
git-svn-id: https://svn.code.sf.net/p/rathena/svn/athena@361 54d463be-8e91-2dee-dedb-b68131a5f0ec
11527 lines
340 KiB
C
11527 lines
340 KiB
C
// $Id: skill.c,v 1.8 2004/11/25 4:02:35 PM Celestia Exp $
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/* スキル?係 */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#include "timer.h"
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#include "nullpo.h"
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#include "malloc.h"
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#include "skill.h"
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#include "map.h"
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#include "clif.h"
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#include "pc.h"
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#include "pet.h"
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#include "mob.h"
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#include "battle.h"
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#include "party.h"
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#include "itemdb.h"
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#include "script.h"
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#include "intif.h"
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#include "log.h"
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#include "chrif.h"
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#include "guild.h"
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#ifdef MEMWATCH
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#include "memwatch.h"
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#endif
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#define SKILLUNITTIMER_INVERVAL 100
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#define STATE_BLIND 0x10
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/* スキル番?=>ステ?タス異常番??換テ?ブル */
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int SkillStatusChangeTable[]={ /* skill.hのenumのSC_***とあわせること */
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/* 0- */
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-1,-1,-1,-1,-1,-1,
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SC_PROVOKE, /* プロボック */
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-1, 1,-1,
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/* 10- */
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SC_SIGHT, /* サイト */
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-1,-1,-1,-1,
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SC_FREEZE, /* フロストダイバ? */
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SC_STONE, /* スト?ンカ?ス */
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-1,-1,-1,
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/* 20- */
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-1,-1,-1,-1,
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SC_RUWACH, /* ルアフ */
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-1,-1,-1,-1,
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SC_INCREASEAGI, /* 速度?加 */
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/* 30- */
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SC_DECREASEAGI, /* 速度減少 */
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-1,
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SC_SIGNUMCRUCIS, /* シグナムクルシス */
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SC_ANGELUS, /* エンジェラス */
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SC_BLESSING, /* ブレッシング */
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-1,-1,-1,-1,-1,
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/* 40- */
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-1,-1,-1,-1,-1,
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SC_CONCENTRATE, /* 集中力向上 */
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-1,-1,-1,-1,
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/* 50- */
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-1,
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SC_HIDING, /* ハイディング */
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-1,-1,-1,-1,-1,-1,-1,-1,
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/* 60- */
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SC_TWOHANDQUICKEN, /* 2HQ */
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SC_AUTOCOUNTER,
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-1,-1,-1,-1,
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SC_IMPOSITIO, /* インポシティオマヌス */
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SC_SUFFRAGIUM, /* サフラギウム */
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SC_ASPERSIO, /* アスペルシオ */
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SC_BENEDICTIO, /* 聖?降福 */
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/* 70- */
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-1,
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SC_SLOWPOISON,
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-1,
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SC_KYRIE, /* キリエエレイソン */
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SC_MAGNIFICAT, /* マグニフィカ?ト */
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SC_GLORIA, /* グロリア */
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SC_DIVINA, /* レックスディビ?ナ */
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-1,
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SC_AETERNA, /* レックスエ?テルナ */
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-1,
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/* 80- */
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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/* 90- */
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-1,-1,
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SC_QUAGMIRE, /* クァグマイア */
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-1,-1,-1,-1,-1,-1,-1,
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/* 100- */
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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/* 110- */
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-1,
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SC_ADRENALINE, /* アドレナリンラッシュ */
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SC_WEAPONPERFECTION,/* ウェポンパ?フェクション */
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SC_OVERTHRUST, /* オ?バ?トラスト */
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SC_MAXIMIZEPOWER, /* マキシマイズパワ? */
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-1,-1,-1,-1,-1,
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/* 120- */
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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/* 130- */
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-1,-1,-1,-1,-1,
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SC_CLOAKING, /* クロ?キング */
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SC_STAN, /* ソニックブロ? */
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-1,
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SC_ENCPOISON, /* エンチャントポイズン */
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SC_POISONREACT, /* ポイズンリアクト */
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/* 140- */
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SC_POISON, /* ベノムダスト */
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SC_SPLASHER, /* ベナムスプラッシャ? */
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-1,
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SC_TRICKDEAD, /* 死んだふり */
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-1,-1,-1,-1,-1,-1,
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/* 150- */
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-1,-1,-1,-1,-1,
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SC_LOUD, /* ラウドボイス */
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-1,
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SC_ENERGYCOAT, /* エナジ?コ?ト */
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-1,-1,
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/* 160- */
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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-1,-1,-1,
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SC_SELFDESTRUCTION,
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-1,-1,-1,-1,-1,-1,
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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-1,
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SC_KEEPING,
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-1,-1,
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SC_BARRIER,
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-1,-1,
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SC_HALLUCINATION,
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-1,-1,
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/* 210- */
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-1,-1,-1,-1,-1,
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SC_STRIPWEAPON,
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SC_STRIPSHIELD,
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SC_STRIPARMOR,
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SC_STRIPHELM,
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-1,
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/* 220- */
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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/* 230- */
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-1,-1,-1,-1,
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SC_CP_WEAPON,
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SC_CP_SHIELD,
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SC_CP_ARMOR,
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SC_CP_HELM,
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-1,-1,
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/* 240- */
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-1,-1,-1,-1,-1,-1,-1,-1,-1,
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SC_AUTOGUARD,
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/* 250- */
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-1,-1,
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SC_REFLECTSHIELD,
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-1,-1,
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SC_DEVOTION,
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SC_PROVIDENCE,
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SC_DEFENDER,
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SC_SPEARSQUICKEN,
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-1,
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/* 260- */
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-1,-1,-1,-1,-1,-1,-1,-1,
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SC_STEELBODY,
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SC_BLADESTOP_WAIT,
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/* 270- */
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SC_EXPLOSIONSPIRITS,
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SC_EXTREMITYFIST,
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-1,-1,-1,-1,
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SC_MAGICROD,
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-1,-1,-1,
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/* 280- */
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SC_FLAMELAUNCHER,
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SC_FROSTWEAPON,
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SC_LIGHTNINGLOADER,
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SC_SEISMICWEAPON,
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-1,
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SC_VOLCANO,
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SC_DELUGE,
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SC_VIOLENTGALE,
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SC_LANDPROTECTOR,
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-1,
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/* 290- */
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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/* 300- */
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-1,-1,-1,-1,-1,-1,
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SC_LULLABY,
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SC_RICHMANKIM,
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SC_ETERNALCHAOS,
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SC_DRUMBATTLE,
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/* 310- */
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SC_NIBELUNGEN,
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SC_ROKISWEIL,
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SC_INTOABYSS,
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SC_SIEGFRIED,
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-1,-1,-1,
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SC_DISSONANCE,
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-1,
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SC_WHISTLE,
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/* 320- */
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SC_ASSNCROS,
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SC_POEMBRAGI,
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SC_APPLEIDUN,
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-1,-1,
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SC_UGLYDANCE,
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-1,
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SC_HUMMING,
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SC_DONTFORGETME,
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SC_FORTUNE,
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/* 330- */
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SC_SERVICE4U,
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SC_SELFDESTRUCTION,
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-1,-1,-1,-1,-1,-1,-1,-1,
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/* 340- */
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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/* 350- */
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-1,-1,-1,-1,-1,
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SC_AURABLADE,
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SC_PARRYING,
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SC_CONCENTRATION,
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SC_TENSIONRELAX,
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SC_BERSERK,
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/* 360- */
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SC_BERSERK,
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SC_ASSUMPTIO,
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SC_BASILICA,
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-1,-1,-1,
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SC_MAGICPOWER,
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-1,-1,
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SC_GOSPEL,
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/* 370- */
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-1,-1,-1,-1,-1,-1,-1,-1,
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SC_EDP,
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-1,
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/* 380- */
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SC_TRUESIGHT,
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-1,-1,
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SC_WINDWALK,
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SC_MELTDOWN,
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-1,-1,
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SC_CARTBOOST,
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-1,
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SC_CHASEWALK,
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/* 390- */
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SC_REJECTSWORD,
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-1,-1,-1,-1,-1,
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SC_MARIONETTE,
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-1,
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SC_HEADCRUSH,
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SC_JOINTBEAT,
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/* 400 */
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-1,-1,
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SC_MINDBREAKER,
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SC_MEMORIZE,
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SC_FOGWALL,
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SC_SPIDERWEB,
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-1,-1,-1,-1,
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/* 410- */
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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};
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struct skill_name_db skill_names[] = {
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{ AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow" } ,
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{ AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration" } ,
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{ AC_DOUBLE, "DOUBLE", "Double_Strafe" } ,
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{ AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation" } ,
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{ AC_OWL, "OWL", "Owl's_Eye" } ,
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{ AC_SHOWER, "SHOWER", "Arrow_Shower" } ,
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{ AC_VULTURE, "VULTURE", "Vulture's_Eye" } ,
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{ ALL_RESURRECTION, "RESURRECTION", "Resurrection" } ,
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{ AL_ANGELUS, "ANGELUS", "Angelus" } ,
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{ AL_BLESSING, "BLESSING", "Blessing" } ,
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{ AL_CRUCIS, "CRUCIS", "Signum_Crusis" } ,
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{ AL_CURE, "CURE", "Cure" } ,
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{ AL_DECAGI, "DECAGI", "Decrease_AGI" } ,
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{ AL_DEMONBANE, "DEMONBANE", "Demon_Bane" } ,
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{ AL_DP, "DP", "Divine_Protection" } ,
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{ AL_HEAL, "HEAL", "Heal" } ,
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{ AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light" } ,
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{ AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta" } ,
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{ AL_INCAGI, "INCAGI", "Increase_AGI" } ,
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{ AL_PNEUMA, "PNEUMA", "Pneuma" } ,
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{ AL_RUWACH, "RUWACH", "Ruwach" } ,
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{ AL_TELEPORT, "TELEPORT", "Teleport" } ,
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{ AL_WARP, "WARP", "Warp_Portal" } ,
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{ AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror" } ,
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{ AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery" } ,
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{ AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher" } ,
