nullpo_retr(0, sd=(struct map_session_data*)src);
c=va_arg(ap,int *);
p_sd = va_arg(ap, int *);
skillid = va_arg(ap,int);
if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
if (bl == src)
return 0;
if(pc_isdead(tsd))
return 0;
if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
return 0;
switch(skillid)
{
case PR_BENEDICTIO: /* ?<3F>??~<7E><> */
{
int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
&& sd->status.sp >= 10)
p_sd[(*c)++]=tsd->bl.id;
return 1;
}
default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
{
int skilllv;
if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
return 0;
if (sd->status.sex != tsd->status.sex &&
(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
(skilllv = pc_checkskill(tsd, skillid)) > 0 &&
(tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
sd->status.party_id && tsd->status.party_id &&
sd->status.party_id == tsd->status.party_id &&
tsd->sc.data[SC_DANCING].timer == -1)
{
p_sd[(*c)++]=tsd->bl.id;
return skilllv;
} else {
return 0;
}
}
break;
}
return 0;
}
/*==========================================
* Checks and stores partners for ensemble skills [Skotlex]
*------------------------------------------
*/
int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
{
static int c=0;
static int p_sd[2] = { 0, 0 };
int i;
if (cast_flag)
{ //Execute the skill on the partners.
struct map_session_data* tsd;
switch (skill_id)
{
case PR_BENEDICTIO:
for (i = 0; i < c; i++)
{
if ((tsd = map_id2sd(p_sd[i])) != NULL)
status_charge(&tsd->bl, 0, 10);
}
return c;
case CG_MOONLIT:
if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
{
clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
tsd->skillid_dance = skill_id;
tsd->skilllv_dance = *skill_lv;
}
return c;
default: //Warning: Assuming Ensemble skills here (for speed)
if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
{
sd->sc.data[SC_DANCING].val4= tsd->bl.id;
sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
tsd->skillid_dance = skill_id;
tsd->skilllv_dance = *skill_lv;
}
return c;
}
}
//Else: new search for partners.
c = 0;
memset (p_sd, 0, sizeof(p_sd));
i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
*skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
return c;
}
/*==========================================
* <20><>??<3F>o<EFBFBD>C<EFBFBD>I<EFBFBD>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD>g?A<>X<EFBFBD>t<EFBFBD>B<EFBFBD>A<EFBFBD>}<7D>C<EFBFBD><43><EFBFBD>pMob<6F><62>?݊m<DD8A>F<EFBFBD><46><EFBFBD><EFBFBD>?<3F>?(foreachinarea)
*------------------------------------------
*/
static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
{
int *c,src_id=0,mob_class=0;
struct mob_data *md;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, md=(struct mob_data*)bl);
nullpo_retr(0, src_id=va_arg(ap,int));
nullpo_retr(0, mob_class=va_arg(ap,int));
nullpo_retr(0, c=va_arg(ap,int *));
if(md->class_==mob_class && md->master_id==src_id)
(*c)++;
return 0;
}
static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
{
struct npc_data *nd;
nd=(struct npc_data*)bl;
if (nd->bl.subtype == WARP)
return 1;
return 0;
}
/*==========================================
* Determines if a given skill should be made to consume ammo
* when used by the player. [Skotlex]
*------------------------------------------
*/
int skill_isammotype(TBL_PC *sd, int skill)
{
return (
(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
);
}
/*==========================================
* Checks that you have the requirements for casting a skill.
* Flag:
* &1: finished casting the skill (invoke hp/sp/item consumption)
* &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
*------------------------------------------
*/
int skill_check_condition(struct map_session_data *sd,int skill, int lv, int type)
{
struct status_data *status;
struct status_change *sc;
int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
int index[10],itemid[10],amount[10];
int force_gem_flag = 0;
int delitem_flag = 1, checkitem_flag = 1;
nullpo_retr(0, sd);
if (lv <= 0) return 0;
if( battle_config.gm_skilluncond &&
pc_isGM(sd)>= battle_config.gm_skilluncond &&
sd->skillitem != skill)
{ //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
sd->skillitem = sd->skillitemlv = -1;
return 1;
}
status = &sd->battle_status;
sc = &sd->sc;
if (!sc->count)
sc = NULL;
if(pc_is90overweight(sd)) {
clif_skill_fail(sd,skill,9,0);
sd->skillitem = sd->skillitemlv = -1;
return 0;
}
if (sd->state.abra_flag)
{
sd->skillitem = sd->skillitemlv = -1;
if(type&1) sd->state.abra_flag = 0;
return 1;
}
if (sd->menuskill_id == AM_PHARMACY &&
(skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
)) {
sd->skillitem = sd->skillitemlv = -1;
return 0;
}
if(sd->skillitem == skill) { /* <20>A<EFBFBD>C<EFBFBD>e<EFBFBD><65><EFBFBD><EFBFBD>?<3F>?<3F><><EFBFBD>?<3F>??<3F><><EFBFBD> */
if(!type) //When a target was selected
{ //Consume items that were skipped in pc_use_item [Skotlex]
if((i = sd->itemindex) == -1 ||
sd->status.inventory[i].nameid != sd->itemid ||
sd->inventory_data[i] == NULL ||
!sd->inventory_data[i]->flag.delay_consume ||
sd->status.inventory[i].amount < 1
)
{ //Something went wrong, item exploit?
sd->itemid = sd->itemindex = -1;
return 0;
}
//Consume
sd->itemid = sd->itemindex = -1;
if(skill == WZ_EARTHSPIKE && sc &&
sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
; //Do not consume item.
else
pc_delitem(sd,i,1,0);
}
if (type&1) //Casting finished
sd->skillitem = sd->skillitemlv = -1;
return 1;
}
// for the guild skills [celest]
if (skill >= GD_SKILLBASE)
j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
else
j = skill;
if (j < 0 || j >= MAX_SKILL_DB)
return 0;
//Code speedup, rather than using skill_get_* over and over again.
if (lv < 1 || lv > MAX_SKILL_LEVEL)
return 0;
hp = skill_db[j].hp[lv-1]; /* ?<3F><><EFBFBD>HP */
sp = skill_db[j].sp[lv-1]; /* ?<3F><><EFBFBD>SP */
if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
sp=sp/2; //<2F>A<EFBFBD><41><EFBFBD>R?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>SP?<3F><><EFBFBD><EF82AA><EFBFBD><EFBFBD>
hp_rate = skill_db[j].hp_rate[lv-1];
sp_rate = skill_db[j].sp_rate[lv-1];
zeny = skill_db[j].zeny[lv-1];
weapon = skill_db[j].weapon;
ammo = skill_db[j].ammo;
ammo_qty = skill_db[j].ammo_qty[lv-1];
state = skill_db[j].state;
spiritball = skill_db[j].spiritball[lv-1];
mhp = skill_db[j].mhp[lv-1]; /* ?<3F><><EFBFBD>HP */
for(i = 0; i < 10; i++) {
itemid[i] = skill_db[j].itemid[i];
amount[i] = skill_db[j].amount[i];
}
if(mhp > 0)
hp += (status->max_hp * mhp)/100;
if(hp_rate > 0)
hp += (status->hp * hp_rate)/100;
else
hp += (status->max_hp * (-hp_rate))/100;
if(sp_rate > 0)
sp += (status->sp * sp_rate)/100;
else
sp += (status->max_sp * (-sp_rate))/100;
if (!ammo && skill && skill_isammotype(sd, skill))
{ //Assume this skill is using the weapon, therefore it requires arrows.
ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
ammo_qty = skill_get_num(skill, lv);
if (ammo_qty < 0) ammo_qty *= -1;
}
switch(skill) { // Check for cost reductions due to skills & SCs
case MC_MAMMONITE:
if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
zeny -= zeny*10/100;
break;
case AL_HOLYLIGHT:
if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
sp *= 5;
break;
case SL_SMA:
case SL_STUN:
case SL_STIN:
{
int kaina_lv = pc_checkskill(sd,SL_KAINA);
if(kaina_lv==0 || sd->status.base_level<70)
break;
if(sd->status.base_level>=90)
sp -= sp*7*kaina_lv/100;
else if(sd->status.base_level>=80)
sp -= sp*5*kaina_lv/100;
else if(sd->status.base_level>=70)
sp -= sp*3*kaina_lv/100;
}
break;
case MO_TRIPLEATTACK:
case MO_CHAINCOMBO:
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
break;
}
if(sd->dsprate!=100)
sp=sp*sd->dsprate/100; /* ?<3F><><EFBFBD>SP?C?<3F> */
switch(skill) {
case SA_CASTCANCEL:
if(sd->ud.skilltimer == -1) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case BS_MAXIMIZE:
case NV_TRICKDEAD:
case TF_HIDING:
case AS_CLOAKING:
case CR_AUTOGUARD:
case CR_DEFENDER:
case ST_CHASEWALK:
case PA_GOSPEL:
case CR_SHRINK:
case TK_RUN:
if(sc && sc->data[SkillStatusChangeTable[skill]].timer!=-1)
return 1; //Allow turning off.
break;
case AL_WARP:
if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
delitem_flag = 0;
if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
return 0;
}
break;
case MO_CALLSPIRITS: /* ?<3F><> */
if(sd->spiritball >= lv) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case CH_SOULCOLLECT: /* <20><>?<3F><> */
if(sd->spiritball >= 5) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case MO_FINGEROFFENSIVE: //<2F>w?
case GS_FLING:
if (sd->spiritball > 0 && sd->spiritball < spiritball) {
spiritball = sd->spiritball;
sd->spiritball_old = sd->spiritball;
}
else sd->spiritball_old = spiritball;
break;
case MO_BODYRELOCATION:
if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
spiritball = 0;
break;
case MO_CHAINCOMBO: //<2F>A<EFBFBD><41>?<3F>
if(!sc)
return 0;
if(sc->data[SC_BLADESTOP].timer!=-1)
break;
if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
break;
return 0;
case MO_COMBOFINISH: //<2F>җ<EFBFBD><D297>?
if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
return 0;
break;
case CH_TIGERFIST: //<2F><><EFBFBD>Ռ?
if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
return 0;
break;
case CH_CHAINCRUSH: //<2F>A<EFBFBD><41><EFBFBD><EFBFBD>?
if(!sc || sc->data[SC_COMBO].timer == -1)
return 0;
if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
return 0;
break;
case MO_EXTREMITYFIST:
// if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
// return 0;
if(sc && sc->data[SC_BLADESTOP].timer!=-1)
spiritball--;
else if (sc && sc->data[SC_COMBO].timer != -1) {
switch(sc->data[SC_COMBO].val1) {
case MO_COMBOFINISH:
spiritball = 4;
break;
case CH_TIGERFIST:
spiritball = 3;
break;
case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
spiritball = sd->spiritball?sd->spiritball:1;
break;
default:
return 0;
}
} else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
{ //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case TK_MISSION: //Does not works on Non-Taekwon
if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case TK_READYCOUNTER:
case TK_READYDOWN:
case TK_READYSTORM:
case TK_READYTURN:
case TK_JUMPKICK:
if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
//They do not work on Soul Linkers.