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{ AM_BIOETHICS, "BIOETHICS", "Bioethics" } ,
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{ AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology" } ,
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{ AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus" } ,
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{ AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize" } ,
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{ AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor" } ,
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{ AM_CP_HELM, "HELM", "Chemical_Protection_Helm" } ,
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{ AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield" } ,
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{ AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon" } ,
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{ AM_CREATECREATURE, "CREATECREATURE", "Life_Creation" } ,
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{ AM_CULTIVATION, "CULTIVATION", "Cultivation" } ,
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{ AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration" } ,
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{ AM_DRILLMASTER, "DRILLMASTER", "Drillmaster" } ,
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{ AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control" } ,
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{ AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus" } ,
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{ AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION" } ,
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{ AM_PHARMACY, "PHARMACY", "Pharmacy" } ,
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{ AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher" } ,
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{ AM_REST, "REST", "Sabbath" } ,
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{ AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus" } ,
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{ AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine" } ,
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{ ASC_BREAKER, "BREAKER", "Breaker" } ,
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{ ASC_CDP, "CDP", "Create_Deadly_Poison" } ,
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{ ASC_EDP, "EDP", "Deadly_Poison_Enchantment" } ,
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{ ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk" } ,
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{ ASC_KATAR, "KATAR", "Advanced_Katar_Mastery" } ,
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{ ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault" } ,
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{ AS_CLOAKING, "CLOAKING", "Cloaking" } ,
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{ AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison" } ,
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{ AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth" } ,
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{ AS_KATAR, "KATAR", "Katar_Mastery" } ,
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{ AS_LEFT, "LEFT", "Lefthand_Mastery" } ,
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{ AS_POISONREACT, "POISONREACT", "Poison_React" } ,
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{ AS_RIGHT, "RIGHT", "Righthand_Mastery" } ,
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{ AS_SONICBLOW, "SONICBLOW", "Sonic_Blow" } ,
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{ AS_SPLASHER, "SPLASHER", "Venom_Splasher" } ,
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{ AS_VENOMDUST, "VENOMDUST", "Venom_Dust" } ,
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{ BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun" } ,
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{ BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross" } ,
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{ BA_DISSONANCE, "DISSONANCE", "Dissonance" } ,
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{ BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke" } ,
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{ BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson" } ,
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{ BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike" } ,
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{ BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi" } ,
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{ BA_WHISTLE, "WHISTLE", "Whistle" } ,
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{ BD_ADAPTATION, "ADAPTATION", "Adaption" } ,
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{ BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField" } ,
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{ BD_ENCORE, "ENCORE", "Encore" } ,
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{ BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos" } ,
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{ BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss" } ,
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{ BD_LULLABY, "LULLABY", "Lullaby" } ,
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{ BD_RAGNAROK, "RAGNAROK", "Ragnarok" } ,
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{ BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim" } ,
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{ BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen" } ,
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{ BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail" } ,
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{ BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried" } ,
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{ BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush" } ,
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{ BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2" } ,
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{ BS_AXE, "AXE", "Smith_Axe" } ,
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{ BS_DAGGER, "DAGGER", "Smith_Dagger" } ,
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{ BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
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{ BS_FINDINGORE, "FINDINGORE", "Ore_Discovery" } ,
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{ BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall" } ,
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{ BS_HILTBINDING, "HILTBINDING", "Hilt_Binding" } ,
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{ BS_IRON, "IRON", "Iron_Tempering" } ,
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{ BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace" } ,
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{ BS_MACE, "MACE", "Smith_Mace" } ,
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{ BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize" } ,
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{ BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research" } ,
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{ BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust" } ,
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{ BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair" } ,
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{ BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering" } ,
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{ BS_SPEAR, "SPEAR", "Smith_Spear" } ,
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{ BS_STEEL, "STEEL", "Steel_Tempering" } ,
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{ BS_SWORD, "SWORD", "Smith_Sword" } ,
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{ BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
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{ BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection" } ,
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{ BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research" } ,
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{ CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow" } ,
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{ CG_MARIONETTE, "MARIONETTE", "Marionette_Control" } ,
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{ CG_MOONLIT, "MOONLIT", "Moonlight_Petals" } ,
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{ CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo" } ,
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{ CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike" } ,
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{ CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul" } ,
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{ CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist" } ,
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{ CR_ALCHEMY, "ALCHEMY", "Alchemy" } ,
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{ CR_SLIMPITCHER, "SLIMPITCHER", "Slim_Pitcher" } ,
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{ CR_FULLPROTECTION, "FULLPROTECTION", "Full_Chemical_Protection" } ,
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{ CR_AUTOGUARD, "AUTOGUARD", "Guard" } ,
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{ CR_DEFENDER, "DEFENDER", "Defender" } ,
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{ CR_DEVOTION, "DEVOTION", "Sacrifice" } ,
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{ CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross" } ,
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{ CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross" } ,
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{ CR_PROVIDENCE, "PROVIDENCE", "Providence" } ,
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{ CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect" } ,
|
||
{ CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang" } ,
|
||
{ CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge" } ,
|
||
{ CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken" } ,
|
||
{ CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis" } ,
|
||
{ CR_TRUST, "TRUST", "Faith" } ,
|
||
{ DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson" } ,
|
||
{ DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me" } ,
|
||
{ DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss" } ,
|
||
{ DC_HUMMING, "HUMMING", "Humming" } ,
|
||
{ DC_SCREAM, "SCREAM", "Scream" } ,
|
||
{ DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute" } ,
|
||
{ DC_THROWARROW, "THROWARROW", "Throw_Arrow" } ,
|
||
{ DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance" } ,
|
||
{ HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio" } ,
|
||
{ HP_BASILICA, "BASILICA", "Basilica" } ,
|
||
{ HP_MEDITATIO, "MEDITATIO", "Meditation" } ,
|
||
{ HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare" } ,
|
||
{ HT_BEASTBANE, "BEASTBANE", "Beast_Bane" } ,
|
||
{ HT_BLASTMINE, "BLASTMINE", "Blast_Mine" } ,
|
||
{ HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat" } ,
|
||
{ HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap" } ,
|
||
{ HT_DETECTING, "DETECTING", "Detect" } ,
|
||
{ HT_FALCON, "FALCON", "Falconry_Mastery" } ,
|
||
{ HT_FLASHER, "FLASHER", "Flasher" } ,
|
||
{ HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap" } ,
|
||
{ HT_LANDMINE, "LANDMINE", "Land_Mine" } ,
|
||
{ HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap" } ,
|
||
{ HT_SANDMAN, "SANDMAN", "Sandman" } ,
|
||
{ HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap" } ,
|
||
{ HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap" } ,
|
||
{ HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap" } ,
|
||
{ HT_STEELCROW, "STEELCROW", "Steel_Crow" } ,
|
||
{ HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box" } ,
|
||
{ HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher" } ,
|
||
{ HW_MAGICPOWER, "MAGICPOWER", "Magic_Power" } ,
|
||
{ HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan" } ,
|
||
{ HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain" } ,
|
||
{ ITM_TOMAHAWK, "TOMAHAWK", "Throw_Tomahawk" } ,
|
||
{ KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack" } ,
|
||
{ KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash" } ,
|
||
{ KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear" } ,
|
||
{ KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery" } ,
|
||
{ KN_PIERCE, "PIERCE", "Pierce" } ,
|
||
{ KN_RIDING, "RIDING", "Peco_Peco_Ride" } ,
|
||
{ KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang" } ,
|
||
{ KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery" } ,
|
||
{ KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab" } ,
|
||
{ KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken" } ,
|
||
{ LK_AURABLADE, "AURABLADE", "Aura_Blade" } ,
|
||
{ LK_BERSERK, "BERSERK", "Berserk" } ,
|
||
{ LK_CONCENTRATION, "CONCENTRATION", "Concentration" } ,
|
||
{ LK_FURY, "FURY", "LK_FURY" } ,
|
||
{ LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher" } ,
|
||
{ LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat" } ,
|
||
{ LK_PARRYING, "PARRYING", "Parrying" } ,
|
||
{ LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce" } ,
|
||
{ LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax" } ,
|
||
{ MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution" } ,
|
||
{ MC_CHANGECART, "CHANGECART", "Change_Cart" } ,
|
||
{ MC_DISCOUNT, "DISCOUNT", "Discount" } ,
|
||
{ MC_IDENTIFY, "IDENTIFY", "Item_Appraisal" } ,
|
||
{ MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit" } ,
|
||
{ MC_LOUD, "LOUD", "Lord_Exclamation" } ,
|
||
{ MC_MAMMONITE, "MAMMONITE", "Mammonite" } ,
|
||
{ MC_OVERCHARGE, "OVERCHARGE", "Overcharge" } ,
|
||
{ MC_PUSHCART, "PUSHCART", "Pushcart" } ,
|
||
{ MC_VENDING, "VENDING", "Vending" } ,
|
||
{ MG_COLDBOLT, "COLDBOLT", "Cold_Bolt" } ,
|
||
{ MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat" } ,
|
||
{ MG_FIREBALL, "FIREBALL", "Fire_Ball" } ,
|
||
{ MG_FIREBOLT, "FIREBOLT", "Fire_Bolt" } ,
|
||
{ MG_FIREWALL, "FIREWALL", "Fire_Wall" } ,
|
||
{ MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver" } ,
|
||
{ MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt" } ,
|
||
{ MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat" } ,
|
||
{ MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall" } ,
|
||
{ MG_SIGHT, "SIGHT", "Sight" } ,
|
||
{ MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike" } ,
|
||
{ MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery" } ,
|
||
{ MG_STONECURSE, "STONECURSE", "Stone_Curse" } ,
|
||
{ MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm" } ,
|
||
{ MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits" } ,
|
||
{ MO_BLADESTOP, "BLADESTOP", "Blade_Stop" } ,
|
||
{ MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation" } ,
|
||
{ MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits" } ,
|
||
{ MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo" } ,
|
||
{ MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish" } ,
|
||
{ MO_DODGE, "DODGE", "Dodge" } ,
|
||
{ MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits" } ,
|
||
{ MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist" } ,
|
||
{ MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive" } ,
|
||
{ MO_INVESTIGATE, "INVESTIGATE", "Investigate" } ,
|
||
{ MO_IRONHAND, "IRONHAND", "Iron_Hand" } ,
|
||
{ MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery" } ,
|
||
{ MO_STEELBODY, "STEELBODY", "Steel_Body" } ,
|
||
{ MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows" } ,
|
||
{ NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE" } ,
|
||
{ NPC_BARRIER, "BARRIER", "NPC_BARRIER" } ,
|
||
{ NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK" } ,
|
||
{ NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN" } ,
|
||
{ NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
|
||
{ NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE" } ,
|
||
{ NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND" } ,
|
||
{ NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY" } ,
|
||
{ NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON" } ,
|
||
{ NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
|
||
{ NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER" } ,
|
||
{ NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND" } ,
|
||
{ NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK" } ,
|
||
{ NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH" } ,
|
||
{ NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK" } ,
|
||
{ NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING" } ,
|
||
{ NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH" } ,
|
||
{ NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS" } ,
|
||
{ NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
|
||
{ NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER" } ,
|
||
{ NPC_EMOTION, "EMOTION", "NPC_EMOTION" } ,
|
||
{ NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
|
||
{ NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK" } ,
|
||
{ NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK" } ,
|
||
{ NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
|
||
{ NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION" } ,
|
||
{ NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK" } ,
|
||
{ NPC_KEEPING, "KEEPING", "NPC_KEEPING" } ,
|
||
{ NPC_LICK, "LICK", "NPC_LICK" } ,
|
||
{ NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK" } ,
|
||
{ NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER" } ,
|
||
{ NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
|
||
{ NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
|
||
{ NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT" } ,
|
||
{ NPC_POISON, "POISON", "NPC_POISON" } ,
|
||
{ NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK" } ,
|
||
{ NPC_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } ,
|
||
{ NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK" } ,
|
||
{ NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK" } ,
|
||
{ NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH" } ,
|
||
{ NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!" } ,
|
||
{ NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2" } ,
|
||
{ NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK" } ,
|
||
{ NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK" } ,
|
||
{ NPC_SMOKING, "SMOKING", "NPC_SMOKING" } ,
|
||
{ NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK" } ,
|
||
{ NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK" } ,
|
||
{ NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE" } ,
|
||
{ NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
|
||
{ NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
|
||
{ NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
|
||
{ NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION" } ,
|
||
{ NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK" } ,
|
||
{ NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK" } ,
|
||
{ NV_BASIC, "BASIC", "Basic_Skill" } ,
|
||
{ NV_FIRSTAID, "FIRSTAID", "First Aid" } ,
|
||
{ NV_TRICKDEAD, "TRICKDEAD", "Play_Dead" } ,
|
||
{ PA_GOSPEL, "GOSPEL", "Gospel" } ,
|
||
{ PA_PRESSURE, "PRESSURE", "Pressure" } ,
|
||
{ PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual" } ,
|
||
{ PF_FOGWALL, "FOGWALL", "Wall_of_Fog" } ,
|
||
{ PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion" } ,
|
||
{ PF_MEMORIZE, "MEMORIZE", "Memorize" } ,
|
||
{ PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker" } ,
|
||
{ PF_SOULBURN, "SOULBURN", "Soul_Burn" } ,
|
||
{ PF_SOULCHANGE, "SOULCHANGE", "Soul_Change" } ,
|
||
{ PF_SPIDERWEB, "SPIDERWEB", "Spider_Web" } ,
|
||
{ PR_ASPERSIO, "ASPERSIO", "Aspersio" } ,
|
||
{ PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti" } ,
|
||
{ PR_GLORIA, "GLORIA", "Gloria" } ,
|
||
{ PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus" } ,
|
||
{ PR_KYRIE, "KYRIE", "Kyrie_Eleison" } ,
|
||
{ PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna" } ,
|
||
{ PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina" } ,
|
||
{ PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery" } ,
|
||
{ PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat" } ,
|
||
{ PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus" } ,
|
||
{ PR_SANCTUARY, "SANCTUARY", "Santuary" } ,
|
||
{ PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison" } ,
|
||
{ PR_STRECOVERY, "STRECOVERY", "Status_Recovery" } ,
|
||
{ PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium" } ,
|
||
{ PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead" } ,
|
||
{ RG_BACKSTAP, "BACKSTAP", "Back_Stab" } ,
|
||
{ RG_CLEANER, "CLEANER", "Remover" } ,
|
||
{ RG_COMPULSION, "COMPULSION", "Compulsion_Discount" } ,
|
||
{ RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity" } ,
|
||
{ RG_GANGSTER, "GANGSTER", "Gangster's_Paradise" } ,
|
||
{ RG_GRAFFITI, "GRAFFITI", "Graffiti" } ,
|
||
{ RG_INTIMIDATE, "INTIMIDATE", "Intimidate" } ,
|
||
{ RG_PLAGIARISM, "PLAGIARISM", "Plagiarism" } ,
|
||
{ RG_RAID, "RAID", "Raid" } ,
|
||
{ RG_SNATCHER, "SNATCHER", "Snatcher" } ,
|
||
{ RG_STEALCOIN, "STEALCOIN", "Steal_Coin" } ,
|
||
{ RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor" } ,
|
||
{ RG_STRIPHELM, "STRIPHELM", "Strip_Helm" } ,
|
||
{ RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield" } ,
|
||
{ RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon" } ,
|
||
{ RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive" } ,
|
||
{ SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus" } ,
|
||
{ SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book" } ,
|
||
{ SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast" } ,
|
||
{ SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel" } ,
|
||
{ SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change" } ,
|
||
{ SA_COMA, "COMA", "Coma" } ,
|
||
{ SA_DEATH, "DEATH", "Death" } ,
|
||
{ SA_DELUGE, "DELUGE", "Deluge" } ,
|
||
{ SA_DISPELL, "DISPELL", "Dispel" } ,
|
||
{ SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology" } ,
|
||
{ SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher" } ,
|
||
{ SA_FORTUNE, "FORTUNE", "Fortune" } ,
|
||
{ SA_FREECAST, "FREECAST", "Cast_Freedom" } ,
|
||
{ SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon" } ,
|
||
{ SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery" } ,
|
||
{ SA_GRAVITY, "GRAVITY", "Gravity" } ,
|
||
{ SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death" } ,
|
||
{ SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector" } ,
|
||
{ SA_LEVELUP, "LEVELUP", "Level_Up" } ,
|
||
{ SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader" } ,
|
||
{ SA_MAGICROD, "MAGICROD", "Magic_Rod" } ,
|
||
{ SA_MONOCELL, "MONOCELL", "Monocell" } ,
|
||
{ SA_QUESTION, "QUESTION", "Question?" } ,
|
||
{ SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish" } ,
|
||
{ SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon" } ,
|
||
{ SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell" } ,
|
||
{ SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster" } ,
|
||
{ SA_TAMINGMONSTER, "TAMINGMONSTER", "Taming_Monster" } ,
|
||
{ SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale" } ,
|
||
{ SA_VOLCANO, "VOLCANO", "Volcano" } ,
|
||
{ SG_DEVIL, "DEVIL", "Devil" } ,
|
||
{ SG_FEEL, "FEEL", "Feel" } ,
|
||
{ SG_FRIEND, "FRIEND", "Friend" } ,
|
||
{ SG_FUSION, "FUSION", "Fusion" } ,
|
||
{ SG_HATE, "HATE", "Hate" } ,
|
||
{ SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge" } ,
|
||
{ SG_MOON_ANGER, "ANGER", "Moon Anger" } ,
|
||
{ SG_MOON_BLESS, "BLESS", "Moon Bless" } ,
|
||
{ SG_MOON_COMFORT, "COMFORT", "Moon Comfort" } ,
|
||
{ SG_MOON_WARM, "WARM", "Moon Warm" } ,
|
||
{ SG_STAR_ANGER, "ANGER", "Star Anger" } ,
|
||
{ SG_STAR_BLESS, "BLESS", "Star Bless" } ,
|
||
{ SG_STAR_COMFORT, "COMFORT", "Star Comfort" } ,
|
||
{ SG_STAR_WARM, "WARM", "Star Warm" } ,
|
||
{ SG_SUN_ANGER, "ANGER", "Sun Anger" } ,
|
||
{ SG_SUN_BLESS, "BLESS", "Sun Bless" } ,
|
||
{ SG_SUN_COMFORT, "COMFORT", "Sun Comfort" } ,
|
||
{ SG_SUN_WARM, "WARM", "Sun Warm" } ,
|
||
{ SL_ALCHEMIST, "ALCHEMIST", "Alchemist" } ,
|
||
{ SL_ASSASIN, "ASSASIN", "Assasin" } ,
|
||
{ SL_BARDDANCER, "BARDDANCER", "Bard Dancer" } ,
|
||
{ SL_BLACKSMITH, "BLACKSMITH", "Black Smith" } ,
|
||
{ SL_CRUSADER, "CRUSADER", "Crusader" } ,
|
||
{ SL_HUNTER, "HUNTER", "Hunter" } ,
|
||
{ SL_KAAHI, "KAAHI", "Kaahi" } ,
|
||
{ SL_KAINA, "KAINA", "Kaina" } ,
|
||
{ SL_KAITE, "KAITE", "Kaite" } ,
|
||
{ SL_KAIZEL, "KAIZEL", "Kaizel" } ,
|
||
{ SL_KAUPE, "KAUPE", "Kaupe" } ,
|
||
{ SL_KNIGHT, "KNIGHT", "Knight" } ,
|
||
{ SL_MONK, "MONK", "Monk" } ,
|
||
{ SL_PRIEST, "PRIEST", "Priest" } ,
|
||
{ SL_ROGUE, "ROGUE", "Rogue" } ,
|
||
{ SL_SAGE, "SAGE", "Sage" } ,
|
||
{ SL_SKA, "SKA", "SKA" } ,
|
||
{ SL_SKE, "SKE", "SKE" } ,
|
||
{ SL_SMA, "SMA", "SMA" } ,
|
||
{ SL_SOULLINKER, "SOULLINKER", "Soul Linker" } ,
|
||
{ SL_STAR, "STAR", "Star" } ,
|
||
{ SL_STIN, "STIN", "Stin" } ,
|
||
{ SL_STUN, "STUN", "Stun" } ,
|
||
{ SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice" } ,
|
||
{ SL_SWOO, "SWOO", "Swoo" } ,
|
||
{ SL_WIZARD, "WIZARD", "Wizard" } ,
|
||
{ SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk" } ,
|
||
{ SM_BASH, "BASH", "Bash" } ,
|
||
{ SM_ENDURE, "ENDURE", "Endure" } ,
|
||
{ SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point" } ,
|
||
{ SM_MAGNUM, "MAGNUM", "Magnum_Break" } ,
|
||
{ SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery" } ,
|
||
{ SM_PROVOKE, "PROVOKE", "Provoke" } ,
|
||
{ SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery" } ,
|
||
{ SM_SWORD, "SWORD", "Sword_Mastery" } ,
|
||
{ SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery" } ,
|
||
{ SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault" } ,
|
||
{ SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting" } ,
|
||
{ SN_SIGHT, "SIGHT", "True_Sight" } ,
|
||
{ SN_WINDWALK, "WINDWALK", "Wind_Walk" } ,
|
||
{ ST_CHASEWALK, "CHASEWALK", "Chase_Walk" } ,
|
||
{ ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword" } ,
|
||
{ ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack" } ,
|
||
{ ST_PRESERVE, "PRESERVE", "Preserve" } ,
|
||
{ ST_FULLSTRIP, "FULLSTRIP", "Full_Strip" } ,
|
||
{ TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding" } ,
|
||
{ TF_DETOXIFY, "DETOXIFY", "Detoxify" } ,
|
||
{ TF_DOUBLE, "DOUBLE", "Double_Attack" } ,
|
||
{ TF_HIDING, "HIDING", "Hiding" } ,
|
||
{ TF_MISS, "MISS", "Improve_Dodge" } ,
|
||
{ TF_PICKSTONE, "PICKSTONE", "Take_Stone" } ,
|
||
{ TF_POISON, "POISON", "Envenom" } ,
|
||
{ TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand" } ,
|
||
{ TF_STEAL, "STEAL", "Steal" } ,
|
||
{ TF_THROWSTONE, "THROWSTONE", "Throw_Stone" } ,
|
||
{ TK_COUNTER, "COUNTER", "Counter" } ,
|
||
{ TK_DODGE, "DODGE", "Dodge" } ,
|
||
{ TK_DOWNKICK, "DOWNKICK", "Down Kick" } ,
|
||
{ TK_HIGHJUMP, "HIGHJUMP", "High Jump" } ,
|
||
{ TK_HPTIME, "HPTIME", "HP Time" } ,
|
||
{ TK_JUMPKICK, "JUMPKICK", "Jump Kick" } ,
|
||
{ TK_POWER, "POWER", "Power" } ,
|
||
{ TK_READYCOUNTER, "READYCOUNTER", "Ready Counter" } ,
|
||
{ TK_READYDOWN, "READYDOWN", "Ready Down" } ,
|
||
{ TK_READYSTORM, "READYSTORM", "Ready Storm" } ,
|
||
{ TK_READYTURN, "READYTURN", "Ready Turn" } ,
|
||
{ TK_RUN, "RUN", "TK_RUN" } ,
|
||
{ TK_SEVENWIND, "SEVENWIND", "Seven Wind" } ,
|
||
{ TK_SPTIME, "SPTIME", "SP Time" } ,
|
||
{ TK_STORMKICK, "STORMKICK", "Storm Kick" } ,
|
||
{ TK_TURNKICK, "TURNKICK", "Turn Kick" } ,
|
||
{ WE_BABY, "BABY", "Adopt_Baby" } ,
|
||
{ WE_CALLBABY, "CALLBABY", "Call_Baby" } ,
|
||
{ WE_CALLPARENT, "CALLPARENT", "Call_Parent" } ,
|
||
{ WE_CALLPARTNER, "CALLPARTNER", "I Want to See You" } ,
|
||
{ WE_FEMALE, "FEMALE", "I Only Look Up to You" } ,
|
||
{ WE_MALE, "MALE", "I Will Protect You" } ,
|
||
{ WS_CARTBOOST, "CARTBOOST", "Cart_Boost" } ,
|
||
{ WS_CREATECOIN, "CREATECOIN", "Create_Coins" } ,
|
||
{ WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets" } ,
|
||
{ WS_MELTDOWN, "MELTDOWN", "Meltdown" } ,
|
||
{ WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower" } ,
|
||
{ WS_WEAPONREFINE, "WEAPONREFINE", "Weapon_Refine" } ,
|
||
{ WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike" } ,
|
||
{ WZ_ESTIMATION, "ESTIMATION", "Sense" } ,
|
||
{ WZ_FIREIVY, "FIREIVY", "Fire_Ivy" } ,
|
||
{ WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar" } ,
|
||
{ WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova" } ,
|
||
{ WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive" } ,
|
||
{ WZ_ICEWALL, "ICEWALL", "Ice_Wall" } ,
|
||
{ WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder" } ,
|
||
{ WZ_METEOR, "METEOR", "Meteor_Storm" } ,
|
||
{ WZ_QUAGMIRE, "QUAGMIRE", "Quagmire" } ,
|
||
{ WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher" } ,
|
||
{ WZ_STORMGUST, "STORMGUST", "Storm_Gust" } ,
|
||
{ WZ_VERMILION, "VERMILION", "Lord_of_Vermilion" } ,
|
||
{ WZ_WATERBALL, "WATERBALL", "Water_Ball" } ,
|
||
{ 0, 0, 0 }
|
||
};
|
||
|
||
static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
|
||
static const int diry[8]={1,1,0,-1,-1,-1,0,1};
|
||
|
||
static int rdamage;
|
||
|
||
/* スキルデ?タベ?ス */
|
||
struct skill_db skill_db[MAX_SKILL_DB];
|
||
|
||
/* アイテム作成デ?タベ?ス */
|
||
struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
|
||
|
||
/* 矢作成スキルデ?タベ?ス */
|
||
struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
|
||
|
||
/* アブラカダブラ?動スキルデ?タベ?ス */
|
||
struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
|
||
|
||
int skill_get_hit( int id ){
|
||
if (id >= 10000 && id < 10015) id -= 9500;
|
||
return skill_db[id].hit;
|
||
}
|
||
int skill_get_inf( int id ){
|
||
return (id < 500) ? skill_db[id].inf : guild_skill_get_inf(id);
|
||
}
|
||
int skill_get_pl( int id ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return skill_db[id].pl;
|
||
}
|
||
int skill_get_nk( int id ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return skill_db[id].nk;
|
||
}
|
||
int skill_get_max( int id ){
|
||
return (id < 500) ? skill_db[id].max : guild_skill_get_max(id);
|
||
}
|
||
int skill_get_range( int id , int lv ){
|
||
if (lv <= 0) return 0;
|
||
return (id < 500) ? skill_db[id].range[lv-1] : guild_skill_get_range(id);
|
||
}
|
||
int skill_get_hp( int id ,int lv ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return (lv <= 0) ? 0: skill_db[id].hp[lv-1];
|
||
}
|
||
int skill_get_sp( int id ,int lv ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
//if (lv <= 0) return 0;
|
||
//return (id < 500) ? skill_db[id].sp[lv-1] : guild_skill_get_sp(id, lv);
|
||
return (lv <= 0) ? 0: skill_db[id].sp[lv-1];
|
||
}
|
||
int skill_get_zeny( int id ,int lv ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return (lv <= 0) ? 0:skill_db[id].zeny[lv-1];
|
||
}
|
||
int skill_get_num( int id ,int lv ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return (lv <= 0) ? 0:skill_db[id].num[lv-1];
|
||
}
|
||
int skill_get_cast( int id ,int lv ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return (lv <= 0) ? 0:skill_db[id].cast[lv-1];
|
||
}
|
||
int skill_get_delay( int id ,int lv ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return (lv <= 0) ? 0:skill_db[id].delay[lv-1];
|
||
}
|
||
int skill_get_time( int id ,int lv ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return (lv <= 0) ? 0:skill_db[id].upkeep_time[lv-1];
|
||
}
|
||
int skill_get_time2( int id ,int lv ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1];
|
||
}
|
||
int skill_get_castdef( int id ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return skill_db[id].cast_def_rate;
|
||
}
|
||
int skill_get_weapontype( int id ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return skill_db[id].weapon;
|
||
}
|
||
int skill_get_inf2( int id ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return skill_db[id].inf2;
|
||
}
|
||
int skill_get_castcancel( int id ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return skill_db[id].maxcount;
|
||
}
|
||
int skill_get_maxcount( int id ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return skill_db[id].maxcount;
|
||
}
|
||
int skill_get_blewcount( int id ,int lv ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1];
|
||
}
|
||
int skill_get_mhp( int id ,int lv ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return (lv <= 0) ? 0:skill_db[id].mhp[lv-1];
|
||
}
|
||
int skill_get_castnodex( int id ,int lv ){
|
||
if (id >= 10000 && id < 10015) id-= 9500;
|
||
return (lv <= 0) ? 0:skill_db[id].castnodex[lv-1];
|
||
}
|
||
int skill_tree_get_max(int id, int b_class){
|
||
struct pc_base_job s_class = pc_calc_base_job(b_class);
|
||
int i, skillid;
|
||
for(i=0;(skillid=skill_tree[s_class.upper][s_class.job][i].id)>0;i++)
|
||
if (id == skillid) return skill_tree[s_class.upper][s_class.job][i].max;
|
||
return skill_get_max (id);
|
||
}
|
||
|
||
/* プロトタイプ */
|
||
//struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
|
||
int skill_check_condition( struct map_session_data *sd,int type);
|
||
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
|
||
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
|
||
int skill_status_change_timer_sub(struct block_list *bl, va_list ap );
|
||
int skill_attack_area(struct block_list *bl,va_list ap);
|
||
int skill_abra_dataset(int skilllv);
|
||
int skill_clear_element_field(struct block_list *bl);
|
||
int skill_landprotector(struct block_list *bl, va_list ap );
|
||
int skill_trap_splash(struct block_list *bl, va_list ap );
|
||
int skill_count_target(struct block_list *bl, va_list ap );
|
||
|
||
// [MouseJstr] - skill ok to cast? and when?
|
||
int skillnotok(int skillid, struct map_session_data *sd) {
|
||
if (sd == 0)
|
||
return 0;
|
||
if (pc_isGM(sd) >= 20)
|
||
return 0; // gm's can do anything damn thing they want
|
||
switch (skillid) {
|
||
case AL_WARP:
|
||
case AL_TELEPORT:
|
||
case MC_VENDING:
|
||
case MC_IDENTIFY:
|
||
return 0; // always allowed
|
||
default:
|
||
return(map[sd->bl.m].flag.noskill);
|
||
}
|
||
}
|
||
|
||
|
||
static int distance(int x0,int y0,int x1,int y1)
|
||
{
|
||
int dx,dy;
|
||
|
||
dx=abs(x0-x1);
|
||
dy=abs(y0-y1);
|
||
return dx>dy ? dx : dy;
|
||
}
|
||
|
||
/* スキルユニットIDを返す(これもデ?タベ?スに入れたいな) */
|
||
int skill_get_unit_id(int id,int flag)
|
||
{
|
||
|
||
switch(id){
|
||
case MG_SAFETYWALL: return 0x7e; /* セイフティウォ?ル */
|
||
case MG_FIREWALL: return 0x7f; /* ファイア?ウォ?ル */
|
||
case AL_WARP: return (flag==0)?0x81:0x80; /* ワ?プポ?タル */
|
||
case PR_BENEDICTIO: return 0x82; /* 聖?降福 */
|
||
case PR_SANCTUARY: return 0x83; /* サンクチュアリ */
|
||
case PR_MAGNUS: return 0x84; /* マグヌスエクソシズム */
|
||
case AL_PNEUMA: return 0x85; /* ニュ?マ */
|
||
case MG_THUNDERSTORM: return 0x86; /* サンダ?スト?ム */
|
||
case WZ_HEAVENDRIVE: return 0x86; /* ヘヴンズドライブ */
|
||
case WZ_SIGHTRASHER: return 0x86; /* サイトラッシャ? */
|
||
case WZ_METEOR: return 0x86; /* メテオスト?ム */
|
||
case WZ_VERMILION: return 0x86; /* ロ?ドオブヴァ?ミリオン */
|
||
case WZ_FROSTNOVA: return 0x86; /* フロストノヴァ */
|
||
case WZ_STORMGUST: return 0x86; /* スト?ムガスト(とりあえずLoVと同じで?理) */
|
||
case CR_GRANDCROSS: return 0x86; /* グランドクロス */
|
||
case WZ_FIREPILLAR: return (flag==0)?0x87:0x88; /* ファイア?ピラ? */
|
||
case HT_TALKIEBOX: return 0x99; /* ト?キ?ボックス */
|
||
case WZ_ICEWALL: return 0x8d; /* アイスウォ?ル */
|
||
case WZ_QUAGMIRE: return 0x8e; /* クァグマイア */
|
||
case HT_BLASTMINE: return 0x8f; /* ブラストマイン */
|
||
case HT_SKIDTRAP: return 0x90; /* スキッドトラップ */
|
||
case HT_ANKLESNARE: return 0x91; /* アンクルスネア */
|
||
case AS_VENOMDUST: return 0x92; /* ベノムダスト */
|
||
case HT_LANDMINE: return 0x93; /* ランドマイン */
|
||
case HT_SHOCKWAVE: return 0x94; /* ショックウェ?ブトラップ */
|
||
case HT_SANDMAN: return 0x95; /* サンドマン */
|
||
case HT_FLASHER: return 0x96; /* フラッシャ? */
|
||
case HT_FREEZINGTRAP: return 0x97; /* フリ?ジングトラップ */
|
||
case HT_CLAYMORETRAP: return 0x98; /* クレイモア?トラップ */
|
||
case SA_VOLCANO: return 0x9a; /* ボルケ?ノ */
|
||
case SA_DELUGE: return 0x9b; /* デリュ?ジ */
|
||
case SA_VIOLENTGALE: return 0x9c; /* バイオレントゲイル */
|
||
case SA_LANDPROTECTOR: return 0x9d; /* ランドプロテクタ? */
|
||
case BD_LULLABY: return 0x9e; /* 子守歌 */
|
||
case BD_RICHMANKIM: return 0x9f; /* ニヨルドの宴 */
|
||
case BD_ETERNALCHAOS: return 0xa0; /* 永遠の混沌 */
|
||
case BD_DRUMBATTLEFIELD:return 0xa1; /* ?太鼓の響き */
|
||
case BD_RINGNIBELUNGEN: return 0xa2; /* ニ?ベルングの指輪 */
|
||
case BD_ROKISWEIL: return 0xa3; /* ロキの叫び */
|
||
case BD_INTOABYSS: return 0xa4; /* 深淵の中に */
|
||
case BD_SIEGFRIED: return 0xa5; /* 不死身のジ?クフリ?ド */
|
||
case BA_DISSONANCE: return 0xa6; /* 不協和音 */
|
||
case BA_WHISTLE: return 0xa7; /* 口笛 */
|
||
case BA_ASSASSINCROSS: return 0xa8; /* 夕陽のアサシンクロス */
|
||
case BA_POEMBRAGI: return 0xa9; /* ブラギの詩 */
|
||
case BA_APPLEIDUN: return 0xaa; /* イドゥンの林檎 */
|
||
case DC_UGLYDANCE: return 0xab; /* 自分勝手なダンス */
|
||
case DC_HUMMING: return 0xac; /* ハミング */
|
||
case DC_DONTFORGETME: return 0xad; /* 私を忘れないで… */
|
||
case DC_FORTUNEKISS: return 0xae; /* 幸運のキス */
|
||
case DC_SERVICEFORYOU: return 0xaf; /* サ?ビスフォ?ユ? */
|
||
case RG_GRAFFITI: return 0xb0; /* グラフィティ */
|
||
case AM_DEMONSTRATION: return 0xb1; /* デモンストレ?ション */
|
||
case WE_CALLPARTNER: return 0xb2; /* あなたに逢いたい */
|
||
case PA_GOSPEL: return 0xb3; /* ゴスペル */
|
||
case HP_BASILICA: return 0xb4; /* バジリカ */
|
||
case CG_MOONLIT: return 0xb5;
|
||
case PF_FOGWALL: return 0xb6; /* フォグウォ?ル */
|
||
case PF_SPIDERWEB: return 0xb7; /* スパイダ?ウェッブ */
|
||
// temporary unit ID's [Celest]
|
||
case GD_LEADERSHIP: return 0xc1;
|
||
case GD_GLORYWOUNDS: return 0xc2;
|
||
case GD_SOULCOLD: return 0xc3;
|
||
case GD_HAWKEYES: return 0xc4;
|
||
}
|
||
return 0;
|
||
/*
|
||
0x89,0x8a,0x8b 表示無し
|
||
0x9a 炎?性の詠唱みたいなエフェクト
|
||
0x9b 水?性の詠唱みたいなエフェクト
|
||
0x9c 風?性の詠唱みたいなエフェクト
|
||
0x9d 白い小さなエフェクト
|
||
0xb1 Alchemist Demonstration
|
||
0xb2 = Pink Warp Portal
|
||
0xb3 = Gospel For Paladin
|
||
0xb4 = Basilica
|
||
0xb5 = Empty
|
||
0xb6 = Fog Wall for Professor
|
||
0xb7 = Spider Web for Professor
|
||
0xb8 = Empty
|
||
0xb9 =
|
||
*/
|
||
}
|
||
|
||
/*==========================================
|
||
* スキル追加?果
|
||
*------------------------------------------
|
||
*/
|
||
int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick)
|
||
{
|
||
/* MOB追加?果スキル用 */
|
||
const int sc[]={
|
||
SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
|
||
SC_STONE, SC_CURSE, SC_SLEEP
|
||
};
|
||
const int sc2[]={
|
||
MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
|
||
NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
|
||
NPC_SILENCEATTACK,0,NPC_BLINDATTACK
|
||
};
|
||
|
||
struct map_session_data *sd=NULL;
|
||
struct map_session_data *dstsd=NULL;
|
||
struct mob_data *md=NULL;
|
||
struct mob_data *dstmd=NULL;
|
||
struct pet_data *pd=NULL;
|
||
|
||
int skill,skill2;
|
||
int rate,luk;
|
||
|
||
int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk;
|
||
int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, bl);
|
||
|
||
//if(skilllv <= 0) return 0;
|
||
if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
|
||
|
||
if(src->type==BL_PC){
|
||
nullpo_retr(0, sd=(struct map_session_data *)src);
|
||
}else if(src->type==BL_MOB){
|
||
nullpo_retr(0, md=(struct mob_data *)src); //未使用?