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case TK_TURNKICK:
case TK_STORMKICK:
case TK_DOWNKICK:
case TK_COUNTER:
if(!sc || sc->data[SC_COMBO].timer == -1)
return 0; //Combo needs to be ready
if (pc_famerank(sd->char_id,MAPID_TAEKWON))
{ //Unlimited Combo
if (skill == sd->skillid_old) {
status_change_end(&sd->bl, SC_COMBO, -1);
sd->skillid_old = sd->skilllv_old = 0;
return 0; //Can't repeat previous combo skill.
}
break;
} else
if(sc->data[SC_COMBO].val1 == skill)
break; //Combo ready.
return 0;
case BD_ADAPTATION: /* <20>A<EFBFBD>h<EFBFBD><68><EFBFBD>u */
{
struct skill_unit_group *group=NULL;
int time;
if(!sc || sc->data[SC_DANCING].timer==-1)
{
clif_skill_fail(sd,skill,0,0);
return 0;
}
group=(struct skill_unit_group*)sc->data[SC_DANCING].val2;
time = 1000*(sc->data[SC_DANCING].val3>>16);
if (!group || (skill_get_time(sc->data[SC_DANCING].val1,group->skill_lv) - time <= skill_get_time2(skill,lv)))
{
clif_skill_fail(sd,skill,0,0);
return 0;
}
}
break;
case PR_BENEDICTIO: /* ?<3F>??~<7E><> */
{
if (!battle_config.player_skill_partner_check ||
(battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
)
break; //No need to do any partner checking [Skotlex]
if (!(type&1))
{ //Started casting.
if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
{
clif_skill_fail(sd,skill,0,0);
return 0;
}
}
else
{ //Done casting
//Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
skill_check_pc_partner(sd, skill, &lv, 1, 1);
}
}
break;
case AM_CANNIBALIZE: /* <20>o<EFBFBD>C<EFBFBD>I<EFBFBD>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD>g */
case AM_SPHEREMINE: /* <20>X<EFBFBD>t<EFBFBD>B<EFBFBD>A?<3F>}<7D>C<EFBFBD><43> */
if(type&1){
int c=0;
int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
if(c >= maxcount){
clif_skill_fail(sd,skill,0,0);
return 0;
}
}
}
break;
case WZ_FIREPILLAR: // celest
if (lv <= 5) // no gems required at level 1-5
itemid[0] = 0;
break;
case SL_SMA:
if(type) break; //Only do the combo check when the target is selected (type == 0)
if(!sc || sc->data[SC_SMA].timer == -1)
return 0;
break;
case HT_POWER:
if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
return 0;
break;
case HW_GANBANTEIN:
force_gem_flag = 1;
break;
case AM_BERSERKPITCHER:
case AM_POTIONPITCHER:
case CR_SLIMPITCHER:
case MG_STONECURSE:
case CR_CULTIVATION:
case SA_FLAMELAUNCHER:
case SA_FROSTWEAPON:
case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON:
delitem_flag = 0;
break;
case SA_DELUGE:
case SA_VOLCANO:
case SA_VIOLENTGALE:
case SA_LANDPROTECTOR:
{ //Does not consumes if the skill is already active. [Skotlex]
struct skill_unit_group *sg;
if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
{
if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
checkitem_flag = delitem_flag = 0;
else sg->limit = 0; //Disable it.
}
break;
}
case CG_HERMODE:
if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
skill_get_splash(skill, lv), BL_NPC) < 1)
{
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
{
int i,x,y,range = skill_get_splash(skill, lv)+1;
int size = range*2+1;
for (i=0;i<size*size;i++) {
x = sd->bl.x+(i%size-range);
y = sd->bl.y+(i/size-range);
if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
}
}
break;
case PR_REDEMPTIO:
{
int exp;
if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
clif_skill_fail(sd,skill,0,0); //Not enough exp.
return 0;
}
break;
}
case AM_TWILIGHT2:
case AM_TWILIGHT3:
if (!party_skill_check(sd, sd->status.party_id, skill, lv))
{
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
//SHOULD BE OPTIMALIZED [Komurka]
//Optimized #1. optimize comfort later. [Vicious]
case SG_SUN_WARM:
case SG_MOON_WARM:
case SG_STAR_WARM:
if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
break;
clif_skill_fail(sd,skill,0,0);
return 0;
break;
case SG_SUN_COMFORT:
if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
break;
clif_skill_fail(sd,skill,0,0);
return 0;
case SG_MOON_COMFORT:
if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
break;
clif_skill_fail(sd,skill,0,0);
return 0;
case SG_STAR_COMFORT:
if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
break;
clif_skill_fail(sd,skill,0,0);
return 0;
case SG_FUSION:
if (!sc || sc->data[SC_FUSION].timer!=-1)
return 1;
if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
break;
return 0;
case GD_BATTLEORDER:
case GD_REGENERATION:
case GD_RESTORE:
case GD_EMERGENCYCALL:
if (!sd->status.guild_id || !sd->state.gmaster_flag)
return 0;
if (lv <= 0)
return 0;
if (skill == GD_EMERGENCYCALL) {
if (!map_flag_gvg(sd->bl.m))
{ //if not allowed to warp to the map (castles are always allowed)
clif_skill_fail(sd,skill,0,0);
return 0;
}
} else if (!agit_flag) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
//Until they're at right position - gs_skillcheck- [Vicious]
case GS_GLITTERING:
if(sd->spiritball >= 10) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
zeny = 1;
break;
case NJ_ISSEN:
if (sc && sc->data[SC_NEN].timer!=-1)
return 0;
break;
}
if(!(type&2)){
if( hp>0 && status->hp <= (unsigned int)hp) { /* HP<48>`<60>F<EFBFBD>b<EFBFBD>N */
clif_skill_fail(sd,skill,2,0); /* HP<48>s<EFBFBD><73>?F<><46><EFBFBD>s<EFBFBD>ʒm */
return 0;
}
if( sp>0 && status->sp < (unsigned int)sp) { /* SP<53>`<60>F<EFBFBD>b<EFBFBD>N */
clif_skill_fail(sd,skill,1,0); /* SP<53>s<EFBFBD><73>?F<><46><EFBFBD>s<EFBFBD>ʒm */
return 0;
}
if( zeny>0 && sd->status.zeny < zeny) {
clif_skill_fail(sd,skill,5,0);
return 0;
}
if(!(weapon & (1<<sd->status.weapon) ) ) {
clif_skill_fail(sd,skill,6,0);
return 0;
}
if(ammo) { //Skill requires stuff equipped in the arrow slot.
if((i=sd->equip_index[10]) < 0 ||
!sd->inventory_data[i] ||
sd->status.inventory[i].amount < ammo_qty
) {
clif_arrow_fail(sd,0);
return 0;
}
if (!(ammo&1<<sd->inventory_data[i]->look))
{ //Ammo type check. Send the "wrong weapon type" message
//which is the closest we have to wrong ammo type. [Skotlex]
clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
//clif_skill_fail(sd,skill,6,0);
return 0;
}
}
if( spiritball > 0 && sd->spiritball < spiritball) {
clif_skill_fail(sd,skill,0,0); // <20><><EFBFBD><EFBFBD><EFBFBD>s<EFBFBD><73>
return 0;
}
}
switch(state) {
case ST_HIDING:
if(!(sc && sc->option&OPTION_HIDE)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_CLOAKING:
if(!pc_iscloaking(sd)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_HIDDEN:
if(!pc_ishiding(sd)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_RIDING:
if(!pc_isriding(sd)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_FALCON:
if(!pc_isfalcon(sd)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_CART:
if(!pc_iscarton(sd)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_SHIELD:
if(sd->status.shield <= 0) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_SIGHT:
if((!sc || sc->data[SC_SIGHT].timer == -1) && type&1) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_EXPLOSIONSPIRITS:
if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_CARTBOOST:
if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_RECOV_WEIGHT_RATE:
if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_MOVE_ENABLE:
//Check only on begin casting. [Skotlex]
if(!type && !unit_can_move(&sd->bl)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_WATER:
if (
(!sc || (sc->data[SC_DELUGE].timer == -1 && sc->data[SC_SUITON].timer == -1)) &&
(!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
}
if (checkitem_flag) {
for(i=0;i<10;i++) {
int x = lv%11 - 1;
index[i] = -1;
if(itemid[i] <= 0)
continue;
if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
continue;
if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
&& sc && sc->data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
continue;
if((skill == AM_POTIONPITCHER ||
skill == CR_SLIMPITCHER ||
skill == CR_CULTIVATION) && i != x)
continue;
index[i] = pc_search_inventory(sd,itemid[i]);
if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
if(itemid[i] == 716 || itemid[i] == 717)
clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
else
clif_skill_fail(sd,skill,0,0);
return 0;
}
if((itemid[i] >= 715 && itemid[i] <= 717) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
index[i] = -1; //Gemstones are checked, but not substracted from inventory.
}
}
if(!(type&1))
return 1;
sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
if(delitem_flag) {
for(i=0;i<10;i++) {
if(index[i] >= 0)
pc_delitem(sd,index[i],amount[i],0); // <20>A<EFBFBD>C<EFBFBD>e<EFBFBD><65>?<3F><><EFBFBD>
}
// Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
// if (ammo && battle_config.arrow_decrement)
// pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
}
if(type&2)
return 1;
if(sp || hp)
status_zap(&sd->bl, hp, sp);
if(zeny > 0) // Zeny?<3F><><EFBFBD>
pc_payzeny(sd,zeny);
if(spiritball > 0) // <20><><EFBFBD><EFBFBD>?<3F><><EFBFBD>
pc_delspiritball(sd,spiritball,0);
return 1;
}
/*==========================================
* <20>r?<3F><><EFBFBD><EFBFBD>Ԍv<D48C>Z
*------------------------------------------
*/
int skill_castfix( struct block_list *bl, int skill_id, int skill_lv)
{
int castnodex = skill_get_castnodex(skill_id, skill_lv);
int time = skill_get_cast(skill_id, skill_lv);
struct map_session_data *sd;
nullpo_retr(0, bl);
BL_CAST(BL_PC, bl, sd);
// calculate base cast time (reduced by dex)
if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
if (scale > 0) // not instant cast
time = time * scale / battle_config.castrate_dex_scale;
else return 0; // instant cast
}
// calculate cast time reduced by card bonuses
if (sd && sd->castrate != 100)
time = time * sd->castrate / 100;
// config cast time multiplier
if (battle_config.cast_rate != 100)
time = time * battle_config.cast_rate / 100;
// calculate cast time reduced by skill bonuses
if (!(castnodex&2))
time = skill_castfix_sc(bl, time);
// return final cast time
return (time > 0) ? time : 0;
}
/*==========================================
* Does cast-time reductions based on sc data.
*------------------------------------------
*/
int skill_castfix_sc(struct block_list *bl, int time)
{
struct status_change *sc = status_get_sc(bl);
if (time <= 0) return 0;
if (sc && sc->count) {
if (sc->data[SC_SUFFRAGIUM].timer != -1) {
time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
status_change_end(bl, SC_SUFFRAGIUM, -1);
}
if (sc->data[SC_POEMBRAGI].timer != -1)
time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
}
return (time > 0) ? time : 0;
}
/*==========================================
* <20>f<EFBFBD>B<EFBFBD><42><EFBFBD>C<EFBFBD>v<EFBFBD>Z
*------------------------------------------
*/
int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
{
int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
int time = skill_get_delay(skill_id, skill_lv);
nullpo_retr(0, bl);
if (bl->type == BL_MOB)
return 0; //Mobs have no delay other than the skill-specific delay in their skill db. [Skotlex]
// instant cast attack skills depend on aspd as delay [celest]
if (time == 0) {
if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
time = status_get_adelay(bl); //Use attack delay as default delay.
else
time = battle_config.default_skill_delay;
} else if (time < 0)
time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added.
if (battle_config.delay_dependon_dex && !(delaynodex&1))
{ // if skill casttime is allowed to be reduced by dex
int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
if (scale > 0)
time = time * scale / battle_config.castrate_dex_scale;
else //To be capped later to minimum.
time = 0;
}
if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
time = time * ((TBL_PC*)bl)->delayrate / 100;
if (battle_config.delay_rate != 100)
time = time * battle_config.delay_rate / 100;
if (!(delaynodex&2))
{ /* <20>u<EFBFBD><75><EFBFBD>M<EFBFBD>̎? */
struct status_change *sc;
sc= status_get_sc(bl);
if (sc && sc->count) {
if (sc->data[SC_POEMBRAGI].timer != -1)
time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
if (sc->data[SC_SPIRIT].timer != -1)
switch (skill_id) {
case CR_SHIELDBOOMERANG:
if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
time /=2;
break;
case AS_SONICBLOW:
if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
time /= 2;
break;
}
}
}
return (time < battle_config.min_skill_delay_limit)?
battle_config.min_skill_delay_limit:time;
}
/*=========================================
* <20>u<EFBFBD><75><EFBFBD><EFBFBD><EFBFBD>f<EFBFBD>B<EFBFBD>b<EFBFBD>V<EFBFBD><56><EFBFBD>X<EFBFBD>s<EFBFBD>A ?<3F><><EFBFBD><EFBFBD><EFBFBD>?<3F><><EFBFBD><EFBFBD>
*----------------------------------------
*/
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;
}
}
/*=========================================
* <20>u<EFBFBD><75><EFBFBD><EFBFBD><EFBFBD>f<EFBFBD>B<EFBFBD>b<EFBFBD>V<EFBFBD><56><EFBFBD>X<EFBFBD>s<EFBFBD>A <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>??<3F><>
*-----------------------------------------
*/
void skill_brandishspear_dir(struct square *tc,int dir,int are){
int c;
nullpo_retv(tc);
for(c=0;c<5;c++){
if(dir==0){
tc->val2[c]+=are;
}else if(dir==1){
tc->val1[c]-=are; tc->val2[c]+=are;
}else if(dir==2){
tc->val1[c]-=are;
}else if(dir==3){
tc->val1[c]-=are; tc->val2[c]-=are;
}else if(dir==4){
tc->val2[c]-=are;
}else if(dir==5){
tc->val1[c]+=are; tc->val2[c]-=are;
}else if(dir==6){
tc->val1[c]+=are;
}else if(dir==7){
tc->val1[c]+=are; tc->val2[c]+=are;
}
}
}
/*==========================================
* Weapon Repair [Celest/DracoRPG]
*------------------------------------------
*/
void skill_repairweapon(struct map_session_data *sd, int idx)
{
int material;
int materials[4] = { 1002, 998, 999, 756 };
struct item *item;
struct map_session_data *target_sd;
nullpo_retv(sd);
target_sd = map_id2sd(sd->menuskill_lv);
if (!target_sd) //Failed....
return;
if(idx==0xFFFF) // No item selected ('Cancel' clicked)
return;
if(idx < 0 || idx >= MAX_INVENTORY)
return; //Invalid index??
item = &target_sd->status.inventory[idx];
if(item->nameid <= 0 || item->attribute == 0)
return; //Again invalid item....
if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
clif_item_repaireffect(sd,item->nameid,1);
return;
}
if (itemdb_type(item->nameid)==4)
material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
else
material = materials [2]; // Armors consume 1 Steel
if (pc_search_inventory(sd,material) < 0 ) {
clif_skill_fail(sd,sd->menuskill_id,0,0);
return;
}
item->attribute=0;
clif_equiplist(target_sd);
pc_delitem(sd,pc_search_inventory(sd,material),1,0);
clif_item_repaireffect(sd,item->nameid,0);
if(sd!=target_sd)
clif_item_repaireffect(target_sd,item->nameid,0);
}
/*==========================================
* Item Appraisal
*------------------------------------------
*/
void skill_identify(struct map_session_data *sd,int idx)
{
int flag=1;
nullpo_retv(sd);
if(idx >= 0 && idx < MAX_INVENTORY) {
if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
flag=0;
sd->status.inventory[idx].identify=1;
}
}
clif_item_identified(sd,idx,flag);
}
/*==========================================
* Weapon Refine [Celest]
*------------------------------------------
*/
void skill_weaponrefine(struct map_session_data *sd,int idx)
{
int i = 0, ep = 0, per;
int material[5] = { 0, 1010, 1011, 984, 984 };
struct item *item;
nullpo_retv(sd);
if (idx >= 0 && idx < MAX_INVENTORY) {
struct item_data *ditem = sd->inventory_data[idx];
item = &sd->status.inventory[idx];
if(item->nameid > 0 && ditem->type == 4) {
if (item->refine >= sd->menuskill_lv ||
item->refine >= MAX_REFINE || // if it's no longer refineable
ditem->flag.no_refine || // if the item isn't refinable
(i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
clif_skill_fail(sd,sd->menuskill_id,0,0);
return;
}
per = percentrefinery [ditem->wlv][(int)item->refine];
per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
if (per > rand() % 100) {
item->refine++;
pc_delitem(sd, i, 1, 0);
if(item->equip) {
ep = item->equip;
pc_unequipitem(sd,idx,3);
}
clif_refine(sd->fd,sd,0,idx,item->refine);
clif_delitem(sd,idx,1);
clif_additem(sd,idx,1,0);
if (ep)
pc_equipitem(sd,idx,ep);
clif_misceffect(&sd->bl,3);
if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
switch(ditem->wlv){
case 1:
pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
break;
case 2:
pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
break;
case 3:
pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
break;
}
}
} else {
pc_delitem(sd, i, 1, 0);
item->refine = 0;
if(item->equip)
pc_unequipitem(sd,idx,3);
clif_refine(sd->fd,sd,1,idx,item->refine);
pc_delitem(sd,idx,1,0);
clif_misceffect(&sd->bl,2);
clif_emotion(&sd->bl, 23);
}
}
}
}
/*==========================================
* <20>I?<3F>g<EFBFBD>X<EFBFBD>y<EFBFBD><79>
*------------------------------------------
*/
int skill_autospell(struct map_session_data *sd,int skillid)
{
int skilllv;
int maxlv=1,lv;
nullpo_retr(0, sd);
skilllv = sd->menuskill_lv;
lv=pc_checkskill(sd,skillid);
if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
if(skillid==MG_NAPALMBEAT) maxlv=3;
else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
maxlv =10; //Soul Linker bonus. [Skotlex]
else if(skilllv==2) maxlv=1;
else if(skilllv==3) maxlv=2;
else if(skilllv>=4) maxlv=3;
}
else if(skillid==MG_SOULSTRIKE){
if(skilllv==5) maxlv=1;
else if(skilllv==6) maxlv=2;
else if(skilllv>=7) maxlv=3;
}
else if(skillid==MG_FIREBALL){
if(skilllv==8) maxlv=1;
else if(skilllv>=9) maxlv=2;
}
else if(skillid==MG_FROSTDIVER) maxlv=1;
else return 0;
if(maxlv > lv)
maxlv = lv;
sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
skill_get_time(SA_AUTOSPELL,skilllv));
return 0;
}
/*==========================================
* <20>M<EFBFBD><4D><EFBFBD><EFBFBD><EFBFBD>O<EFBFBD>X<EFBFBD>^?<3F>p<EFBFBD><70><EFBFBD>_<EFBFBD>C<EFBFBD>X<EFBFBD><58><EFBFBD><EFBFBD>?<3F>?(foreachinarea)
*------------------------------------------
*/
static int skill_gangster_count(struct block_list *bl,va_list ap)
{
struct map_session_data *sd;
sd=(struct map_session_data*)bl;
if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
return 1;
return 0;
}
static int skill_gangster_in(struct block_list *bl,va_list ap)
{
struct map_session_data *sd;
sd=(struct map_session_data*)bl;
if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
sd->state.gangsterparadise=1;
return 0;
}
static int skill_gangster_out(struct block_list *bl,va_list ap)
{
struct map_session_data *sd;
sd=(struct map_session_data*)bl;
if(sd && sd->state.gangsterparadise)
sd->state.gangsterparadise=0;
return 0;
}
int skill_gangsterparadise(struct map_session_data *sd ,int type)
{
int range;
nullpo_retr(0, sd);
if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
return 0;
range = skill_get_splash(RG_GANGSTER, range);
if(type==1) {/* ?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F>? */
if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
{ /*<2A>M<EFBFBD><4D><EFBFBD><EFBFBD><EFBFBD>O<EFBFBD>X<EFBFBD>^??<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E78EA9><EFBFBD>ɂ<EFBFBD><C982>M<EFBFBD><4D><EFBFBD><EFBFBD><EFBFBD>O<EFBFBD>X<EFBFBD>^???<3F><>t?*/
map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
sd->state.gangsterparadise = 1;
}
return 0;
}
else if(type==0) {/* <20><><EFBFBD><EFBFBD>?オ<><E382AA><EFBFBD><EFBFBD><EFBFBD>Ƃ<EFBFBD><C682><EFBFBD>?<3F>? */
if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
sd->state.gangsterparadise = 0;
return 0;
}
return 0;
}
/*==========================================
* Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
*------------------------------------------
*/
static int skill_rest_count(struct block_list *bl,va_list ap)
{
struct map_session_data *sd;
sd=(struct map_session_data*)bl;
if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
return 1;
return 0;
}
static int skill_rest_in(struct block_list *bl,va_list ap)
{
struct map_session_data *sd;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
sd=(struct map_session_data*)bl;
if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
sd->state.rest=1;
status_calc_pc(sd,0);
}
return 0;
}
static int skill_rest_out(struct block_list *bl,va_list ap)
{
struct map_session_data *sd;
sd=(struct map_session_data*)bl;
if(sd && sd->state.rest != 0)
sd->state.rest=0;
return 0;
}
int skill_rest(struct map_session_data *sd ,int type)
{
int range;
nullpo_retr(0, sd);
if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
range = skill_get_splash(TK_HPTIME, range);
else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
range = skill_get_splash(TK_SPTIME, range);
else
return 0;
if(type==1) { //When you sit down
if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
{
map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
sd->state.rest = 1;
status_calc_pc(sd,0);
}
return 0;
}
else if(type==0) { //When you stand up
if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
sd->state.rest = 0;
status_calc_pc(sd,0);
return 0;
}
return 0;
}
/*==========================================
* <20><><EFBFBD><EFBFBD><EFBFBD>W<EFBFBD><57>?<3F>N?<3F>X<EFBFBD>N<EFBFBD><4E>?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F>?(foreachinarea)
*------------------------------------------
*/
int skill_frostjoke_scream(struct block_list *bl,va_list ap)
{
struct block_list *src;
int skillnum,skilllv;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, src=va_arg(ap,struct block_list*));
skillnum=va_arg(ap,int);
skilllv=va_arg(ap,int);
if(skilllv <= 0) return 0;
tick=va_arg(ap,unsigned int);
if (src == bl || //<2F><><EFBFBD><EFBFBD><EFBFBD>ɂ<EFBFBD>?<3F><><EFBFBD>Ȃ<EFBFBD>
bl->prev == NULL ||
status_isdead(bl))
return 0;
if (bl->type == BL_PC) {
struct map_session_data *sd = (struct map_session_data *)bl;
if (sd && sd->sc.option&OPTION_INVISIBLE)
return 0;
}
//It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
if(battle_check_target(src,bl,BCT_ENEMY) > 0)
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
return 0;
}
/*==========================================
* <20>o<EFBFBD>W<EFBFBD><57><EFBFBD>J<EFBFBD>̃Z<CC83><5A><EFBFBD><EFBFBD>?ݒ肷<DD92><E882B7>
*------------------------------------------
*/
void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int skill_lv, int flag)
{
int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
int size = range*2+1;
for (i=0;i<size*size;i++) {
x = src->bl.x+(i%size-range);
y = src->bl.y+(i/size-range);
map_setcell(src->bl.m,x,y,flag);
}
}
/*==========================================
* Sets a map cell around the caster, according to the skill's range.