|
||
}else if(src->type==BL_PET){
|
||
nullpo_retr(0, pd=(struct pet_data *)src); // [Valaris]
|
||
}
|
||
|
||
//?象の耐性
|
||
luk = battle_get_luk(bl);
|
||
sc_def_mdef=100 - (3 + battle_get_mdef(bl) + luk/3);
|
||
sc_def_vit=100 - (3 + battle_get_vit(bl) + luk/3);
|
||
sc_def_int=100 - (3 + battle_get_int(bl) + luk/3);
|
||
sc_def_luk=100 - (3 + luk);
|
||
//自分の耐性
|
||
luk = battle_get_luk(src);
|
||
sc_def_mdef2=100 - (3 + battle_get_mdef(src) + luk/3);
|
||
sc_def_vit2=100 - (3 + battle_get_vit(src) + luk/3);
|
||
sc_def_int2=100 - (3 + battle_get_int(src) + luk/3);
|
||
sc_def_luk2=100 - (3 + luk);
|
||
if(bl->type==BL_PC)
|
||
dstsd=(struct map_session_data *)bl;
|
||
else if(bl->type==BL_MOB){
|
||
dstmd=(struct mob_data *)bl; //未使用?
|
||
if(sc_def_mdef<50)
|
||
sc_def_mdef=50;
|
||
if(sc_def_vit<50)
|
||
sc_def_vit=50;
|
||
if(sc_def_int<50)
|
||
sc_def_int=50;
|
||
if(sc_def_luk<50)
|
||
sc_def_luk=50;
|
||
}
|
||
if(sc_def_mdef<0)
|
||
sc_def_mdef=0;
|
||
if(sc_def_vit<0)
|
||
sc_def_vit=0;
|
||
if(sc_def_int<0)
|
||
sc_def_int=0;
|
||
|
||
switch(skillid){
|
||
case 0: /* 通常攻? */
|
||
/* 自動鷹 */
|
||
if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
|
||
rand()%1000 <= sd->paramc[5]*10/3+1 ) {
|
||
int lv=(sd->status.job_level+9)/10;
|
||
skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
|
||
}
|
||
// スナッチャ?
|
||
if(sd && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0)
|
||
if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
|
||
if(pc_steal_item(sd,bl))
|
||
clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
|
||
else if (battle_config.display_snatcher_skill_fail)
|
||
clif_skill_fail(sd,skillid,0,0); // it's annoying! =p [Celest]
|
||
}
|
||
// エンチャントデットリ?ポイズン(猛毒?果)
|
||
if (sd && sd->sc_data[SC_EDP].timer != -1 && rand() % 10000 < sd->sc_data[SC_EDP].val2 * sc_def_vit) {
|
||
int mhp = battle_get_max_hp(bl);
|
||
int hp = battle_get_hp(bl);
|
||
int lvl = sd->sc_data[SC_EDP].val1;
|
||
int diff;
|
||
// MHPの1/4以下にはならない
|
||
if(hp > mhp>>2) {
|
||
if(bl->type == BL_PC) {
|
||
diff = mhp*10/100;
|
||
if (hp - diff < mhp>>2)
|
||
diff = hp - (mhp>>2);
|
||
pc_heal((struct map_session_data *)bl, -hp, 0);
|
||
} else if(bl->type == BL_MOB) {
|
||
struct mob_data *md = (struct mob_data *)bl;
|
||
hp -= mhp*15/100;
|
||
if (hp > mhp>>2)
|
||
md->hp = hp;
|
||
else
|
||
md->hp = mhp>>2;
|
||
}
|
||
}
|
||
skill_status_change_start(bl,SC_DPOISON,lvl,0,0,0,skill_get_time2(ASC_EDP,lvl),0);
|
||
}
|
||
break;
|
||
|
||
case SM_BASH: /* バッシュ(急所攻?) */
|
||
if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
|
||
if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
|
||
}
|
||
break;
|
||
|
||
case TF_POISON: /* インベナム */
|
||
case AS_SPLASHER: /* ベナムスプラッシャ? */
|
||
if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
else{
|
||
if(sd && skillid==TF_POISON)
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
}
|
||
break;
|
||
|
||
case AS_SONICBLOW: /* ソニックブロ? */
|
||
if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
|
||
rate=skilllv*3+35;
|
||
if(rand()%100 < rate*sc_def_mdef/100)
|
||
skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
case MG_FROSTDIVER: /* フロストダイバ? */
|
||
case WZ_FROSTNOVA: /* フロストノヴァ */
|
||
rate=(skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15;
|
||
rate=rate<=5?5:rate;
|
||
if(rand()%100 < rate)
|
||
skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
else if(sd && skillid==MG_FROSTDIVER)
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
|
||
case WZ_STORMGUST: /* スト?ムガスト */
|
||
{
|
||
struct status_change *sc_data = battle_get_sc_data(bl);
|
||
if(sc_data) {
|
||
sc_data[SC_FREEZE].val3++;
|
||
if(sc_data[SC_FREEZE].val3 >= 3)
|
||
skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case HT_LANDMINE: /* ランドマイン */
|
||
if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
|
||
if(map[bl->m].flag.pvp && dstsd){
|
||
dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100;
|
||
pc_calcstatus(dstsd,0);
|
||
}
|
||
break;
|
||
case HT_SANDMAN: /* サンドマン */
|
||
if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
|
||
skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
case TF_SPRINKLESAND: /* 砂まき */
|
||
if( rand()%100 < 20*sc_def_int/100 )
|
||
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
case TF_THROWSTONE: /* 石投げ */
|
||
if( rand()%100 < 7*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
case CR_HOLYCROSS: /* ホ?リ?クロス */
|
||
if( rand()%100 < 3*skilllv*sc_def_int/100 )
|
||
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
case CR_GRANDCROSS: /* グランドクロス */
|
||
{
|
||
int race = battle_get_race(bl);
|
||
if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //?制付?だが完全耐性には無?
|
||
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
}
|
||
break;
|
||
|
||
case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
|
||
if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
case RG_RAID: /* サプライズアタック */
|
||
if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
|
||
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
case BA_FROSTJOKE:
|
||
if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
|
||
skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
case DC_SCREAM:
|
||
if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
case BD_LULLABY: /* 子守唄 */
|
||
if( rand()%100 < 15*sc_def_int/100 )
|
||
skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
/* MOBの追加?果付きスキル */
|
||
|
||
case NPC_PETRIFYATTACK:
|
||
if(rand()%100 < sc_def_mdef)
|
||
skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
case NPC_POISON:
|
||
case NPC_SILENCEATTACK:
|
||
case NPC_STUNATTACK:
|
||
if(rand()%100 < sc_def_vit && src->type!=BL_PET)
|
||
skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
if(src->type==BL_PET)
|
||
skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0);
|
||
break;
|
||
case NPC_CURSEATTACK:
|
||
if(rand()%100 < sc_def_luk)
|
||
skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
case NPC_SLEEPATTACK:
|
||
case NPC_BLINDATTACK:
|
||
if(rand()%100 < sc_def_int)
|
||
skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
case NPC_MENTALBREAKER:
|
||
if(dstsd) {
|
||
int sp = dstsd->status.max_sp*(10+skilllv)/100;
|
||
if(sp < 1) sp = 1;
|
||
pc_heal(dstsd,0,-sp);
|
||
}
|
||
break;
|
||
|
||
// -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion)
|
||
//
|
||
case WZ_METEOR:
|
||
if(rand()%100 < sc_def_vit)
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
case WZ_VERMILION:
|
||
if(rand()%100 < sc_def_int)
|
||
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
// -- moonsoul (stun ability of new champion skill tigerfist)
|
||
//
|
||
case CH_TIGERFIST:
|
||
if( rand()%100 < (10 + skilllv*10)*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
case LK_SPIRALPIERCE:
|
||
if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
case ST_REJECTSWORD: /* フリ?ジングトラップ */
|
||
if( rand()%100 < (skilllv*15) )
|
||
skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
case PF_FOGWALL: /* ホ?リ?クロス */
|
||
if( rand()%100 < 3*skilllv*sc_def_int/100 )
|
||
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
case LK_HEADCRUSH: /* ヘッドクラッシュ */
|
||
{//?件が良く分からないので適?に
|
||
int race=battle_get_race(bl);
|
||
if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
}
|
||
break;
|
||
case LK_JOINTBEAT: /* ジョイントビ?ト */
|
||
//?件が良く分からないので適?に
|
||
if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
|
||
skill_status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
case PF_SPIDERWEB: /* スパイダ?ウェッブ */
|
||
{
|
||
int sec=skill_get_time2(skillid,skilllv);
|
||
if(map[src->m].flag.pvp) //PvPでは拘束時間半減?
|
||
sec = sec/2;
|
||
battle_stopwalking(bl,1);
|
||
skill_status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
|
||
}
|
||
break;
|
||
case ASC_METEORASSAULT: /* メテオアサルト */
|
||
if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //?態異常は詳細が分からないので適?に
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
|
||
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
|
||
//阿修羅を使うと5分間自然回復しないようになる
|
||
skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
|
||
break;
|
||
case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
|
||
// skilllv*5%の確率で呪い
|
||
if (rand()%10000 < 5*skilllv*sc_def_luk)
|
||
skill_status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
|
||
break;
|
||
}
|
||
|
||
if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
|
||
int i;
|
||
int sc_def_card=100;
|
||
|
||
for(i=SC_STONE;i<=SC_BLIND;i++){
|
||
//?象に?態異常
|
||
if(i==SC_STONE || i==SC_FREEZE)
|
||
sc_def_card=sc_def_mdef;
|
||
else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
|
||
sc_def_card=sc_def_vit;
|
||
else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
|
||
sc_def_card=sc_def_int;
|
||
else if(i==SC_CURSE)
|
||
sc_def_card=sc_def_luk;
|
||
|
||
if(!sd->state.arrow_atk) {
|
||
if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
|
||
if(battle_config.battle_log)
|
||
printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
|
||
skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
|
||
}
|
||
}
|
||
else {
|
||
if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){
|
||
if(battle_config.battle_log)
|
||
printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
|
||
skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
|
||
}
|
||
}
|
||
//自分に?態異常
|
||
if(i==SC_STONE || i==SC_FREEZE)
|
||
sc_def_card=sc_def_mdef2;
|
||
else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
|
||
sc_def_card=sc_def_vit2;
|
||
else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
|
||
sc_def_card=sc_def_int2;
|
||
else if(i==SC_CURSE)
|
||
sc_def_card=sc_def_luk2;
|
||
|
||
if(!sd->state.arrow_atk) {
|
||
if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
|
||
if(battle_config.battle_log)
|
||
printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
|
||
skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
|
||
}
|
||
}
|
||
else {
|
||
if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
|
||
if(battle_config.battle_log)
|
||
printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
|
||
skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*=========================================================================
|
||
スキル攻?吹き飛ばし?理
|
||
-------------------------------------------------------------------------*/
|
||
int skill_blown( struct block_list *src, struct block_list *target,int count)
|
||
{
|
||
int dx=0,dy=0,nx,ny;
|
||
int x=target->x,y=target->y;
|
||
int ret,prev_state=MS_IDLE;
|
||
int moveblock;
|
||
struct map_session_data *sd=NULL;
|
||
struct mob_data *md=NULL;
|
||
struct pet_data *pd=NULL;
|
||
struct skill_unit *su=NULL;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, target);
|
||
|
||
if(target->type==BL_PC){
|
||
nullpo_retr(0, sd=(struct map_session_data *)target);
|
||
}else if(target->type==BL_MOB){
|
||
nullpo_retr(0, md=(struct mob_data *)target);
|
||
}else if(target->type==BL_PET){
|
||
nullpo_retr(0, pd=(struct pet_data *)target);
|
||
}else if(target->type==BL_SKILL){
|
||
nullpo_retr(0, su=(struct skill_unit *)target);
|
||
}else return 0;
|
||
|
||
if(!(count&0x10000 && (sd||md||pd||su))){ /* 指定なしなら位置?係から方向を求める */
|
||
dx=target->x-src->x; dx=(dx>0)?1:((dx<0)?-1: 0);
|
||
dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0);
|
||
}
|
||
if(dx==0 && dy==0){
|
||
int dir=battle_get_dir(target);
|
||
if(dir>=0 && dir<8){
|
||
dx=-dirx[dir];
|
||
dy=-diry[dir];
|
||
}
|
||
}
|
||
|
||
ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
|
||
nx=ret>>16;
|
||
ny=ret&0xffff;
|
||
moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE);
|
||
|
||
if(count&0x20000) {
|
||
battle_stopwalking(target,1);
|
||
if(sd){
|
||
sd->to_x=nx;
|
||
sd->to_y=ny;
|
||
sd->walktimer = 1;
|
||
clif_walkok(sd);
|
||
clif_movechar(sd);
|
||
}
|
||
else if(md) {
|
||
md->to_x=nx;
|
||
md->to_y=ny;
|
||
prev_state = md->state.state;
|
||
md->state.state = MS_WALK;
|
||
clif_fixmobpos(md);
|
||
}
|
||
else if(pd) {
|
||
pd->to_x=nx;
|
||
pd->to_y=ny;
|
||
prev_state = pd->state.state;
|
||
pd->state.state = MS_WALK;
|
||
clif_fixpetpos(pd);
|
||
}
|
||
}
|
||
else
|
||
battle_stopwalking(target,2);
|
||
|
||
dx = nx - x;
|
||
dy = ny - y;
|
||
|
||
if(sd) /* ?面外に出たので消去 */
|
||
map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);
|
||
else if(md)
|
||
map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
|
||
else if(pd)
|
||
map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
|
||
|
||
if(su){
|
||
skill_unit_move_unit_group(su->group,target->m,dx,dy);
|
||
}else{
|
||
// struct status_change *sc_data=battle_get_sc_data(target);
|
||
if(moveblock) map_delblock(target);
|
||
target->x=nx;
|
||
target->y=ny;
|
||
if(moveblock) map_addblock(target);
|
||
/*ダンス中にエフェクトは移動しないらしい
|
||
if(sc_data && sc_data[SC_DANCING].timer!=-1){ //?象がダンス中なのでエフェクトも移動
|
||
struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2;
|
||
if(sg)
|
||
skill_unit_move_unit_group(sg,target->m,dx,dy);
|
||
}
|
||
*/
|
||
}
|
||
|
||
if(sd) { /* ?面?に入ってきたので表示 */
|
||
map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd);
|
||
if(count&0x20000)
|
||
sd->walktimer = -1;
|
||
}
|
||
else if(md) {
|
||
map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
|
||
if(count&0x20000)
|
||
md->state.state = prev_state;
|
||
}
|
||
else if(pd) {
|
||
map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
|
||
if(count&0x20000)
|
||
pd->state.state = prev_state;
|
||
}
|
||
|
||
skill_unit_move(target,gettick(),(count&0xffff)+7); /* スキルユニットの判定 */
|
||
|
||
return 0;
|
||
}
|
||
|
||
|
||
/*
|
||
* =========================================================================
|
||
* スキル攻??果?理まとめ
|
||
* flagの?明。16進?
|
||
* 00XRTTff
|
||
* ff = magicで計算に渡される)
|
||
* TT = パケットのtype部分(0でデフォルト)
|
||
* X = パケットのスキルLv
|
||
* R = 予約(skill_area_subで使用する)
|
||
*-------------------------------------------------------------------------
|
||
*/
|
||
|
||
int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
|
||
struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
|
||
{
|
||
struct Damage dmg;
|
||
struct status_change *sc_data;
|
||
int type,lv,damage;
|
||
|
||
if(skilllv <= 0) return 0;
|
||
|
||
rdamage = 0;
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, dsrc);
|
||
nullpo_retr(0, bl);
|
||
|
||
sc_data = battle_get_sc_data(bl);
|
||
|
||
//何もしない判定ここから
|
||
if(dsrc->m != bl->m) //?象が同じマップにいなければ何もしない
|
||
return 0;
|
||
if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※
|
||
return 0;
|
||
if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //術者?がPCですでに死んでいたら何もしない
|
||
return 0;
|
||
if(dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //術者?がPCですでに死んでいたら何もしない
|
||
return 0;
|
||
if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //?象がPCですでに死んでいたら何もしない
|
||
return 0;
|
||
if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *) bl))
|
||
return 0; // [MouseJstr]
|
||
if(sc_data && sc_data[SC_HIDING].timer != -1) { //ハイディング?態で
|
||
if(skill_get_pl(skillid) != 2) //スキルの?性が地?性でなければ何もしない
|
||
return 0;
|
||
}
|
||
if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない
|
||
return 0;
|
||
if(skillid == WZ_STORMGUST) { //使用スキルがスト?ムガストで
|
||
if(sc_data && sc_data[SC_FREEZE].timer != -1) //凍結?態なら何もしない
|
||
return 0;
|
||
}
|
||
if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない
|
||
return 0;
|
||
if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //術者がPCでチャット中なら何もしない
|
||
return 0;
|
||
if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //術者がPCでチャット中なら何もしない
|
||
return 0;
|
||
if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0)
|
||
return 0;
|
||
|
||
//何もしない判定ここまで
|
||
|
||
type=-1;
|
||
lv=(flag>>20)&0xf;
|
||
dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダメ?ジ計算
|
||
|
||
//マジックロッド?理ここから
|
||
if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //魔法攻?でマジックロッド?態でsrc=dsrcなら
|
||
dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
|
||
if(bl->type == BL_PC) { //?象がPCの場合
|
||
int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
|
||
sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸?率計算
|
||
if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
|
||
sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
|
||
if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
|
||
else if(sp < 1) sp = 1; //1以下の場合は1
|
||
if(((struct map_session_data *)bl)->status.sp + sp > ((struct map_session_data *)bl)->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合
|
||
sp = ((struct map_session_data *)bl)->status.max_sp - ((struct map_session_data *)bl)->status.sp; //SPをMSP-現在SPにする
|
||
((struct map_session_data *)bl)->status.sp = ((struct map_session_data *)bl)->status.max_sp; //現在のSPにMSPを代入
|
||
}
|
||
else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
|
||
((struct map_session_data *)bl)->status.sp += sp;
|
||
clif_heal(((struct map_session_data *)bl)->fd,SP_SP,sp); //SP回復エフェクトの表示
|
||
((struct map_session_data *)bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); //
|
||
}
|
||
clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示
|
||
}
|
||
//マジックロッド?理ここまで
|
||
|
||
if(src->type==BL_PET) { // [Valaris]
|
||
dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), battle_get_element(bl) );
|
||
dmg.damage2=0;
|
||
}
|
||
|
||
damage = dmg.damage + dmg.damage2;
|
||
|
||
if(lv==15)
|
||
lv=-1;
|
||
|
||
if( flag&0xff00 )
|
||
type=(flag&0xff00)>>8;
|
||
|
||
if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※
|
||
dmg.blewcount = 0;
|
||
|
||
if(skillid == CR_GRANDCROSS) {//グランドクロス
|
||
if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
|
||
if( src == bl) type = 4; // 反動はダメ?ジモ?ションなし
|
||
}
|
||
|
||
//使用者がPCの場合の?理ここから
|
||
if(src->type == BL_PC) {
|
||
struct map_session_data *sd = (struct map_session_data *)src;
|
||
nullpo_retr(0, sd);
|
||
//連打掌(MO_CHAINCOMBO)ここから
|
||
if(skillid == MO_CHAINCOMBO) {
|
||
int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); //基本ディレイの計算
|
||
if(damage < battle_get_hp(bl)) { //ダメ?ジが?象のHPより小さい場合
|
||
if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&?球保持時は+300ms
|
||
delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
|
||
|
||
skill_status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ?態に
|
||
}
|
||
sd->attackabletime = sd->canmove_tick = tick + delay;
|
||
clif_combo_delay(src,delay); //コンボディレイパケットの送信
|
||
}
|
||
//連打掌(MO_CHAINCOMBO)ここまで
|
||
//猛龍拳(MO_COMBOFINISH)ここから
|
||
else if(skillid == MO_COMBOFINISH) {
|
||
int delay = 700 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
|
||
if(damage < battle_get_hp(bl)) {
|
||
//阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms
|
||
//伏虎拳(CH_TIGERFIST)取得時も+300ms
|
||
if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
|
||
(pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
|
||
(pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1))
|
||
delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
|
||
|
||
skill_status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ?態に
|
||
}
|
||
sd->attackabletime = sd->canmove_tick = tick + delay;
|
||
clif_combo_delay(src,delay); //コンボディレイパケットの送信
|
||
}
|
||
//猛龍拳(MO_COMBOFINISH)ここまで
|
||
//伏虎拳(CH_TIGERFIST)ここから
|
||
else if(skillid == CH_TIGERFIST) {
|
||
int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
|
||
if(damage < battle_get_hp(bl)) {
|
||
if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩?(CH_CHAINCRUSH)取得時は+300ms
|
||
delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
|
||
|
||
skill_status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ?態に
|
||
}
|
||
sd->attackabletime = sd->canmove_tick = tick + delay;
|
||
clif_combo_delay(src,delay); //コンボディレイパケットの送信
|
||
}
|
||
//伏虎拳(CH_TIGERFIST)ここまで
|
||
//連柱崩?(CH_CHAINCRUSH)ここから
|
||
else if(skillid == CH_CHAINCRUSH) {
|
||
int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
|
||
if(damage < battle_get_hp(bl)) {
|
||
//阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms
|
||
if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
|
||
delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
|
||
|
||
skill_status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ?態に
|
||
}
|
||
sd->attackabletime = sd->canmove_tick = tick + delay;
|
||
clif_combo_delay(src,delay); //コンボディレイパケットの送信
|
||
}
|
||
//連柱崩?(CH_CHAINCRUSH)ここまで
|
||
}
|
||
//使用者がPCの場合の?理ここまで
|
||
//武器スキル?ここから
|
||
//AppleGirl Was Here
|
||
if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah
|
||
if(bl->type == BL_PC) { //Blah Blah
|
||
struct map_session_data *tsd = (struct map_session_data *)bl;
|
||
if(tsd->magic_damage_return > 0) { //More Blah
|
||
rdamage += damage * tsd->magic_damage_return / 100;
|
||
if(rdamage < 1) rdamage = 1;
|
||
}
|
||
}
|
||
}
|
||
//Stop Here
|
||
if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc) { //武器スキル&ダメ?ジあり&使用者と?象者が違う&src=dsrc
|
||
if(dmg.flag&BF_SHORT) { //近距離攻?時?※
|
||
if(bl->type == BL_PC) { //?象がPCの時
|
||
struct map_session_data *tsd = (struct map_session_data *)bl;
|
||
nullpo_retr(0, tsd);
|
||
if(tsd->short_weapon_damage_return > 0) { //近距離攻?跳ね返し?※
|
||
rdamage += damage * tsd->short_weapon_damage_return / 100;
|
||
if(rdamage < 1) rdamage = 1;
|
||
}
|
||
}
|
||
if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシ?ルド時
|
||
rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算
|
||
if(rdamage < 1) rdamage = 1;
|
||
}
|
||
}
|
||
else if(dmg.flag&BF_LONG) { //遠距離攻?時?※
|
||
if(bl->type == BL_PC) { //?象がPCの時
|
||
struct map_session_data *tsd = (struct map_session_data *)bl;
|
||
nullpo_retr(0, tsd);
|
||
if(tsd->long_weapon_damage_return > 0) { //遠距離攻?跳ね返し?※
|
||
rdamage += damage * tsd->long_weapon_damage_return / 100;
|
||
if(rdamage < 1) rdamage = 1;
|
||
}
|
||
}
|
||
}
|
||
if(rdamage > 0)
|
||
clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
|
||
}
|
||
//武器スキル?ここまで
|
||
|
||
switch(skillid){
|
||
case WZ_SIGHTRASHER:
|
||
clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, 5);
|
||
break;
|
||
case AS_SPLASHER:
|
||
clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
|
||
break;
|
||
case NPC_SELFDESTRUCTION:
|
||
case NPC_SELFDESTRUCTION2:
|
||
break;
|
||
default:
|
||
clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
|
||
}
|
||
if(dmg.blewcount > 0 && !map[src->m].flag.gvg) { /* 吹き飛ばし?理とそのパケット */
|
||
if(skillid == WZ_SIGHTRASHER)
|
||
skill_blown(src,bl,dmg.blewcount);
|
||
else
|
||
skill_blown(dsrc,bl,dmg.blewcount);
|
||
if(bl->type == BL_MOB)
|
||
clif_fixmobpos((struct mob_data *)bl);
|
||
else if(bl->type == BL_PET)
|
||
clif_fixpetpos((struct pet_data *)bl);
|
||
else
|
||
clif_fixpos(bl);
|
||
}
|
||
|
||
map_freeblock_lock();
|
||
/* ?際にダメ?ジ?理を行う */
|
||
if(skillid != KN_BOWLINGBASH || flag)
|
||
battle_damage(src,bl,damage,0);
|
||
if(skillid == RG_INTIMIDATE && damage > 0 && !(battle_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
|
||
int s_lv = battle_get_lv(src),t_lv = battle_get_lv(bl);
|
||
int rate = 50 + skilllv * 5;
|
||
rate = rate + (s_lv - t_lv);
|
||
if(rand()%100 < rate)
|
||
skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
|
||
}
|
||
if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM) && sc_data[SC_PRESERVE].timer != -1){
|
||
struct map_session_data *tsd = (struct map_session_data *)bl;
|
||
nullpo_retr(0, tsd);
|
||
if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id
|
||
&& !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){
|
||
//?に?んでいるスキルがあれば該?スキルを消す
|
||
if (tsd->cloneskill_id && tsd->cloneskill_lv && tsd->status.skill[tsd->cloneskill_id].flag==13){
|
||
tsd->status.skill[tsd->cloneskill_id].id=0;
|
||
tsd->status.skill[tsd->cloneskill_id].lv=0;
|
||
tsd->status.skill[tsd->cloneskill_id].flag=0;
|
||
}
|
||
tsd->cloneskill_id=skillid;
|
||
tsd->cloneskill_lv=skilllv;
|
||
tsd->status.skill[skillid].id=skillid;
|
||
tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
|
||
skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
|
||
tsd->status.skill[skillid].flag=13;//cloneskill flag
|
||
clif_skillinfoblock(tsd);
|
||
}
|
||
}
|
||
/* ダメ?ジがあるなら追加?果判定 */
|
||
if(bl->prev != NULL){
|
||
struct map_session_data *sd = (struct map_session_data *)bl;
|
||
nullpo_retr(0, sd);
|
||
if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) {
|
||
if(damage > 0)
|
||
skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
|
||
if(bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
|
||
{
|
||
struct mob_data *md=(struct mob_data *)bl;
|
||
nullpo_retr(0, md);
|
||
if(battle_config.mob_changetarget_byskill == 1)
|
||
{
|
||
int target;
|
||
target=md->target_id;
|
||
if(src->type == BL_PC)
|
||
md->target_id=src->id;
|
||
mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
|
||
md->target_id=target;
|
||
}
|
||
else
|
||
mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
|
||
}
|
||
}
|
||
}
|
||
|
||
if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
|
||
struct map_session_data *sd = (struct map_session_data *)src;
|
||
int hp = 0,sp = 0;
|
||
nullpo_retr(0, sd);
|
||
if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) {
|
||
hp += (dmg.damage * sd->hp_drain_per)/100;
|
||
if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
|
||
else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
|
||
}
|
||
if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) {
|
||
hp += (dmg.damage2 * sd->hp_drain_per_)/100;
|
||
if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
|
||
else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
|
||
}
|
||
if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) {
|
||
sp += (dmg.damage * sd->sp_drain_per)/100;
|
||
if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
|
||
else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
|
||
}
|
||
if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) {
|
||
sp += (dmg.damage2 * sd->sp_drain_per_)/100;
|
||
if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
|
||
else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
|
||
}
|
||
if(hp || sp) pc_heal(sd,hp,sp);
|
||
}
|
||
|
||
if((skillid != KN_BOWLINGBASH || flag) && rdamage > 0)
|
||
battle_damage(bl,src,rdamage,0);
|
||
|
||
if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) {
|
||
if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id)
|
||
battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1);
|
||
skill_status_change_end(bl,SC_AUTOCOUNTER,-1);
|
||
}
|
||
|
||
map_freeblock_unlock();
|
||
|
||
return (dmg.damage+dmg.damage2); /* ?ダメを返す */
|
||
}
|
||
|
||
/*==========================================