*------------------------------------------
*/
void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
{
int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
int size = range*2+1;
for (i=0;i<size*size;i++) {
x = src->x+(i%size-range);
y = src->y+(i/size-range);
map_setcell(src->m,x,y,flag);
}
}
/*==========================================
*
*------------------------------------------
*/
int skill_attack_area(struct block_list *bl,va_list ap)
{
struct block_list *src,*dsrc;
int atk_type,skillid,skilllv,flag,type;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
atk_type = va_arg(ap,int);
if((src=va_arg(ap,struct block_list*)) == NULL)
return 0;
if((dsrc=va_arg(ap,struct block_list*)) == NULL)
return 0;
skillid=va_arg(ap,int);
skilllv=va_arg(ap,int);
if(skillid > 0 && skilllv <= 0) return 0; // celest
tick=va_arg(ap,unsigned int);
flag=va_arg(ap,int);
type=va_arg(ap,int);
if(battle_check_target(dsrc,bl,type) > 0)
skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int skill_clear_group(struct block_list *bl, int flag)
{
struct unit_data *ud = unit_bl2ud(bl);
struct skill_unit_group *group[MAX_SKILLUNITGROUP];
int i, count=0;
nullpo_retr(0, bl);
if (!ud) return 0;
//All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
{
switch (ud->skillunit[i]->skill_id) {
case SA_DELUGE:
case SA_VOLCANO:
case SA_VIOLENTGALE:
case SA_LANDPROTECTOR:
case NJ_SUITON:
if (flag&1)
group[count++]= ud->skillunit[i];
break;
default:
if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
group[count++]= ud->skillunit[i];
break;
}
}
for (i=0;i<count;i++)
skill_delunitgroup(bl, group[i]);
return count;
}
/*==========================================
* Returns the first element field found [Skotlex]
*------------------------------------------
*/
struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
{
struct unit_data *ud = unit_bl2ud(bl);
int i;
nullpo_retr(0, bl);
if (!ud) return NULL;
for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
switch (ud->skillunit[i]->skill_id) {
case SA_DELUGE:
case SA_VOLCANO:
case SA_VIOLENTGALE:
case SA_LANDPROTECTOR:
case NJ_SUITON:
return ud->skillunit[i];
}
}
return NULL;
}
// for graffiti cleaner [Valaris]
int skill_graffitiremover(struct block_list *bl, va_list ap)
{
struct skill_unit *unit=NULL;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
return 0;
if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
skill_delunit(unit);
return 0;
}
int skill_greed(struct block_list *bl, va_list ap)
{
struct block_list *src;
struct map_session_data *sd=NULL;
struct flooritem_data *fitem=NULL;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, src = va_arg(ap,struct block_list *));
if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
pc_takeitem(sd, fitem);
return 0;
}
/*==========================================
* <20><><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>v<EFBFBD>?<3F>e<EFBFBD>N<EFBFBD>^?<3F>`<60>F<EFBFBD>b<EFBFBD>N(foreachinarea)
*------------------------------------------
*/
int skill_landprotector(struct block_list *bl, va_list ap )
{
int skillid;
int *alive;
struct skill_unit *unit;
struct block_list *src;
skillid = va_arg(ap,int);
alive = va_arg(ap,int *);
src = va_arg(ap,struct block_list *);
unit = (struct skill_unit *)bl;
if (unit == NULL || unit->group == NULL)
return 0;
if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
&& battle_check_target(bl, src, BCT_ENEMY) > 0)
{ //Check for offensive Land Protector to delete both. [Skotlex]
(*alive) = 0;
skill_delunit(unit);
return 1;
}
if (skill_get_type(unit->group->skill_id) != BF_MAGIC)
return 0; //Only blocks out magical skills.````````
if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
skill_delunit(unit);
} else
if (unit->group->skill_id == SA_LANDPROTECTOR) {
(*alive) = 0;
} else
if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
//Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
(*alive) = 0;
} else
return 0;
return 1;
}
/*==========================================
* variation of skill_landprotector
*------------------------------------------
*/
int skill_ganbatein(struct block_list *bl, va_list ap )
{
struct skill_unit *unit;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
return 0;
// Apparently, it REMOVES traps.
// if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
// return 0; //Do not remove traps.
if (unit->group->skill_id == SA_LANDPROTECTOR)
skill_delunit(unit);
else skill_delunitgroup(NULL, unit->group);
return 1;
}
/*==========================================
* <20>w<EFBFBD><77><EFBFBD><EFBFBD>??<3F><>src<72><63>?<3F><><EFBFBD>ėL?<3F>ȃ^?<3F>Q<EFBFBD>b<EFBFBD>g<EFBFBD><67>bl<62><6C>?<3F><>?<3F><><EFBFBD><EFBFBD>(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;
}
/*==========================================
* <20>g<EFBFBD><67><EFBFBD>b<EFBFBD>v<EFBFBD><76>??<3F>?(foreachinarea)
*------------------------------------------
*/
int skill_trap_splash (struct block_list *bl, va_list ap)
{
struct block_list *src;
int tick;
struct skill_unit *unit;
struct skill_unit_group *sg;
struct block_list *ss;
src = va_arg(ap,struct block_list *);
unit = (struct skill_unit *)src;
tick = va_arg(ap,int);
nullpo_retr(0, sg = unit->group);
nullpo_retr(0, ss = map_id2bl(sg->src_id));
if(battle_check_target(src,bl,BCT_ENEMY) > 0){
switch(sg->unit_id){
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
break;
case UNT_BLASTMINE:
case UNT_CLAYMORETRAP:
skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_FREEZINGTRAP:
skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
}
}
return 0;
}
/*==========================================
* <20>X<EFBFBD>e?<3F>^<5E>X<EFBFBD><58>?<3F>?I<><49>
*------------------------------------------
*/
int skill_enchant_elemental_end (struct block_list *bl, int type)
{
struct status_change *sc;
nullpo_retr(0, bl);
nullpo_retr(0, sc= status_get_sc(bl));
if (!sc->count) return 0;
if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* <20>G<EFBFBD><47><EFBFBD>`<60><><EFBFBD><EFBFBD><EFBFBD>g<EFBFBD>|<7C>C<EFBFBD>Y<EFBFBD><59><EFBFBD><EFBFBD>?<3F> */
status_change_end(bl, SC_ENCPOISON, -1);
if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* <20>A<EFBFBD>X<EFBFBD>y<EFBFBD><79><EFBFBD>V<EFBFBD>I<EFBFBD><49>?<3F> */
status_change_end(bl, SC_ASPERSIO, -1);
if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* <20>t<EFBFBD><74><EFBFBD>C<EFBFBD><43><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>`<60><><EFBFBD><EFBFBD>?<3F> */
status_change_end(bl, SC_FIREWEAPON, -1);
if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* <20>t<EFBFBD>?<3F>X<EFBFBD>g<EFBFBD>E<EFBFBD>F<EFBFBD>|<7C><><EFBFBD><EFBFBD>?<3F> */
status_change_end(bl, SC_WATERWEAPON, -1);
if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* <20><><EFBFBD>C<EFBFBD>g<EFBFBD>j<EFBFBD><6A><EFBFBD>O<EFBFBD>??<3F>_?<3F><>?<3F> */
status_change_end(bl, SC_WINDWEAPON, -1);
if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* <20>T<EFBFBD>C<EFBFBD>X<EFBFBD>~<7E>b<EFBFBD>N<EFBFBD>E<EFBFBD>F<EFBFBD>|<7C><><EFBFBD><EFBFBD>?<3F> */
status_change_end(bl, SC_EARTHWEAPON, -1);
if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
status_change_end(bl, SC_SHADOWWEAPON, -1);
if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
status_change_end(bl, SC_GHOSTWEAPON, -1);
return 0;
}
int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
{
static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
int end = 1,i;
if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
(bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
{ //Check for walls.
for (i = 0; i < 8; i++)
if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
{
end = 0;
break;
}
} else
end = 0; //No wall check.
if(end){
if (sc->data[SC_CLOAKING].timer != -1) {
if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
status_change_end(bl, SC_CLOAKING, -1);
else if(sc->data[SC_CLOAKING].val4&2)
{ //Remove wall bonus
sc->data[SC_CLOAKING].val4&=~2;
status_calc_bl(bl,SCB_SPEED);
}
}
}
else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&2))
{ //Add wall speed bonus
sc->data[SC_CLOAKING].val4|=2;
status_calc_bl(bl,SCB_SPEED);
}
return end;
}
/*
*----------------------------------------------------------------------------
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g
*----------------------------------------------------------------------------
*/
/*==========================================
* <20><><EFBFBD>t/<2F>_<EFBFBD><5F><EFBFBD>X<EFBFBD><58><EFBFBD><EFBFBD><EFBFBD>߂<EFBFBD>
* flag 1<><31>?<3F><>t<EFBFBD><74><EFBFBD>Ȃ瑊<C882><E7918A><EFBFBD>Ƀ<EFBFBD><C983>j<EFBFBD>b<EFBFBD>g<EFBFBD><67><EFBFBD>C<EFBFBD><43><EFBFBD><EFBFBD>
*
*------------------------------------------
*/
void skill_stop_dancing(struct block_list *src)
{
struct status_change* sc;
struct skill_unit_group* group;
struct map_session_data* dsd = NULL;
nullpo_retv(src);
nullpo_retv(sc = status_get_sc(src));
if(!sc->count || sc->data[SC_DANCING].timer == -1)
return;
group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
sc->data[SC_DANCING].val2 = 0;
if (sc->data[SC_DANCING].val4)
{
if (sc->data[SC_DANCING].val4 != BCT_SELF)
dsd = map_id2sd(sc->data[SC_DANCING].val4);
sc->data[SC_DANCING].val4 = 0;
}
if (group)
skill_delunitgroup(NULL, group);
if (dsd)
{
dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
status_change_end(&dsd->bl, SC_DANCING, -1);
}
status_change_end(src, SC_DANCING, -1);
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g?<3F><><EFBFBD><EFBFBD><EFBFBD>
*------------------------------------------
*/
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);
switch (group->skill_id) {
case AL_PNEUMA:
skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
break;
case MG_SAFETYWALL:
skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
break;
case SA_LANDPROTECTOR:
skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
break;
case HP_BASILICA:
skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
break;
case WZ_ICEWALL:
skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
break;
}
return unit;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g?<3F>?<3F>
*------------------------------------------
*/
int skill_delunit(struct skill_unit *unit)
{
struct skill_unit_group *group;
nullpo_retr(0, unit);
if(!unit->alive)
return 0;
nullpo_retr(0, group=unit->group);
/* onlimit<69>C<EFBFBD>x<EFBFBD><78><EFBFBD>g<EFBFBD>Ă<EFBFBD>?o<><6F> */
skill_unit_onlimit( unit,gettick() );
/* onout<75>C<EFBFBD>x<EFBFBD><78><EFBFBD>g<EFBFBD>Ă<EFBFBD>?o<><6F> */
if (!unit->range) {
map_foreachincell(skill_unit_effect,unit->bl.m,
unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
}
switch (group->skill_id) {
case AL_PNEUMA:
skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
break;
case MG_SAFETYWALL:
skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
break;
case SA_LANDPROTECTOR:
skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
break;
case HP_BASILICA:
skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
break;
case WZ_ICEWALL:
skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
break;
}
clif_skill_delunit(unit);
unit->group=NULL;
unit->alive=0;
map_delobjectnofree(unit->bl.id);
if(--group->alive_count==0)
skill_delunitgroup(NULL, group);
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>O<EFBFBD><4F>?<3F>v?<3F><><EFBFBD><EFBFBD><EFBFBD>
*------------------------------------------
*/
static int skill_unit_group_newid = MAX_SKILL_DB;
struct skill_unit_group *skill_initunitgroup(struct block_list *src,
int count,int skillid,int skilllv,int unit_id, int limit, int interval)
{
struct unit_data *ud = unit_bl2ud(src);
struct skill_unit_group *group=NULL;
int i;
if(skilllv <= 0) return 0;
nullpo_retr(NULL, src);
nullpo_retr(NULL, ud);
for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
if(i == MAX_SKILLUNITGROUP) {
int j=0;
unsigned maxdiff=0,x,tick=gettick();
for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
maxdiff=x;
j=i;
}
skill_delunitgroup(src, ud->skillunit[j]);
//Since elements must have shifted, we use the last slot.
i = MAX_SKILLUNITGROUP-1;
}
if (!ud->skillunit[i])
ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
group=ud->skillunit[i];
group->src_id=src->id;
group->party_id=status_get_party_id(src);
group->guild_id=status_get_guild_id(src);
group->group_id=skill_unit_group_newid++;
if(skill_unit_group_newid<=0)
skill_unit_group_newid = MAX_SKILL_DB;
group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
group->unit_count=count;
group->alive_count=0;
group->val1=group->val2=group->val3=0;
group->skill_id=skillid;
group->skill_lv=skilllv;
group->unit_id=unit_id;
group->map=src->m;
group->limit=limit;
group->interval=interval;
group->tick=gettick();
if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
group->tick += 1500;
else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex]
group->tick += interval;
group->valstr=NULL;
i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
if (i&UF_DANCE) {
struct map_session_data *sd = NULL;
if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
sd->skillid_dance=skillid;
sd->skilllv_dance=skilllv;
}
sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
//?<3F><>t<EFBFBD>X<EFBFBD>L<EFBFBD><4C><EFBFBD>͑<EFBFBD><CD91><EFBFBD><EFBFBD><EFBFBD><EFBFBD>_<EFBFBD><5F><EFBFBD>X?<3F><>Ԃɂ<D482><C982><EFBFBD>
if (sd && i&UF_ENSEMBLE &&
battle_config.player_skill_partner_check &&
(!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
) {
skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
}
}
return group;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>O<EFBFBD><4F>?<3F>v?<3F>?<3F>
*------------------------------------------
*/
int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group)
{
struct unit_data *ud;
int i,j;
nullpo_retr(0, group);
if (!src) src=map_id2bl(group->src_id);
ud = unit_bl2ud(src);
if(!src || !ud) {
ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
return 0;
}
if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
{
struct status_change* sc = status_get_sc(src);
if (sc && sc->data[SC_DANCING].timer != -1)
{
sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
status_change_end(src,SC_DANCING,-1);
}
}
if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
struct status_change *sc = status_get_sc(src);
if(sc && sc->data[SC_GOSPEL].timer != -1) {
sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
status_change_end(src,SC_GOSPEL,-1);
}
}
if (group->skill_id == SG_SUN_WARM ||
group->skill_id == SG_MOON_WARM ||
group->skill_id == SG_STAR_WARM) {
struct status_change *sc = status_get_sc(src);
if(sc && sc->data[SC_WARM].timer != -1) {
sc->data[SC_WARM].val4 = 0;
status_change_end(src,SC_WARM,-1);
}
}
if (src->type==BL_PC && group->state.ammo_consume)
battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
group->alive_count=0;
if(group->unit!=NULL){
for(i=0;i<group->unit_count;i++)
if(group->unit[i].alive)
skill_delunit(&group->unit[i]);
}
if(group->valstr!=NULL){
aFree(group->valstr);
group->valstr=NULL;
}
map_freeblock((struct block_list*)group->unit); /* aFree()<29>̑ւ<CC91><D682><EFBFBD> */
group->unit=NULL;
group->group_id=0;
group->unit_count=0;
//Locate and clear this unit from the array.
for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
j--;
if (i<MAX_SKILLUNITGROUP) {
ud->skillunit[i] = ud->skillunit[j];
ud->skillunit[j] = NULL;
ers_free(skill_unit_ers, group);
} else
ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
return 1;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>O<EFBFBD><4F>?<3F>v<EFBFBD>S?<3F>?<3F>
*------------------------------------------
*/
int skill_clear_unitgroup(struct block_list *src)
{
struct unit_data *ud = unit_bl2ud(src);
nullpo_retr(0, ud);
while (ud->skillunit[0])
skill_delunitgroup(src, ud->skillunit[0]);
return 1;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>O<EFBFBD><4F>?<3F>v<EFBFBD>̔<EFBFBD><CC94>e<EFBFBD><65>tick??<3F>
*------------------------------------------
*/
struct skill_unit_group_tickset *skill_unitgrouptickset_search(
struct block_list *bl,struct skill_unit_group *group,int tick)
{
int i,j=-1,k,s,id;
struct unit_data *ud;
struct skill_unit_group_tickset *set;
nullpo_retr(0, bl);
if (group->interval==-1)
return NULL;
ud = unit_bl2ud(bl);
if (!ud) return NULL;
set = ud->skillunittick;
if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
id = s = group->skill_id;
else
id = s = group->group_id;
for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
if (set[k].id == id)
return &set[k];
else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
j=k;
}
if (j == -1) {
if(battle_config.error_log) {
ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
}
j = id % MAX_SKILLUNITGROUPTICKSET;
}
set[j].id = id;
set[j].tick = tick;
return &set[j];
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>^<5E>C<EFBFBD>}??<3F><>?<3F>?<3F>p(foreachinarea)
*------------------------------------------
*/
int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
{
struct skill_unit *unit;
struct skill_unit_group *group;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
unit = va_arg(ap,struct skill_unit *);
tick = va_arg(ap,unsigned int);
if (!unit->alive || bl->prev==NULL)
return 0;
nullpo_retr(0, group=unit->group);
if (skill_get_type(group->skill_id)==BF_MAGIC
&& map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
return 0; //AoE skills are ineffective. [Skotlex]
if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
return 0;
skill_unit_onplace_timer(unit,bl,tick);
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>^<5E>C<EFBFBD>}??<3F>?<3F>p(foreachobject)
*------------------------------------------
*/
int skill_unit_timer_sub( struct block_list *bl, va_list ap )
{
struct skill_unit *unit;
struct skill_unit_group *group;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, unit=(struct skill_unit *)bl);
tick=va_arg(ap,unsigned int);
if(!unit->alive)
return 0;
group=unit->group;
nullpo_retr(0, group);
/* onplace_timer<65>C<EFBFBD>x<EFBFBD><78><EFBFBD>g<EFBFBD>Ă<EFBFBD>?o<><6F> */
if (unit->range>=0 && group->interval!=-1) {
if (battle_config.skill_wall_check)
map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
group->bl_flag,bl,tick);
else
map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
group->bl_flag,bl,tick);
if (!unit->alive)
return 0;
}
/* <20><><EFBFBD><EFBFBD><>?<3F>?<3F> */
if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
switch(group->unit_id){
case UNT_BLASTMINE:
group->unit_id = UNT_USED_TRAPS;
clif_changetraplook(bl, UNT_USED_TRAPS);
group->limit=DIFF_TICK(tick+1500,group->tick);
unit->limit=DIFF_TICK(tick+1500,group->tick);
break;
case UNT_SKIDTRAP:
case UNT_ANKLESNARE:
case UNT_LANDMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_CLAYMORETRAP:
case UNT_TALKIEBOX:
{
struct block_list *src=map_id2bl(group->src_id);
if(group->unit_id == UNT_ANKLESNARE && group->val2);
else{
if(src && src->type==BL_PC && !group->state.into_abyss)
{ //Avoid generating trap items when it did not cost to create them. [Skotlex]
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid=1065;
item_tmp.identify=1;
map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?<3F>Ԋ<EFBFBD>
}
}
skill_delunit(unit);
}
break;
case 0xc1:
case 0xc2:
case 0xc3:
case 0xc4:
{
struct block_list *src=map_id2bl(group->src_id);
if (src)
group->tick = tick;
}
break;
default:
skill_delunit(unit);
}
}
if(group->unit_id == UNT_ICEWALL) {
unit->val1 -= 5;
if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
unit->limit = DIFF_TICK(tick+700,group->tick);
}
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>^<5E>C<EFBFBD>}??<3F>?
*------------------------------------------
*/
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;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>ړ<EFBFBD><DA93><EFBFBD>?<3F>?<3F>p(foreachinarea)
*------------------------------------------
*/
int skill_unit_move_sub( struct block_list *bl, va_list ap )
{
struct skill_unit *unit = (struct skill_unit *)bl;
struct block_list *target;
unsigned int tick,flag,result;
int skill_id;
target=va_arg(ap,struct block_list*);
tick = va_arg(ap,unsigned int);
flag = va_arg(ap,int);
nullpo_retr(0, unit->group);
if (!(unit->group->bl_flag&target->type))
return 0; //we don't target this type of bl
skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
if (unit->group->interval!=-1 &&
!(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
return 0;
if (!unit->alive || target->prev==NULL)
return 0;
if (flag&1)
{
result = skill_unit_onplace(unit,target,tick);
if (flag&2 && result)
{ //Clear skill ids we have stored in onout.
int i;
for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
if (i<8)
skill_unit_temp[i] = 0;
}
}
else
{
result = skill_unit_onout(unit,target,tick);
if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
skill_unit_temp[skill_unit_index++] = result;
}
if (flag&4)
skill_unit_onleft(skill_id,target,tick);
return 1;
}
/*==========================================
* Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
* Flag values:
* flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
* flag&2: this function is being invoked twice as a bl moves, store in memory the affected
* units to figure out when they have left a group.