|
||
* スキル範?攻?用(map_foreachinareaから呼ばれる)
|
||
* flagについて:16進?を確認
|
||
* MSB <- 00fTffff ->LSB
|
||
* T =タ?ゲット選?用(BCT_*)
|
||
* ffff=自由に使用可能
|
||
* 0 =予約。0に固定
|
||
*------------------------------------------
|
||
*/
|
||
static int skill_area_temp[8]; /* 一時??。必要なら使う。 */
|
||
typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
|
||
int skill_area_sub( struct block_list *bl,va_list ap )
|
||
{
|
||
struct block_list *src;
|
||
int skill_id,skill_lv,flag;
|
||
unsigned int tick;
|
||
SkillFunc func;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
|
||
if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
|
||
return 0;
|
||
|
||
src=va_arg(ap,struct block_list *); //ここではsrcの値を?照していないのでNULLチェックはしない
|
||
skill_id=va_arg(ap,int);
|
||
skill_lv=va_arg(ap,int);
|
||
tick=va_arg(ap,unsigned int);
|
||
flag=va_arg(ap,int);
|
||
func=va_arg(ap,SkillFunc);
|
||
|
||
if(battle_check_target(src,bl,flag) > 0)
|
||
func(src,bl,skill_id,skill_lv,tick,flag);
|
||
return 0;
|
||
}
|
||
|
||
static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
|
||
{
|
||
struct skill_unit *unit;
|
||
int *c,x,y,range,sx[4],sy[4];
|
||
int t_range,tx[4],ty[4];
|
||
int i,r_flag,skillid;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, unit = (struct skill_unit *)bl);
|
||
nullpo_retr(0, c = va_arg(ap,int *));
|
||
|
||
if(bl->prev == NULL || bl->type != BL_SKILL)
|
||
return 0;
|
||
|
||
if(!unit->alive)
|
||
return 0;
|
||
|
||
x = va_arg(ap,int);
|
||
y = va_arg(ap,int);
|
||
range = va_arg(ap,int);
|
||
skillid = va_arg(ap,int);
|
||
|
||
if(skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) {
|
||
if(unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85)
|
||
return 0;
|
||
}
|
||
else if(skillid == AL_WARP) {
|
||
if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
|
||
return 0;
|
||
}
|
||
else if((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP) || skillid == HT_TALKIEBOX) {
|
||
if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
|
||
return 0;
|
||
}
|
||
else if(skillid == WZ_FIREPILLAR) {
|
||
if(unit->group->unit_id != 0x87)
|
||
return 0;
|
||
}
|
||
else return 0;
|
||
t_range=(unit->range!=0)? unit->range:unit->group->range;
|
||
tx[0] = tx[3] = unit->bl.x - t_range;
|
||
tx[1] = tx[2] = unit->bl.x + t_range;
|
||
ty[0] = ty[1] = unit->bl.y - t_range;
|
||
ty[2] = ty[3] = unit->bl.y + t_range;
|
||
sx[0] = sx[3] = x - range;
|
||
sx[1] = sx[2] = x + range;
|
||
sy[0] = sy[1] = y - range;
|
||
sy[2] = sy[3] = y + range;
|
||
for(i=r_flag=0;i<4;i++) {
|
||
if(sx[i] >= tx[0] && sx[i] <= tx[1] && sy[i] >= ty[0] && sy[i] <= ty[2]) {
|
||
r_flag = 1;
|
||
break;
|
||
}
|
||
if(tx[i] >= sx[0] && tx[i] <= sx[1] && ty[i] >= sy[0] && ty[i] <= sy[2]) {
|
||
r_flag = 1;
|
||
break;
|
||
}
|
||
}
|
||
if(r_flag) (*c)++;
|
||
|
||
return 0;
|
||
}
|
||
|
||
int skill_check_unit_range(int m,int x,int y,int range,int skillid)
|
||
{
|
||
int c = 0;
|
||
|
||
map_foreachinarea(skill_check_unit_range_sub,m,x-10,y-10,x+10,y+10,BL_SKILL,&c,x,y,range,skillid);
|
||
|
||
return c;
|
||
}
|
||
|
||
static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
|
||
{
|
||
int *c;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, c = va_arg(ap,int *));
|
||
|
||
if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
|
||
return 0;
|
||
|
||
if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
|
||
return 0;
|
||
|
||
(*c)++;
|
||
|
||
return 0;
|
||
}
|
||
|
||
int skill_check_unit_range2(int m,int x,int y,int range)
|
||
{
|
||
int c = 0;
|
||
|
||
map_foreachinarea(skill_check_unit_range2_sub,m,x-range,y-range,x+range,y+range,0,&c);
|
||
|
||
return c;
|
||
}
|
||
|
||
/*=========================================================================
|
||
* 範?スキル使用?理小分けここから
|
||
*/
|
||
/* ?象の?をカウントする。(skill_area_temp[0]を初期化しておくこと) */
|
||
int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
|
||
{
|
||
if(skilllv <= 0) return 0;
|
||
if(skill_area_temp[0] < 0xffff)
|
||
skill_area_temp[0]++;
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------
|
||
*/
|
||
static int skill_timerskill(int tid, unsigned int tick, int id,int data )
|
||
{
|
||
struct map_session_data *sd = NULL;
|
||
struct mob_data *md = NULL;
|
||
struct pet_data *pd = NULL;
|
||
struct block_list *src = map_id2bl(id),*target;
|
||
struct skill_timerskill *skl = NULL;
|
||
int range;
|
||
|
||
nullpo_retr(0, src);
|
||
|
||
if(src->prev == NULL)
|
||
return 0;
|
||
|
||
if(src->type == BL_PC) {
|
||
nullpo_retr(0, sd = (struct map_session_data *)src);
|
||
skl = &sd->skilltimerskill[data];
|
||
}
|
||
else if(src->type == BL_MOB) {
|
||
nullpo_retr(0, md = (struct mob_data *)src);
|
||
skl = &md->skilltimerskill[data];
|
||
}
|
||
else if(src->type == BL_PET) { // [Valaris]
|
||
nullpo_retr(0, pd = (struct pet_data *)src);
|
||
skl = &pd->skilltimerskill[data];
|
||
}
|
||
|
||
else
|
||
return 0;
|
||
|
||
nullpo_retr(0, skl);
|
||
|
||
skl->timer = -1;
|
||
if(skl->target_id) {
|
||
struct block_list tbl;
|
||
target = map_id2bl(skl->target_id);
|
||
if(skl->skill_id == RG_INTIMIDATE) {
|
||
if(target == NULL) {
|
||
target = &tbl; //初期化してないのにアドレス突っ?んでいいのかな?
|
||
target->type = BL_NUL;
|
||
target->m = src->m;
|
||
target->prev = target->next = NULL;
|
||
}
|
||
}
|
||
if(target == NULL)
|
||
return 0;
|
||
if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
|
||
return 0;
|
||
if(src->m != target->m)
|
||
return 0;
|
||
if(sd && pc_isdead(sd))
|
||
return 0;
|
||
if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE)
|
||
return 0;
|
||
|
||
switch(skl->skill_id) {
|
||
case TF_BACKSLIDING:
|
||
clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1);
|
||
break;
|
||
case RG_INTIMIDATE:
|
||
if(sd && !map[src->m].flag.noteleport) {
|
||
int x,y,i,j,c;
|
||
pc_randomwarp(sd,3);
|
||
for(i=0;i<16;i++) {
|
||
j = rand()%8;
|
||
x = sd->bl.x + dirx[j];
|
||
y = sd->bl.y + diry[j];
|
||
if((c=map_getcell(sd->bl.m,x,y)) != 1 && c != 5)
|
||
break;
|
||
}
|
||
if(i >= 16) {
|
||
x = sd->bl.x;
|
||
y = sd->bl.y;
|
||
}
|
||
if(target->prev != NULL) {
|
||
if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
|
||
pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3);
|
||
else if(target->type == BL_MOB)
|
||
mob_warp((struct mob_data *)target,-1,x,y,3);
|
||
}
|
||
}
|
||
else if(md && !map[src->m].flag.monster_noteleport) {
|
||
int x,y,i,j,c;
|
||
mob_warp(md,-1,-1,-1,3);
|
||
for(i=0;i<16;i++) {
|
||
j = rand()%8;
|
||
x = md->bl.x + dirx[j];
|
||
y = md->bl.y + diry[j];
|
||
if((c=map_getcell(md->bl.m,x,y)) != 1 && c != 5)
|
||
break;
|
||
}
|
||
if(i >= 16) {
|
||
x = md->bl.x;
|
||
y = md->bl.y;
|
||
}
|
||
if(target->prev != NULL) {
|
||
if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
|
||
pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3);
|
||
else if(target->type == BL_MOB)
|
||
mob_warp((struct mob_data *)target,-1,x,y,3);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case BA_FROSTJOKE: /* 寒いジョ?ク */
|
||
case DC_SCREAM: /* スクリ?ム */
|
||
range=15; //視界全?
|
||
map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range,
|
||
src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick);
|
||
break;
|
||
|
||
default:
|
||
skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
|
||
break;
|
||
}
|
||
}
|
||
else {
|
||
if(src->m != skl->map)
|
||
return 0;
|
||
switch(skl->skill_id) {
|
||
case WZ_METEOR:
|
||
if(skl->type >= 0) {
|
||
skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0);
|
||
clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
|
||
}
|
||
else
|
||
skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
|
||
break;
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------
|
||
*/
|
||
int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag)
|
||
{
|
||
int i;
|
||
|
||
nullpo_retr(1, src);
|
||
|
||
if(src->type == BL_PC) {
|
||
struct map_session_data *sd = (struct map_session_data *)src;
|
||
nullpo_retr(1, sd);
|
||
for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
|
||
if(sd->skilltimerskill[i].timer == -1) {
|
||
sd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
|
||
sd->skilltimerskill[i].src_id = src->id;
|
||
sd->skilltimerskill[i].target_id = target;
|
||
sd->skilltimerskill[i].skill_id = skill_id;
|
||
sd->skilltimerskill[i].skill_lv = skill_lv;
|
||
sd->skilltimerskill[i].map = src->m;
|
||
sd->skilltimerskill[i].x = x;
|
||
sd->skilltimerskill[i].y = y;
|
||
sd->skilltimerskill[i].type = type;
|
||
sd->skilltimerskill[i].flag = flag;
|
||
|
||
return 0;
|
||
}
|
||
}
|
||
return 1;
|
||
}
|
||
else if(src->type == BL_MOB) {
|
||
struct mob_data *md = (struct mob_data *)src;
|
||
nullpo_retr(1, md);
|
||
for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
|
||
if(md->skilltimerskill[i].timer == -1) {
|
||
md->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
|
||
md->skilltimerskill[i].src_id = src->id;
|
||
md->skilltimerskill[i].target_id = target;
|
||
md->skilltimerskill[i].skill_id = skill_id;
|
||
md->skilltimerskill[i].skill_lv = skill_lv;
|
||
md->skilltimerskill[i].map = src->m;
|
||
md->skilltimerskill[i].x = x;
|
||
md->skilltimerskill[i].y = y;
|
||
md->skilltimerskill[i].type = type;
|
||
md->skilltimerskill[i].flag = flag;
|
||
|
||
return 0;
|
||
}
|
||
}
|
||
return 1;
|
||
}
|
||
else if(src->type == BL_PET) { // [Valaris]
|
||
struct pet_data *pd = (struct pet_data *)src;
|
||
nullpo_retr(1, pd);
|
||
for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
|
||
if(pd->skilltimerskill[i].timer == -1) {
|
||
pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
|
||
pd->skilltimerskill[i].src_id = src->id;
|
||
pd->skilltimerskill[i].target_id = target;
|
||
pd->skilltimerskill[i].skill_id = skill_id;
|
||
pd->skilltimerskill[i].skill_lv = skill_lv;
|
||
pd->skilltimerskill[i].map = src->m;
|
||
pd->skilltimerskill[i].x = x;
|
||
pd->skilltimerskill[i].y = y;
|
||
pd->skilltimerskill[i].type = type;
|
||
pd->skilltimerskill[i].flag = flag;
|
||
|
||
return 0;
|
||
}
|
||
}
|
||
return 1;
|
||
}
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------
|
||
*/
|
||
int skill_cleartimerskill(struct block_list *src)
|
||
{
|
||
int i;
|
||
|
||
nullpo_retr(0, src);
|
||
|
||
if(src->type == BL_PC) {
|
||
struct map_session_data *sd = (struct map_session_data *)src;
|
||
nullpo_retr(0, sd);
|
||
for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
|
||
if(sd->skilltimerskill[i].timer != -1) {
|
||
delete_timer(sd->skilltimerskill[i].timer, skill_timerskill);
|
||
sd->skilltimerskill[i].timer = -1;
|
||
}
|
||
}
|
||
}
|
||
else if(src->type == BL_MOB) {
|
||
struct mob_data *md = (struct mob_data *)src;
|
||
nullpo_retr(0, md);
|
||
for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
|
||
if(md->skilltimerskill[i].timer != -1) {
|
||
delete_timer(md->skilltimerskill[i].timer, skill_timerskill);
|
||
md->skilltimerskill[i].timer = -1;
|
||
}
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/* 範?スキル使用?理小分けここまで
|
||
* -------------------------------------------------------------------------
|
||
*/
|
||
|
||
/*==========================================
|
||
* スキル使用(詠唱完了、ID指定攻?系)
|
||
* (スパゲッティに向けて1?前進!(ダメポ))
|
||
*------------------------------------------
|
||
*/
|
||
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
|
||
{
|
||
struct map_session_data *sd=NULL;
|
||
struct status_change *sc_data = battle_get_sc_data(src);
|
||
int i;
|
||
|
||
if(skilllv <= 0) return 0;
|
||
|
||
nullpo_retr(1, src);
|
||
nullpo_retr(1, bl);
|
||
|
||
if(src->type==BL_PC)
|
||
sd=(struct map_session_data *)src;
|
||
if(sd && pc_isdead(sd))
|
||
return 1;
|
||
|
||
if((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS) && src != bl)
|
||
bl = src;
|
||
if(bl->prev == NULL)
|
||
return 1;
|
||
if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
|
||
return 1;
|
||
map_freeblock_lock();
|
||
|
||
switch(skillid)
|
||
{
|
||
/* 武器攻?系スキル */
|
||
case SM_BASH: /* バッシュ */
|
||
case MC_MAMMONITE: /* メマ?ナイト */
|
||
case AC_DOUBLE: /* ダブルストレイフィング */
|
||
case AS_SONICBLOW: /* ソニックブロ? */
|
||
case KN_PIERCE: /* ピア?ス */
|
||
case KN_SPEARBOOMERANG: /* スピアブ?メラン */
|
||
case TF_POISON: /* インベナム */
|
||
case TF_SPRINKLESAND: /* 砂まき */
|
||
case AC_CHARGEARROW: /* チャ?ジアロ? */
|
||
case KN_SPEARSTAB: /* スピアスタブ */
|
||
case RG_RAID: /* サプライズアタック */
|
||
case RG_INTIMIDATE: /* インティミデイト */
|
||
case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
|
||
case DC_THROWARROW: /* 矢?ち */
|
||
case BA_DISSONANCE: /* 不協和音 */
|
||
case CR_HOLYCROSS: /* ホ?リ?クロス */
|
||
case CR_SHIELDCHARGE:
|
||
case CR_SHIELDBOOMERANG:
|
||
|
||
/* 以下MOB?用 */
|
||
/* ??攻?、SP減少攻?、遠距離攻?、防御無視攻?、多段攻? */
|
||
case NPC_PIERCINGATT:
|
||
case NPC_MENTALBREAKER:
|
||
case NPC_RANGEATTACK:
|
||
case NPC_CRITICALSLASH:
|
||
case NPC_COMBOATTACK:
|
||
/* 必中攻?、毒攻?、暗?攻?、沈?攻?、スタン攻? */
|
||
case NPC_GUIDEDATTACK:
|
||
case NPC_POISON:
|
||
case NPC_BLINDATTACK:
|
||
case NPC_SILENCEATTACK:
|
||
case NPC_STUNATTACK:
|
||
/* 石化攻?、呪い攻?、睡眠攻?、ランダムATK攻? */
|
||
case NPC_PETRIFYATTACK:
|
||
case NPC_CURSEATTACK:
|
||
case NPC_SLEEPATTACK:
|
||
case NPC_RANDOMATTACK:
|
||
/* 水?性攻?、地?性攻?、火?性攻?、風?性攻? */
|
||
case NPC_WATERATTACK:
|
||
case NPC_GROUNDATTACK:
|
||
case NPC_FIREATTACK:
|
||
case NPC_WINDATTACK:
|
||
/* 毒?性攻?、聖?性攻?、闇?性攻?、念?性攻?、SP減少攻? */
|
||
case NPC_POISONATTACK:
|
||
case NPC_HOLYATTACK:
|
||
case NPC_DARKNESSATTACK:
|
||
case NPC_TELEKINESISATTACK:
|
||
case LK_AURABLADE: /* オ?ラブレ?ド */
|
||
case LK_SPIRALPIERCE: /* スパイラルピア?ス */
|
||
case LK_HEADCRUSH: /* ヘッドクラッシュ */
|
||
case LK_JOINTBEAT: /* ジョイントビ?ト */
|
||
case PA_PRESSURE: /* プレッシャ? */
|
||
case PA_SACRIFICE: /* サクリファイス */
|
||
case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
|
||
case CG_ARROWVULCAN: /* アロ?バルカン */
|
||
case ASC_BREAKER: /* ソウルブレ?カ? */
|
||
case HW_MAGICCRASHER: /* マジッククラッシャ? */
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
case NPC_DARKBREATH:
|
||
clif_emotion(src,7);
|
||
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
case MO_INVESTIGATE: /* ?勁 */
|
||
{
|
||
struct status_change *sc_data = battle_get_sc_data(src);
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
if(sc_data[SC_BLADESTOP].timer != -1)
|
||
skill_status_change_end(src,SC_BLADESTOP,-1);
|
||
}
|
||
break;
|
||
case SN_FALCONASSAULT: /* ファルコンアサルト */
|
||
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
|
||
{
|
||
struct mob_data *md = (struct mob_data *)bl;
|
||
nullpo_retr(1, md);
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
if(md->hp > 0){
|
||
skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
|
||
if(bl->type == BL_MOB)
|
||
clif_fixmobpos((struct mob_data *)bl);
|
||
else if(bl->type == BL_PET)
|
||
clif_fixpetpos((struct pet_data *)bl);
|
||
else
|
||
clif_fixpos(bl);
|
||
}
|
||
}
|
||
break;
|
||
case RG_BACKSTAP: /* バックスタブ */
|
||
{
|
||
int dir = map_calc_dir(src,bl->x,bl->y),t_dir = battle_get_dir(bl);
|
||
int dist = distance(src->x,src->y,bl->x,bl->y);
|
||
if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) {
|
||
struct status_change *sc_data = battle_get_sc_data(src);
|
||
if(sc_data && sc_data[SC_HIDING].timer != -1)
|
||
skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
|
||
if (bl->type == BL_PC)
|
||
((struct map_session_data *)bl)->dir=dir;
|
||
else if (bl->type == BL_MOB)
|
||
((struct mob_data *)bl)->dir=dir;
|
||
//skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
|
||
}
|
||
else if(src->type == BL_PC)
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
}
|
||
break;
|
||
|
||
case AM_ACIDTERROR: /* アシッドテラ? */
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking)
|
||
pc_breakarmor((struct map_session_data *)bl);
|
||
break;
|
||
case MO_FINGEROFFENSIVE: /* 指? */
|
||
{
|
||
struct status_change *sc_data = battle_get_sc_data(src);
|
||
|
||
if(!battle_config.finger_offensive_type)
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
else {
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
if(sd) {
|
||
for(i=1;i<sd->spiritball_old;i++)
|
||
skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag);
|
||
sd->canmove_tick = tick + (sd->spiritball_old-1)*200;
|
||
}
|
||
}
|
||
if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
|
||
skill_status_change_end(src,SC_BLADESTOP,-1);
|
||
}
|
||
break;
|
||
case MO_CHAINCOMBO: /* 連打掌 */
|
||
{
|
||
struct status_change *sc_data = battle_get_sc_data(src);
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
|
||
skill_status_change_end(src,SC_BLADESTOP,-1);
|
||
}
|
||
break;
|
||
case MO_COMBOFINISH: /* 猛龍拳 */
|
||
case CH_TIGERFIST: /* 伏虎拳 */
|
||
case CH_CHAINCRUSH: /* 連柱崩? */
|
||
case CH_PALMSTRIKE: /* 猛虎硬派山 */
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */
|
||
{
|
||
struct status_change *sc_data = battle_get_sc_data(src);
|
||
|
||
if(sd) {
|
||
struct walkpath_data wpd;
|
||
int dx,dy;
|
||
|
||
dx = bl->x - sd->bl.x;
|
||
dy = bl->y - sd->bl.y;
|
||
if(dx > 0) dx++;
|
||
else if(dx < 0) dx--;
|
||
if(dy > 0) dy++;
|
||
else if(dy < 0) dy--;
|
||
if(dx == 0 && dy == 0) dx++;
|
||
if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
|
||
dx = bl->x - sd->bl.x;
|
||
dy = bl->y - sd->bl.y;
|
||
if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
break;
|
||
}
|
||
}
|
||
sd->to_x = sd->bl.x + dx;
|
||
sd->to_y = sd->bl.y + dy;
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
clif_walkok(sd);
|
||
clif_movechar(sd);
|
||
if(dx < 0) dx = -dx;
|
||
if(dy < 0) dy = -dy;
|
||
sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
|
||
if(sd->canact_tick < sd->canmove_tick)
|
||
sd->canact_tick = sd->canmove_tick;
|
||
pc_movepos(sd,sd->to_x,sd->to_y);
|
||
skill_status_change_end(&sd->bl,SC_COMBO,-1);
|
||
}
|
||
else
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
skill_status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
|
||
if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
|
||
skill_status_change_end(src,SC_BLADESTOP,-1);
|
||
}
|
||
break;
|
||
/* 武器系範?攻?スキル */
|
||
case AC_SHOWER: /* アロ?シャワ? */
|
||
case SM_MAGNUM: /* マグナムブレイク */
|
||
case AS_GRIMTOOTH: /* グリムトゥ?ス */
|
||
case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
|
||
case NPC_SPLASHATTACK: /* スプラッシュアタック */
|
||
case ASC_METEORASSAULT: /* メテオアサルト */
|
||
case AS_SPLASHER: /* [Valaris] */
|
||
if(flag&1){
|
||
/* 個別にダメ?ジを?える */
|
||
if(bl->id!=skill_area_temp[1]){
|
||
int dist=0;
|
||
if(skillid==SM_MAGNUM){ /* マグナムブレイクなら中心からの距離を計算 */
|
||
int dx=abs( bl->x - skill_area_temp[2] );
|
||
int dy=abs( bl->y - skill_area_temp[3] );
|
||
dist=((dx>dy)?dx:dy);
|
||
}
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
|
||
0x0500|dist );
|
||
}
|
||
}else{
|
||
int ar=1;
|
||
int x=bl->x,y=bl->y;
|
||
if( skillid==SM_MAGNUM){
|
||
x=src->x;
|
||
y=src->y;
|
||
}else if(skillid==AC_SHOWER || skillid==ASC_METEORASSAULT) /* アロ?シャワ?、メテオアサルト範?5*5 */
|
||
ar=2;
|
||
else if(skillid==AS_SPLASHER) /* ベナムスプラッシャ?範?3*3 */
|
||
ar=1;
|
||
else if(skillid==NPC_SPLASHATTACK) /* スプラッシュアタックは範?7*7 */
|
||
ar=3;
|
||
|
||
// meteor assault cast effect (not sure how else to properly add it =p) [Celest]
|
||
if (skillid == ASC_METEORASSAULT)
|
||
clif_specialeffect(&sd->bl,409, 1);
|
||
|
||
skill_area_temp[1]=bl->id;
|
||
skill_area_temp[2]=x;
|
||
skill_area_temp[3]=y;
|
||
/* まずタ?ゲットに攻?を加える */
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
|
||
/* その後タ?ゲット以外の範??の敵全?に?理を行う */
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,x-ar,y-ar,x+ar,y+ar,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
if (skillid == SM_MAGNUM) // fire element for 10 seconds
|
||
skill_status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
|
||
}
|
||
if (bl->type == BL_MOB && skillid == AS_GRIMTOOTH) {
|
||
struct status_change *sc_data = battle_get_sc_data(bl);
|
||
if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
|
||
skill_status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
|
||
}
|
||
break;
|
||
|
||
case KN_BOWLINGBASH: /* ボウリングバッシュ */
|
||
if(flag&1){
|
||
/* 個別にダメ?ジを?える */
|
||
if(bl->id!=skill_area_temp[1])
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
|
||
}
|
||
else {
|
||
int damage;
|
||
map_freeblock_lock();
|
||
damage = skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
|
||
if(damage > 0) {
|
||
int i,c; /* 他人から聞いた動きなので間違ってる可能性大&?率が?いっす>< */
|
||
c = skill_get_blewcount(skillid,skilllv);
|
||
if(map[bl->m].flag.gvg) c = 0;
|
||
for(i=0;i<c;i++){
|
||
skill_blown(src,bl,1);
|
||
if(bl->type == BL_MOB)
|
||
clif_fixmobpos((struct mob_data *)bl);
|
||
else if(bl->type == BL_PET)
|
||
clif_fixpetpos((struct pet_data *)bl);
|
||
else
|
||
clif_fixpos(bl);
|
||
skill_area_temp[0]=0;
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY ,
|
||
skill_area_sub_count);
|
||
if(skill_area_temp[0]>1) break;
|
||
}
|
||
skill_area_temp[1]=bl->id;
|
||
skill_area_temp[2]=bl->x;
|
||
skill_area_temp[3]=bl->y;
|
||
/* その後タ?ゲット以外の範??の敵全?に?理を行う */
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
battle_damage(src,bl,damage,1);
|
||
if(rdamage > 0)
|
||
battle_damage(bl,src,rdamage,0);
|
||
}
|
||
map_freeblock_unlock();
|
||
}
|
||
break;
|
||
|
||
case ALL_RESURRECTION: /* リザレクション */
|
||
case PR_TURNUNDEAD: /* タ?ンアンデッド */
|
||
if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
else {
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
break;
|
||
|
||
/* 魔法系スキル */
|
||
case MG_SOULSTRIKE: /* ソウルストライク */
|
||
case MG_COLDBOLT: /* コ?ルドボルト */
|
||
case MG_FIREBOLT: /* ファイア?ボルト */
|
||
case MG_LIGHTNINGBOLT: /* ライトニングボルト */
|
||
case WZ_EARTHSPIKE: /* ア?ススパイク */
|
||
case AL_HEAL: /* ヒ?ル */
|
||
case AL_HOLYLIGHT: /* ホ?リ?ライト */
|
||
case MG_FROSTDIVER: /* フロストダイバ? */
|
||
case WZ_JUPITEL: /* ユピテルサンダ? */
|
||
case NPC_MAGICALATTACK: /* MOB:魔法打?攻? */
|
||
case PR_ASPERSIO: /* アスペルシオ */
|
||
// case HW_NAPALMVULCAN: /* ナパームバルカン */
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
|
||
case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
if(skilllv>1)
|
||
skill_status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0);
|
||
break;
|
||
|
||
case PR_BENEDICTIO: /* 聖?降福 */
|
||
if(battle_get_race(bl)==1 || battle_get_race(bl)==6)
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
|
||
/* 魔法系範?攻?スキル */
|
||
case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
|
||
case MG_FIREBALL: /* ファイヤ?ボ?ル */
|
||
if(flag&1){
|
||
/* 個別にダメ?ジを?える */
|
||
if(bl->id!=skill_area_temp[1]){
|
||
if(skillid==MG_FIREBALL){ /* ファイヤ?ボ?ルなら中心からの距離を計算 */
|
||
int dx=abs( bl->x - skill_area_temp[2] );
|
||
int dy=abs( bl->y - skill_area_temp[3] );
|
||
skill_area_temp[0]=((dx>dy)?dx:dy);
|
||
}
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
|
||
skill_area_temp[0]| 0x0500);
|
||
}
|
||
}else{
|
||
int ar=(skillid==MG_NAPALMBEAT)?1:2;
|
||
skill_area_temp[1]=bl->id;
|
||
if(skillid==MG_NAPALMBEAT){ /* ナパ?ムでは先に?える */
|
||
skill_area_temp[0]=0;
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY ,
|
||
skill_area_sub_count);
|
||
}else{
|
||
skill_area_temp[0]=0;
|
||
skill_area_temp[2]=bl->x;
|
||
skill_area_temp[3]=bl->y;
|
||
}
|
||
/* まずタ?ゲットに攻?を加える */
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
|
||
skill_area_temp[0] );
|
||
/* その後タ?ゲット以外の範??の敵全?に?理を行う */
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
}
|
||
break;
|
||
|
||
case HW_NAPALMVULCAN: // Fixed By SteelViruZ
|
||
if(flag&1){
|
||
if(bl->id!=skill_area_temp[1]){
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
|
||
skill_area_temp[0]);
|
||
}
|
||
}else{
|
||
int ar=(skillid==HW_NAPALMVULCAN)?1:2;
|
||
skill_area_temp[1]=bl->id;
|
||
if(skillid==HW_NAPALMVULCAN){
|
||
skill_area_temp[0]=0;
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY ,
|
||
skill_area_sub_count);
|
||
}else{
|
||
skill_area_temp[0]=0;
|
||
skill_area_temp[2]=bl->x;
|
||
skill_area_temp[3]=bl->y;
|
||
}
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
|
||
skill_area_temp[0] );
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
}
|
||
break;
|
||
|
||
case WZ_FROSTNOVA: /* フロストノヴァ */
|
||
skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
|
||
//skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
map_foreachinarea(skill_attack_area,src->m,src->x-5,bl->y-5,bl->x+5,bl->y+5,0,BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
|
||
break;
|
||
|
||
case WZ_SIGHTRASHER:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
|
||
skill_status_change_end(src,SC_SIGHT,-1);
|
||
break;
|
||
|
||
/* その他 */
|
||
case HT_BLITZBEAT: /* ブリッツビ?ト */
|
||
if(flag&1){
|
||
/* 個別にダメ?ジを?える */
|
||
if(bl->id!=skill_area_temp[1])
|
||
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
|
||
}else{
|
||
skill_area_temp[0]=0;
|
||
skill_area_temp[1]=bl->id;
|
||
if(flag&0xf00000)
|
||
map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count);
|
||
/* まずタ?ゲットに攻?を加える */
|
||
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
|
||
/* その後タ?ゲット以外の範??の敵全?に?理を行う */
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
}
|
||
break;
|
||
|
||
case CR_GRANDCROSS: /* グランドクロス */
|
||
/* スキルユニット配置 */
|
||
skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
|
||
if(sd)
|
||
sd->canmove_tick = tick + 1000;
|
||
else if(src->type == BL_MOB)
|
||
mob_changestate((struct mob_data *)src,MS_DELAY,1000);
|
||
break;
|
||
|
||
case TF_THROWSTONE: /* 石投げ */
|
||
case NPC_SMOKING: /* スモ?キング */
|
||
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 );
|
||
break;
|
||
|
||
case NPC_SELFDESTRUCTION: /* 自爆 */
|
||
case NPC_SELFDESTRUCTION2: /* 自爆2 */
|
||
if(flag&1){
|
||
/* 個別にダメ?ジを?える */
|
||
if(src->type==BL_MOB){
|
||
struct mob_data* mb = (struct mob_data*)src;