* flag&4: Force a onleft event (triggered when the bl is killed, for example)
*------------------------------------------
*/
int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
{
nullpo_retr(0, bl);
if(bl->prev==NULL )
return 0;
if (flag&2 && !(flag&1))
{ //Onout, clear data
memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
skill_unit_index=0;
}
map_foreachincell(skill_unit_move_sub,
bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
if (flag&2 && flag&1)
{ //Onplace, check any skill units you have left.
int i;
for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
skill_unit_onleft(skill_unit_temp[i], bl, tick);
}
return 0;
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD><67>?<3F>̈ړ<CC88><DA93><EFBFBD>?<3F>?
* <20><>?<3F>̓O<CD83><4F>?<3F>v<EFBFBD>ƈړ<C688><DA93><EFBFBD>
*------------------------------------------
*/
int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
{
int i,j;
unsigned int tick = gettick();
int *m_flag;
struct skill_unit *unit1;
struct skill_unit *unit2;
nullpo_retr(0, group);
if (group->unit_count<=0)
return 0;
if (group->unit==NULL)
return 0;
if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
return 0;
m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
memset(m_flag,0,sizeof(int)*group->unit_count);// <20>ړ<EFBFBD><DA93>t<EFBFBD><74><EFBFBD>O
// m_flag
// 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
// 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
// 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
// 3: Both 1+2.
for(i=0;i<group->unit_count;i++){
unit1=&group->unit[i];
if (!unit1->alive || unit1->bl.m!=m)
continue;
for(j=0;j<group->unit_count;j++){
unit2=&group->unit[j];
if (!unit2->alive)
continue;
if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
m_flag[i] |= 0x1;
}
if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
m_flag[i] |= 0x2;
}
}
}
j = 0;
for (i=0;i<group->unit_count;i++) {
unit1=&group->unit[i];
if (!unit1->alive)
continue;
if (!(m_flag[i]&0x2)) {
map_foreachincell(skill_unit_effect,unit1->bl.m,
unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
}
//Move Cell using "smart" criteria (avoid useless moving around)
switch(m_flag[i])
{
case 0:
//Cell moves independently, safely move it.
map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
clif_skill_setunit(unit1);
break;
case 1:
//Cell moves unto another cell, look for a replacement cell that won't collide
//and has no cell moving into it (flag == 2)
for(;j<group->unit_count;j++)
{
if(m_flag[j]!=2 || !group->unit[j].alive)
continue;
//Move to where this cell would had moved.
unit2 = &group->unit[j];
map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
clif_skill_setunit(unit1);
j++; //Skip this cell as we have used it.
break;
}
break;
case 2:
case 3:
break; //Don't move the cell as a cell will end on this tile anyway.
}
if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
map_foreachincell(skill_unit_effect,unit1->bl.m,
unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
}
}
aFree(m_flag);
return 0;
}
/*----------------------------------------------------------------------------
* <20>A<EFBFBD>C<EFBFBD>e<EFBFBD><65>?<3F>?<3F>
*----------------------------------------------------------------------------
*/
/*==========================================
* <20>A<EFBFBD>C<EFBFBD>e<EFBFBD><65>?<3F>?<3F><>”\<5C><><EFBFBD><EFBFBD>
*------------------------------------------
*/
int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
{
int i,j;
nullpo_retr(0, sd);
if(nameid<=0)
return 0;
for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
if(skill_produce_db[i].nameid == nameid )
break;
}
if( i >= MAX_SKILL_PRODUCE_DB ) /* <20>f?<3F>^<5E>x?<3F>X<EFBFBD>ɂȂ<C982> */
return 0;
if(trigger>=0){
if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
if(skill_produce_db[i].itemlv!=trigger)
return 0;
} else if(trigger>10) { // Food (itemlv must be higher or equal)
if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
return 0;
} else { // Weapon (itemlv must be higher or equal)
if(skill_produce_db[i].itemlv>trigger)
return 0;
}
}
if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
return 0; /* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD> */
for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
int id,x,y;
if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F><><EFBFBD><><DE97>v<EFBFBD><76><EFBFBD>Ȃ<EFBFBD> */
continue;
if(skill_produce_db[i].mat_amount[j] <= 0) {
if(pc_search_inventory(sd,id) < 0)
return 0;
}
else {
for(y=0,x=0;y<MAX_INVENTORY;y++)
if( sd->status.inventory[y].nameid == id )
x+=sd->status.inventory[y].amount;
if(x<qty*skill_produce_db[i].mat_amount[j]) /* <20>A<EFBFBD>C<EFBFBD>e<EFBFBD><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD> */
return 0;
}
}
return i+1;
}
/*==========================================
* <20>A<EFBFBD>C<EFBFBD>e<EFBFBD><65>?<3F>?<3F><>”\<5C><><EFBFBD><EFBFBD>
*------------------------------------------
*/
int skill_produce_mix( struct map_session_data *sd, int skill_id,
int nameid, int slot1, int slot2, int slot3, int qty)
{
int slot[3];
int i,sc,ele,idx,equip,wlv,make_per,flag;
struct status_data *status;
nullpo_retr(0, sd);
status = status_get_status_data(&sd->bl);
if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?<3F>?<3F>s<EFBFBD><73> */
return 0;
idx--;
if (qty < 1)
qty = 1;
if (!skill_id) //A skill can be specified for some override cases.
skill_id = skill_produce_db[idx].req_skill;
slot[0]=slot1;
slot[1]=slot2;
slot[2]=slot3;
/* <20><><EFBFBD><EFBFBD>?<3F><>?<3F>? */
for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
int j;
if( slot[i]<=0 )
continue;
j = pc_search_inventory(sd,slot[i]);
if(j < 0) /* <20>s?<3F><>p<EFBFBD>P<EFBFBD>b<EFBFBD>g(<28>A<EFBFBD>C<EFBFBD>e<EFBFBD><65><EFBFBD><EFBFBD>?<3F>)<29>`<60>F<EFBFBD>b<EFBFBD>N */
continue;
if(slot[i]==1000){ /* Star Crumb */
pc_delitem(sd,j,1,1);
sc++;
}
if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
static const int ele_table[4]={3,1,4,2};
pc_delitem(sd,j,1,1);
ele=ele_table[slot[i]-994];
}
}
/* ?ޗ<>?<3F><><EFBFBD> */
for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
int j,id,x;
if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
continue;
x=qty*skill_produce_db[idx].mat_amount[i]; /* <20>K<EFBFBD>v<EFBFBD>Ȍ<EFBFBD>? */
do{ /* <20>Q<EFBFBD>ˆ<EFBFBD>?<3F><>̃C<CC83><43><EFBFBD>f<EFBFBD>b<EFBFBD>N<EFBFBD>X<EFBFBD>ɂ܂<C982><DC82><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ă<EFBFBD><C482><EFBFBD><E982A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD> */
int y=0;
j = pc_search_inventory(sd,id);
if(j >= 0){
y = sd->status.inventory[j].amount;
if(y>x)y=x; /* <20><><EFBFBD><EFBFBD><EFBFBD>Ă<EFBFBD><C482><EFBFBD> */
pc_delitem(sd,j,y,0);
}else {
if(battle_config.error_log)
ShowError("skill_produce_mix: material item error\n");
}
x-=y; /* <20>܂<EFBFBD><DC82><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD><C882><EFBFBD>?<3F><><EFBFBD>v<EFBFBD>Z */
}while( j>=0 && x>0 ); /* ?ޗ<><DE97><EFBFBD>?<3F><><EFBFBD>邩?A<>G<EFBFBD><47>?<3F>ɂȂ<C982><C882>܂ŌJ<C58C><4A><EFBFBD>Ԃ<EFBFBD> */
}
if((equip=itemdb_isequip(nameid)))
wlv = itemdb_wlv(nameid);
if(!equip) {
switch(skill_id){
case BS_IRON:
case BS_STEEL:
case BS_ENCHANTEDSTONE:
{ // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
int skill = pc_checkskill(sd,skill_id);
make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
switch(nameid){
case 998: // Iron
make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
break;
case 999: // Steel
make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
break;
case 1000: //Star Crumb
make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
break;
default: // Enchanted Stones
make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
break;
}
break;
case ASC_CDP:
make_per = (2000 + 40*status->dex + 20*status->luk);
break;
case AL_HOLYWATER:
make_per = 100000; //100% success
break;
case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
+ pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
+ status->int_*5 + status->dex*10+status->luk*10;
switch(nameid){
case 501: // Red Potion
case 503: // Yellow Potion
case 504: // White Potion
case 605: // Anodyne
case 606: // Aloevera
make_per += 2000;
break;
case 505: // Blue Potion
make_per -= 500;
break;
case 545: // Condensed Red Potion
case 546: // Condensed Yellow Potion
case 547: // Condensed White Potion
make_per -= 1000;
break;
case 970: // Alcohol
make_per += 1000;
break;
case 7139: // Glistening Coat
make_per -= 1000;
break;
case 7135: // Bottle Grenade
case 7136: // Acid Bottle
case 7137: // Plant Bottle
case 7138: // Marine Sphere Bottle
default:
break;
}
if(battle_config.pp_rate != 100)
make_per = make_per * battle_config.pp_rate / 100;
break;
case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
sd->status.job_level*20 + status->int_*10 + status->dex*10;
switch(nameid){
case 12114:
flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
if (flag > 0)
make_per += 1000*flag-500;
break;
case 12115:
flag = pc_checkskill(sd,SA_FROSTWEAPON);
if (flag > 0)
make_per += 1000*flag-500;
break;
case 12116:
flag = pc_checkskill(sd,SA_SEISMICWEAPON);
if (flag > 0)
make_per += 1000*flag-500;
break;
case 12117:
flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
if (flag > 0)
make_per += 1000*flag-500;
break;
}
break;
default:
make_per = 5000;
break;
}
}
} else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
if(battle_config.wp_rate != 100)
make_per = make_per * battle_config.wp_rate / 100;
}
// - Baby Class Penalty = 80% (from adult's chance) ----//
if (sd->class_&JOBL_BABY) //if it's a Baby Class
make_per = (make_per * 80) / 100; //Lupus
if(make_per < 1) make_per = 1;
if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
struct item tmp_item;
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.nameid=nameid;
tmp_item.amount=1;
tmp_item.identify=1;
if(equip){
tmp_item.card[0]=0x00ff;
tmp_item.card[1]=((sc*5)<<8)+ele;
tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
tmp_item.card[3]=GetWord(sd->char_id,1);
} else {
//Flag is only used on the end, so it can be used here. [Skotlex]
switch (skill_id) {
case AM_PHARMACY:
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
flag = battle_config.produce_potion_name_input;
break;
case AL_HOLYWATER:
flag = battle_config.holywater_name_input;
break;
case ASC_CDP:
flag = battle_config.cdp_name_input;
break;
default:
flag = battle_config.produce_item_name_input;
break;
}
if (flag) {
tmp_item.card[0]=0x00fe;
tmp_item.card[1]=0;
tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
tmp_item.card[3]=GetWord(sd->char_id,1);
}
}
// if(log_config.produce > 0)
// log_produce(sd,nameid,slot1,slot2,slot3,1);
//TODO update PICKLOG
if(equip){
clif_produceeffect(sd,0,nameid);
clif_misceffect(&sd->bl,3);
if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
} else {
int fame = 0;
tmp_item.amount = 0;
for (i=0; i< qty; i++)
{ //Apply quantity modifiers.
if (rand()%10000 < make_per || qty == 1)
{ //Success
tmp_item.amount++;
if(nameid < 545 || nameid > 547)
continue;
if(skill_id != AM_PHARMACY &&
skill_id != AM_TWILIGHT1 &&
skill_id != AM_TWILIGHT2 &&
skill_id != AM_TWILIGHT3)
continue;
//Add fame as needed.
switch(++sd->potion_success_counter) {
case 3:
fame+=1; // Success to prepare 3 Condensed Potions in a row
break;
case 5:
fame+=3; // Success to prepare 5 Condensed Potions in a row
break;
case 7:
fame+=10; // Success to prepare 7 Condensed Potions in a row
break;
case 10:
fame+=50; // Success to prepare 10 Condensed Potions in a row
sd->potion_success_counter = 0;
break;
}
} else //Failure
sd->potion_success_counter = 0;
}
if (fame)
pc_addfame(sd,fame);
//Visual effects and the like.
switch (skill_id) {
case AM_PHARMACY:
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
case ASC_CDP:
clif_produceeffect(sd,2,nameid);
clif_misceffect(&sd->bl,5);
break;
case BS_IRON:
case BS_STEEL:
case BS_ENCHANTEDSTONE:
clif_produceeffect(sd,0,nameid);
clif_misceffect(&sd->bl,3);
break;
default: //Those that don't require a skill?
if (skill_produce_db[idx].itemlv==11) //Cooking items.
clif_specialeffect(&sd->bl, 608, AREA);
break;
}
}
if (tmp_item.amount) { //Success
if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
clif_additem(sd,0,0,flag);
map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
}
return 1;
}
}
//Failure
// if(log_config.produce)
// log_produce(sd,nameid,slot1,slot2,slot3,0);
//TODO update PICKLOG
if(equip){
clif_produceeffect(sd,1,nameid);
clif_misceffect(&sd->bl,2);
} else {
switch (skill_id) {
case ASC_CDP: //50% Damage yourself, and display same effect as failed potion.
status_percent_damage(NULL, &sd->bl, -50, 0);
case AM_PHARMACY:
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
clif_produceeffect(sd,3,nameid);
clif_misceffect(&sd->bl,6);
sd->potion_success_counter = 0; // Fame point system [DracoRPG]
break;
case BS_IRON:
case BS_STEEL:
case BS_ENCHANTEDSTONE:
clif_produceeffect(sd,1,nameid);
clif_misceffect(&sd->bl,2);
break;
default:
if (skill_produce_db[idx].itemlv==11)
clif_specialeffect(&sd->bl, 609, AREA);
}
}
return 0;
}
int skill_arrow_create( struct map_session_data *sd,int nameid)
{
int i,j,flag,index=-1;
struct item tmp_item;
nullpo_retr(0, sd);
if(nameid <= 0)
return 1;
for(i=0;i<MAX_SKILL_ARROW_DB;i++)
if(nameid == skill_arrow_db[i].nameid) {
index = i;
break;
}
if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
return 1;
pc_delitem(sd,j,1,0);
for(i=0;i<5;i++) {
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.identify = 1;
tmp_item.nameid = skill_arrow_db[index].cre_id[i];
tmp_item.amount = skill_arrow_db[index].cre_amount[i];
if(battle_config.making_arrow_name_input) {
tmp_item.card[0]=0x00fe;
tmp_item.card[1]=0;
tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
tmp_item.card[3]=GetWord(sd->char_id,1);
}
if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
continue;
if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
clif_additem(sd,0,0,flag);
map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
}
}
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int skill_blockpc_end(int tid,unsigned int tick,int id,int data)
{
struct map_session_data *sd = map_id2sd(id);
if (data <= 0 || data >= MAX_SKILL)
return 0;
if (sd) sd->blockskill[data] = 0;
return 1;
}
int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
{
nullpo_retr (-1, sd);
if (skillid >= GD_SKILLBASE)
skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
if (skillid < 1 || skillid > MAX_SKILL)
return -1;
sd->blockskill[skillid] = 1;
return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
}
/*----------------------------------------------------------------------------
* ?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>n
*/
/*
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F><>?
* ',' <20>ŋ<EFBFBD><><D882><EFBFBD> val <20>ɖ߂<C996>
*/
int skill_split_str(char *str,char **val,int num)
{
int i;
for (i=0; i<num && str; i++){
val[i] = str;
str = strchr(str,',');
if (str)
*str++=0;
}
return i;
}
/*
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F><>?
* ':' <20>ŋ<EFBFBD><><D882><EFBFBD>atoi<6F><69><EFBFBD><EFBFBD>val<61>ɖ߂<C996>
*/
int skill_split_atoi(char *str,int *val)
{
int i, j, diff, step = 1;
for (i=0; i<MAX_SKILL_LEVEL; i++) {
if (!str) break;
val[i] = atoi(str);
str = strchr(str,':');
if (str)
*str++=0;
}
if(i==0) //No data found.
return 0;
if(i==1)
{ //Single value, have the whole range have the same value.
for (; i < MAX_SKILL_LEVEL; i++)
val[i] = val[i-1];
return i;
}
//Check for linear change with increasing steps until we reach half of the data acquired.
for (step = 1; step <= i/2; step++)
{
diff = val[i-1] - val[i-step-1];
for(j = i-1; j >= step; j--)
if ((val[j]-val[j-step]) != diff)
break;
if (j>=step) //No match, try next step.
continue;
for(; i < MAX_SKILL_LEVEL; i++)
{ //Apply linear increase
val[i] = val[i-step]+diff;
if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
{ val[i] = 1; diff = 0; step = 1; }
}
return i;
}
//Okay.. we can't figure this one out, just fill out the stuff with the previous value.
for (;i<MAX_SKILL_LEVEL; i++)
val[i] = val[i-1];
return i;
}
/*
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>̔z<CC94>u?<3F><><EFBFBD>?<3F>?<3F>
*/
void skill_init_unit_layout(void)
{
int i,j,size,pos = 0;
memset(skill_unit_layout,0,sizeof(skill_unit_layout));
// <20><><EFBFBD>`<60>̃<EFBFBD><CC83>j<EFBFBD>b<EFBFBD>g<EFBFBD>z<EFBFBD>u<EFBFBD><75>?<3F>?<3F><><EFBFBD><EFBFBD><EFBFBD>
for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
size = i*2+1;
skill_unit_layout[i].count = size*size;
for (j=0; j<size*size; j++) {
skill_unit_layout[i].dx[j] = (j%size-i);
skill_unit_layout[i].dy[j] = (j/size-i);
}
}
pos = i;
// <20><><EFBFBD>`<60>ȊO<C88A>̃<EFBFBD><CC83>j<EFBFBD>b<EFBFBD>g<EFBFBD>z<EFBFBD>u<EFBFBD><75>?<3F>?<3F><><EFBFBD><EFBFBD><EFBFBD>
for (i=0;i<MAX_SKILL_DB;i++) {
if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
continue;
switch (i) {
case MG_FIREWALL:
case WZ_ICEWALL:
// <20>t<EFBFBD>@<40>C<EFBFBD>A?[<5B>E<EFBFBD>H?[<5B><>?A<>A<EFBFBD>C<EFBFBD>X<EFBFBD>E<EFBFBD>H?[<5B><><EFBFBD>͕<EFBFBD><CD95><EFBFBD><EFBFBD>ŕς<C595><CF82><EFBFBD><EFBFBD>̂ŕ<CC82>?<3F><>?
break;
case PR_SANCTUARY:
{
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};
skill_unit_layout[pos].count = 21;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
case PR_MAGNUS:
{
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};
skill_unit_layout[pos].count = 33;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
case AS_VENOMDUST:
{
static const int dx[] = {-1, 0, 0, 0, 1};
static const int dy[] = { 0,-1, 0, 1, 0};
skill_unit_layout[pos].count = 5;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
{
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};
skill_unit_layout[pos].count = 29;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
case PF_FOGWALL:
{
static const int dx[] = {
-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
static const int dy[] = {
-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
skill_unit_layout[pos].count = 15;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
case PA_GOSPEL:
{
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};
skill_unit_layout[pos].count = 33;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
default:
ShowError("unknown unit layout at skill %d\n",i);
break;
}
if (!skill_unit_layout[pos].count)
continue;
for (j=0;j<MAX_SKILL_LEVEL;j++)
skill_db[i].unit_layout_type[j] = pos;
pos++;
}
// <20>t<EFBFBD>@<40>C<EFBFBD><43>?[<5B>E<EFBFBD>H?[<5B><>
firewall_unit_pos = pos;
for (i=0;i<8;i++) {
if (i&1) { /* <20>΂ߔz<DF94>u */
skill_unit_layout[pos].count = 5;
if (i&0x2) {
int dx[] = {-1,-1, 0, 0, 1};
int dy[] = { 1, 0, 0,-1,-1};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 1, 1 ,0, 0,-1};
int dy[] = { 1, 0, 0,-1,-1};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
} else { /* ?c<><63><EFBFBD>z<EFBFBD>u */
skill_unit_layout[pos].count = 3;
if (i%4==0) { /* ?㉺ */
int dx[] = {-1, 0, 1};
int dy[] = { 0, 0, 0};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else { /* ?<3F><>E */
int dx[] = { 0, 0, 0};
int dy[] = {-1, 0, 1};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
}
pos++;
}
// <20>A<EFBFBD>C<EFBFBD>X<EFBFBD>E<EFBFBD>H?[<5B><>
icewall_unit_pos = pos;
for (i=0;i<8;i++) {
skill_unit_layout[pos].count = 5;
if (i&1) { /* <20>΂ߔz<DF94>u */
if (i&0x2) {
int dx[] = {-2,-1, 0, 1, 2};
int dy[] = { 2, 1, 0,-1,-2};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 2, 1 ,0,-1,-2};
int dy[] = { 2, 1, 0,-1,-2};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
} else { /* ?c<><63><EFBFBD>z<EFBFBD>u */
if (i%4==0) { /* ?㉺ */
int dx[] = {-2,-1, 0, 1, 2};
int dy[] = { 0, 0, 0, 0, 0};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else { /* ?<3F><>E */
int dx[] = { 0, 0, 0, 0, 0};
int dy[] = {-2,-1, 0, 1, 2};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
}
pos++;
}
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C>?<3F>W<EFBFBD>t<EFBFBD>@<40>C<EFBFBD><43>?<3F><>?<3F><>
* skill_db.txt <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD>f?<3F>^
* skill_cast_db.txt <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD>̉r?<3F><><EFBFBD><EFBFBD>Ԃƃf<C683>B<EFBFBD><42><EFBFBD>C<EFBFBD>f?<3F>^
* produce_db.txt <20>A<EFBFBD>C<EFBFBD>e<EFBFBD><65>?<3F>?<3F><>X<EFBFBD>L<EFBFBD><4C><EFBFBD>p<EFBFBD>f?<3F>^
* create_arrow_db.txt <20><>?<3F>?<3F><>X<EFBFBD>L<EFBFBD><4C><EFBFBD>p<EFBFBD>f?<3F>^
* abra_db.txt <20>A<EFBFBD>u<EFBFBD><75><EFBFBD>J<EFBFBD>_<EFBFBD>u<EFBFBD><75>?<3F><><EFBFBD>X<EFBFBD>L<EFBFBD><4C><EFBFBD>f?<3F>^
*------------------------------------------
*/
int skill_readdb(void)
{
int i,j,k,l,m;
FILE *fp;
char line[1024],path[1024],*p;
char *filename[]={"produce_db.txt","produce_db2.txt"};
/* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD>f?<3F>^<5E>x?<3F>X */
memset(skill_db,0,sizeof(skill_db));
sprintf(path, "%s/skill_db.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
while(fgets(line,1020,fp)){
char *split[50];
if(line[0]=='/' && line[1]=='/')
continue;
j = skill_split_str(line,split,15);
if(j < 15 || split[14]==NULL)
continue;
i=atoi(split[0]);
if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
continue;
}
if (i >= GD_SKILLBASE)
i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_split_atoi(split[1],skill_db[i].range);
skill_db[i].hit=atoi(split[2]);
skill_db[i].inf=atoi(split[3]);
skill_db[i].pl=atoi(split[4]);
skill_db[i].nk=atoi(split[5]);
skill_split_atoi(split[6],skill_db[i].splash);
skill_db[i].max=atoi(split[7]);
skill_split_atoi(split[8],skill_db[i].num);
if(strcmpi(split[9],"yes") == 0)
skill_db[i].castcancel=1;
else
skill_db[i].castcancel=0;
skill_db[i].cast_def_rate=atoi(split[10]);
skill_db[i].inf2=atoi(split[11]);
skill_db[i].maxcount=atoi(split[12]);
if(strcmpi(split[13],"weapon") == 0)
skill_db[i].skill_type=BF_WEAPON;
else if(strcmpi(split[13],"magic") == 0)
skill_db[i].skill_type=BF_MAGIC;
else if(strcmpi(split[13],"misc") == 0)
skill_db[i].skill_type=BF_MISC;
else
skill_db[i].skill_type=0;
skill_split_atoi(split[14],skill_db[i].blewcount);
for (j = 0; skill_names[j].id != 0; j++)
if (skill_names[j].id == i) {
skill_db[i].name = skill_names[j].name;
skill_db[i].desc = skill_names[j].desc;
break;
}
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
sprintf(path, "%s/skill_require_db.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
while(fgets(line,1020,fp)){
char *split[50];
if(line[0]=='/' && line[1]=='/')
continue;
j = skill_split_str(line,split,32);
if(j < 32 || split[31]==NULL)
continue;
i=atoi(split[0]);
if (i >= GD_SKILLBASE)
i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_split_atoi(split[1],skill_db[i].hp);
skill_split_atoi(split[2],skill_db[i].mhp);
skill_split_atoi(split[3],skill_db[i].sp);
skill_split_atoi(split[4],skill_db[i].hp_rate);
skill_split_atoi(split[5],skill_db[i].sp_rate);
skill_split_atoi(split[6],skill_db[i].zeny);
p = split[7];
for(j=0;j<32;j++){
l = atoi(p);
if (l==99) {
skill_db[i].weapon = 0xffffffff;
break;
}
else
skill_db[i].weapon |= 1<<l;
p=strchr(p,':');
if(!p)
break;
p++;
}
p = split[8];
for(j=0;j<32;j++){
l = atoi(p);
if (l)
skill_db[i].ammo |= 1<<l;
p=strchr(p,':');
if(!p)
break;
p++;
}
skill_split_atoi(split[9],skill_db[i].ammo_qty);
if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
else skill_db[i].state=ST_NONE;
skill_split_atoi(split[11],skill_db[i].spiritball);
for (j = 0; j < 10; j++) {
skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
skill_db[i].amount[j]=atoi(split[13+ 2*j]);
}
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
/* <20>L<EFBFBD><4C><EFBFBD>X<EFBFBD>e<EFBFBD>B<EFBFBD><42><EFBFBD>O<EFBFBD>f?<3F>^<5E>x?<3F>X */
sprintf(path, "%s/skill_cast_db.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
l=0;
while(fgets(line,1020,fp)){
char *split[50];
l++;
memset(split,0,sizeof(split)); // [Valaris] thanks to fov
if(line[0]=='/' && line[1]=='/')
continue;
j = skill_split_str(line,split,6);
if(split[0]==NULL || j<2)
continue; //Blank line.
if(split[5]==NULL || j<6) {
ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
continue;
}
i=atoi(split[0]);
if (i >= GD_SKILLBASE)
i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_split_atoi(split[1],skill_db[i].cast);
skill_split_atoi(split[2],skill_db[i].delay);
skill_split_atoi(split[3],skill_db[i].walkdelay);
skill_split_atoi(split[4],skill_db[i].upkeep_time);
skill_split_atoi(split[5],skill_db[i].upkeep_time2);
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
/* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>f?[<5B>^<5E>x?[<5B>X */
sprintf(path, "%s/skill_unit_db.txt", db_path);
fp=fopen(path,"r");
if (fp==NULL) {
ShowError("can't read %s\n", path);
return 1;
}
k = 0;
while (fgets(line,1020,fp)) {
char *split[50];
if (line[0]=='/' && line[1]=='/')
continue;
j = skill_split_str(line,split,8);
if (split[7]==NULL || j<8)
continue;
i=atoi(split[0]);
if (i >= GD_SKILLBASE)
i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
skill_split_atoi(split[3],skill_db[i].unit_layout_type);
skill_split_atoi(split[4],skill_db[i].unit_range);
skill_db[i].unit_interval = atoi(split[5]);
if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
else skill_db[i].unit_target = strtol(split[6],NULL,16);
skill_db[i].unit_flag = strtol(split[7],NULL,16);
if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
skill_db[i].unit_target=BCT_NOENEMY;
//By default, target just characters.
skill_db[i].unit_target |= BL_CHAR;
if (skill_db[i].unit_flag&UF_NOPC)
skill_db[i].unit_target &= ~BL_PC;
if (skill_db[i].unit_flag&UF_NOMOB)
skill_db[i].unit_target &= ~BL_MOB;
if (skill_db[i].unit_flag&UF_SKILL)
skill_db[i].unit_target |= BL_SKILL;
k++;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
skill_init_unit_layout();
/* ?<3F><><EFBFBD><EFBFBD>n<EFBFBD>X<EFBFBD>L<EFBFBD><4C><EFBFBD>f?<3F>^<5E>x?<3F>X */
memset(skill_produce_db,0,sizeof(skill_produce_db));
for(m=0;m<2;m++){
sprintf(path, "%s/%s", db_path, filename[m]);
fp=fopen(path,"r");
if(fp==NULL){
if(m>0)
continue;
ShowError("can't read %s\n",path);
return 1;
}
k=0;
while(fgets(line,1020,fp)){
char *split[6 + MAX_PRODUCE_RESOURCE * 2];
int x,y;
if(line[0]=='/' && line[1]=='/')
continue;
memset(split,0,sizeof(split));
j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
if(split[0]==0) //fixed by Lupus
continue;
i=atoi(split[0]);
if(i<=0) continue;
skill_produce_db[k].nameid=i;
skill_produce_db[k].itemlv=atoi(split[1]);
skill_produce_db[k].req_skill=atoi(split[2]);
for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; 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);
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
}
memset(skill_arrow_db,0,sizeof(skill_arrow_db));
sprintf(path, "%s/create_arrow_db.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
k=0;
while(fgets(line,1020,fp)){
char *split[16];
int x,y;
if(line[0]=='/' && line[1]=='/')
continue;
memset(split,0,sizeof(split));
j = skill_split_str(line,split,13);
if(split[0]==0) //fixed by Lupus
continue;
i=atoi(split[0]);
if(i<=0)
continue;
skill_arrow_db[k].nameid=i;
for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
skill_arrow_db[k].cre_id[y]=atoi(split[x]);
skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
}
k++;
if(k >= MAX_SKILL_ARROW_DB)
break;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
memset(skill_abra_db,0,sizeof(skill_abra_db));
sprintf(path, "%s/abra_db.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
k=0;
while(fgets(line,1020,fp)){
char *split[16];
if(line[0]=='/' && line[1]=='/')
continue;
memset(split,0,sizeof(split));
j = skill_split_str(line,split,13);
if(split[0]==0) //fixed by Lupus
continue;
i=atoi(split[0]);
if(i<=0)
continue;
skill_abra_db[i].req_lv=atoi(split[2]);
skill_abra_db[i].per=atoi(split[3]);
k++;
if(k >= MAX_SKILL_ABRA_DB)
break;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
sprintf(path, "%s/skill_castnodex_db.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
while(fgets(line,1020,fp)){
char *split[50];
if(line[0]=='/' && line[1]=='/')
continue;
memset(split,0,sizeof(split));
j = skill_split_str(line,split,3);
if(split[0]==0) //fixed by Lupus
continue;
i=atoi(split[0]);
if (i >= GD_SKILLBASE)
i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_split_atoi(split[1],skill_db[i].castnodex);
if (!split[2])
continue;
skill_split_atoi(split[2],skill_db[i].delaynodex);
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
sprintf(path, "%s/skill_nocast_db.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
k=0;
while(fgets(line,1020,fp)){
char *split[16];
if(line[0]=='/' && line[1]=='/')
continue;
memset(split,0,sizeof(split));
j = skill_split_str(line,split,2);
if(split[0]==0) //fixed by Lupus
continue;
i=atoi(split[0]);
if (i >= GD_SKILLBASE)
i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_db[i].nocast|=atoi(split[1]);
k++;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
return 0;
}
/*===============================================
* For reading leveluseskillspamount.txt [Celest]
*-----------------------------------------------
*/
static int skill_read_skillspamount(void)
{
char *buf,*p;
struct skill_db *skill = NULL;
int s, idx, new_flag=1, level=1, sp=0;
buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
if(buf==NULL)
return -1;
buf[s]=0;
for(p=buf;p-buf<s;){
char buf2[64];
if (sscanf(p,"%[@]",buf2) == 1) {
level = 1;
new_flag = 1;
} else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
for (idx=0; skill_names[idx].id != 0; idx++) {
if (strstr(buf2, skill_names[idx].name) != NULL) {
skill = &skill_db[ skill_names[idx].id ];
new_flag = 0;
break;
}
}
} else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
skill->sp[level-1]=sp;
level++;
}
p=strchr(p,10);
if(!p) break;
p++;
}
aFree(buf);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
return 0;
}
void skill_reload(void)
{
skill_readdb();
if (battle_config.skill_sp_override_grffile)
skill_read_skillspamount();
}
/*==========================================
* <20>X<EFBFBD>L<EFBFBD><4C>?<3F>W?<3F><><EFBFBD><EFBFBD><EFBFBD>?<3F>?
*------------------------------------------
*/
int do_init_skill(void)
{
skill_readdb();
skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
if (battle_config.skill_sp_override_grffile)
skill_read_skillspamount();
add_timer_func_list(skill_unit_timer,"skill_unit_timer");
add_timer_func_list(skill_castend_id,"skill_castend_id");
add_timer_func_list(skill_castend_pos,"skill_castend_pos");
add_timer_func_list(skill_timerskill,"skill_timerskill");
add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
return 0;
}
int do_final_skill(void) {
ers_destroy(skill_unit_ers);
ers_destroy(skill_timer_ers);
return 0;
}