|
||
nullpo_retr(1, mb);
|
||
mb->hp=skill_area_temp[2];
|
||
if(bl->id!=skill_area_temp[1])
|
||
skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag );
|
||
mb->hp=1;
|
||
}
|
||
}else{
|
||
struct mob_data *md;
|
||
if((md=(struct mob_data *)src)){
|
||
skill_area_temp[1]=bl->id;
|
||
skill_area_temp[2]=battle_get_hp(src);
|
||
clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1);
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
battle_damage(src,src,md->hp,0);
|
||
}
|
||
}
|
||
break;
|
||
|
||
/* HP吸?/HP吸?魔法 */
|
||
case NPC_BLOODDRAIN:
|
||
case NPC_ENERGYDRAIN:
|
||
{
|
||
int heal;
|
||
heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
if( heal > 0 ){
|
||
struct block_list tbl;
|
||
tbl.id = 0;
|
||
tbl.m = src->m;
|
||
tbl.x = src->x;
|
||
tbl.y = src->y;
|
||
clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1);
|
||
battle_heal(NULL,src,heal,0,0);
|
||
}
|
||
}
|
||
break;
|
||
case 0:
|
||
if(sd) {
|
||
if(flag&3){
|
||
if(bl->id!=skill_area_temp[1])
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
|
||
}
|
||
else{
|
||
int ar=sd->splash_range;
|
||
skill_area_temp[1]=bl->id;
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0,
|
||
src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
|
||
skill_castend_damage_id);
|
||
}
|
||
}
|
||
break;
|
||
|
||
default:
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
if(sc_data) {
|
||
if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER) //マジックパワ?の?果終了
|
||
skill_status_change_end(src,SC_MAGICPOWER,-1);
|
||
}
|
||
map_freeblock_unlock();
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキル使用(詠唱完了、ID指定支援系)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
|
||
{
|
||
struct map_session_data *sd=NULL;
|
||
struct map_session_data *dstsd=NULL;
|
||
struct mob_data *md=NULL;
|
||
struct mob_data *dstmd=NULL;
|
||
int i,abra_skillid=0,abra_skilllv;
|
||
int sc_def_vit,sc_def_mdef,strip_fix,strip_time,strip_per;
|
||
int sc_dex,sc_luk;
|
||
//クラスチェンジ用ボスモンスタ?ID
|
||
int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
|
||
,1157,1159,1190,1272,1312,1373,1492};
|
||
int poringclass[]={1002};
|
||
|
||
if(skilllv <= 0) return 0;
|
||
|
||
nullpo_retr(1, src);
|
||
nullpo_retr(1, bl);
|
||
|
||
if(src->type==BL_PC)
|
||
sd=(struct map_session_data *)src;
|
||
else if(src->type==BL_MOB)
|
||
md=(struct mob_data *)src;
|
||
|
||
sc_dex=battle_get_mdef(bl);
|
||
sc_luk=battle_get_luk(bl);
|
||
sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
|
||
//sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
|
||
sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3);
|
||
strip_fix = battle_get_dex(src) - battle_get_dex(bl);
|
||
|
||
if(bl->type==BL_PC){
|
||
nullpo_retr(1, dstsd=(struct map_session_data *)bl);
|
||
}else if(bl->type==BL_MOB){
|
||
nullpo_retr(1, dstmd=(struct mob_data *)bl);
|
||
if(sc_def_vit>50)
|
||
sc_def_vit=50;
|
||
if(sc_def_mdef>50)
|
||
sc_def_mdef=50;
|
||
}
|
||
if(sc_def_vit < 0)
|
||
sc_def_vit=0;
|
||
if(sc_def_mdef < 0)
|
||
sc_def_mdef=0;
|
||
if(strip_fix < 0)
|
||
strip_fix=0;
|
||
|
||
if(bl == NULL || bl->prev == NULL)
|
||
return 1;
|
||
if(sd && pc_isdead(sd))
|
||
return 1;
|
||
if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION)
|
||
return 1;
|
||
if(battle_get_class(bl) == 1288)
|
||
return 1;
|
||
if (skillnotok(skillid, (struct map_session_data *)bl)) // [MouseJstr]
|
||
return 0;
|
||
|
||
map_freeblock_lock();
|
||
switch(skillid)
|
||
{
|
||
case AL_HEAL: /* ヒ?ル */
|
||
{
|
||
int heal=skill_calc_heal( src, skilllv );
|
||
int heal_get_jobexp;
|
||
int skill;
|
||
struct pc_base_job s_class;
|
||
|
||
if( dstsd && dstsd->special_state.no_magic_damage )
|
||
heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */
|
||
if (sd){
|
||
s_class = pc_calc_base_job(sd->status.class);
|
||
if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
|
||
heal += heal*skill*2/100;
|
||
if(sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //自分も?象もPC、?象が自分のパ?トナ?、自分がスパノビ、自分が♀なら
|
||
heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
|
||
}
|
||
|
||
|
||
clif_skill_nodamage(src,bl,skillid,heal,1);
|
||
heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
|
||
|
||
// JOB??値獲得
|
||
if(src->type == BL_PC && bl->type==BL_PC && heal > 0 && src != bl && battle_config.heal_exp > 0){
|
||
heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
|
||
if(heal_get_jobexp <= 0)
|
||
heal_get_jobexp = 1;
|
||
pc_gainexp((struct map_session_data *)src,0,heal_get_jobexp);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case ALL_RESURRECTION: /* リザレクション */
|
||
if(bl->type==BL_PC){
|
||
int per=0;
|
||
struct map_session_data *tsd = (struct map_session_data*)bl;
|
||
nullpo_retr(1, tsd);
|
||
if( (map[bl->m].flag.pvp) && tsd->pvp_point<0 )
|
||
break; /* PVPで復活不可能?態 */
|
||
|
||
if(pc_isdead(tsd)){ /* 死亡判定 */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
switch(skilllv){
|
||
case 1: per=10; break;
|
||
case 2: per=30; break;
|
||
case 3: per=50; break;
|
||
case 4: per=80; break;
|
||
}
|
||
tsd->status.hp=tsd->status.max_hp*per/100;
|
||
if(tsd->status.hp<=0) tsd->status.hp=1;
|
||
if(tsd->special_state.restart_full_recover ){ /* オシリスカ?ド */
|
||
tsd->status.hp=tsd->status.max_hp;
|
||
tsd->status.sp=tsd->status.max_sp;
|
||
}
|
||
pc_setstand(tsd);
|
||
if(battle_config.pc_invincible_time > 0)
|
||
pc_setinvincibletimer(tsd,battle_config.pc_invincible_time);
|
||
clif_updatestatus(tsd,SP_HP);
|
||
clif_resurrection(&tsd->bl,1);
|
||
if(src != bl && sd && battle_config.resurrection_exp > 0) {
|
||
int exp = 0,jexp = 0;
|
||
int lv = tsd->status.base_level - sd->status.base_level, jlv = tsd->status.job_level - sd->status.job_level;
|
||
if(lv > 0) {
|
||
exp = (int)((double)tsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
|
||
if(exp < 1) exp = 1;
|
||
}
|
||
if(jlv > 0) {
|
||
jexp = (int)((double)tsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
|
||
if(jexp < 1) jexp = 1;
|
||
}
|
||
if(exp > 0 || jexp > 0)
|
||
pc_gainexp(sd,exp,jexp);
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case AL_DECAGI: /* 速度減少 */
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
if( rand()%100 < (50+skilllv*3+(battle_get_lv(src)+battle_get_int(src)/5)-sc_def_mdef) ) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
|
||
}
|
||
break;
|
||
|
||
case AL_CRUCIS:
|
||
if(flag&1) {
|
||
int race = battle_get_race(bl),ele = battle_get_elem_type(bl);
|
||
if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) {
|
||
int slv=battle_get_lv(src),tlv=battle_get_lv(bl),rate;
|
||
rate = 25 + skilllv*2 + slv - tlv;
|
||
if(rand()%100 < rate)
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
|
||
}
|
||
}
|
||
else {
|
||
int range = 15;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m,src->x-range,src->y-range,src->x+range,src->y+range,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
break;
|
||
|
||
case PR_LEXDIVINA: /* レックスディビ?ナ */
|
||
{
|
||
struct status_change *sc_data = battle_get_sc_data(bl);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
if(sc_data && sc_data[SC_DIVINA].timer != -1)
|
||
skill_status_change_end(bl,SC_DIVINA,-1);
|
||
else if( rand()%100 < sc_def_vit ) {
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
|
||
}
|
||
}
|
||
break;
|
||
case SA_ABRACADABRA:
|
||
//require 1 yellow gemstone even with mistress card or Into the Abyss
|
||
if (pc_search_inventory(sd, 715) <= 0 ) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
break;
|
||
}
|
||
pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0);
|
||
//
|
||
do{
|
||
abra_skillid=skill_abra_dataset(skilllv);
|
||
}while(abra_skillid == 0);
|
||
abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
sd->skillitem=abra_skillid;
|
||
sd->skillitemlv=abra_skilllv;
|
||
clif_item_skill(sd,abra_skillid,abra_skilllv,"アブラカダブラ");
|
||
break;
|
||
case SA_COMA:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
if(dstsd){
|
||
dstsd->status.hp=1;
|
||
dstsd->status.sp=1;
|
||
clif_updatestatus(dstsd,SP_HP);
|
||
clif_updatestatus(dstsd,SP_SP);
|
||
}
|
||
if(dstmd) dstmd->hp=1;
|
||
break;
|
||
case SA_FULLRECOVERY:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp);
|
||
if(dstmd) dstmd->hp=battle_get_max_hp(&dstmd->bl);
|
||
break;
|
||
case SA_SUMMONMONSTER:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,"");
|
||
break;
|
||
case SA_LEVELUP:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0);
|
||
break;
|
||
|
||
case SA_INSTANTDEATH:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (sd) pc_damage(NULL,sd,sd->status.max_hp);
|
||
break;
|
||
|
||
case SA_QUESTION:
|
||
case SA_GRAVITY:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
case SA_CLASSCHANGE:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(dstmd) mob_class_change(dstmd,changeclass);
|
||
break;
|
||
case SA_MONOCELL:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(dstmd) mob_class_change(dstmd,poringclass);
|
||
break;
|
||
case SA_DEATH:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp);
|
||
if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1);
|
||
break;
|
||
case SA_REVERSEORCISH:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800);
|
||
break;
|
||
case SA_FORTUNE:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(sd) pc_getzeny(sd,battle_get_lv(bl)*100);
|
||
break;
|
||
case SA_TAMINGMONSTER:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (dstmd){
|
||
for(i=0;i<MAX_PET_DB;i++){
|
||
if(dstmd->class == pet_db[i].class){
|
||
pet_catch_process1(sd,dstmd->class);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case AL_INCAGI: /* 速度?加 */
|
||
case AL_BLESSING: /* ブレッシング */
|
||
case PR_SLOWPOISON:
|
||
case PR_IMPOSITIO: /* イムポシティオマヌス */
|
||
case PR_LEXAETERNA: /* レックスエ?テルナ */
|
||
case PR_SUFFRAGIUM: /* サフラギウム */
|
||
case PR_BENEDICTIO: /* 聖?降福 */
|
||
case CR_PROVIDENCE: /* プロヴィデンス */
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}else{
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
|
||
case CG_MARIONETTE: /* マリオネットコントロ?ル */
|
||
if(sd && dstsd){
|
||
struct status_change *sc_data = battle_get_sc_data(src);
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
int sc = SkillStatusChangeTable[skillid];
|
||
int sc2 = SC_MARIONETTE2;
|
||
|
||
if((dstsd->bl.type!=BL_PC)
|
||
|| (sd->bl.id == dstsd->bl.id)
|
||
|| (!sd->status.party_id)
|
||
|| (sd->status.party_id != dstsd->status.party_id)) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
if(sc_data && tsc_data){
|
||
if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) {
|
||
skill_status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
|
||
skill_status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
|
||
}
|
||
else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 &&
|
||
sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) {
|
||
skill_status_change_end(src, sc, -1);
|
||
skill_status_change_end(bl, sc2, -1);
|
||
}
|
||
else {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
|
||
case SA_FROSTWEAPON:
|
||
case SA_LIGHTNINGLOADER:
|
||
case SA_SEISMICWEAPON:
|
||
if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
break;
|
||
}
|
||
if(bl->type==BL_PC) {
|
||
struct map_session_data *sd2=(struct map_session_data *)bl;
|
||
if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
|
||
sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
|
||
sd2->sc_data[SC_ENCPOISON].timer!=-1) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
break;
|
||
}
|
||
}
|
||
if(rand()%100 > (75+skilllv*1) && (skilllv != 5)) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
if(bl->type==BL_PC && battle_config.equipment_breaking) {
|
||
struct map_session_data *sd2=(struct map_session_data *)bl;
|
||
if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
|
||
pc_breakweapon(sd2);
|
||
}
|
||
break;
|
||
}
|
||
else {
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
|
||
case PR_ASPERSIO: /* アスペルシオ */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
if(bl->type==BL_MOB)
|
||
break;
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
break;
|
||
case PR_KYRIE: /* キリエエレイソン */
|
||
clif_skill_nodamage(bl,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
break;
|
||
case KN_AUTOCOUNTER: /* オ?トカウンタ? */
|
||
case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
|
||
case CR_SPEARQUICKEN: /* スピアクイッケン */
|
||
case CR_REFLECTSHIELD:
|
||
case AS_POISONREACT: /* ポイズンリアクト */
|
||
case MC_LOUD: /* ラウドボイス */
|
||
case MG_ENERGYCOAT: /* エナジ?コ?ト */
|
||
// case SM_ENDURE: /* インデュア */
|
||
case MG_SIGHT: /* サイト */
|
||
case AL_RUWACH: /* ルアフ */
|
||
case MO_EXPLOSIONSPIRITS: // 爆裂波動
|
||
case MO_STEELBODY: // 金剛
|
||
case LK_AURABLADE: /* オ?ラブレ?ド */
|
||
case LK_PARRYING: /* パリイング */
|
||
case LK_CONCENTRATION: /* コンセントレ?ション */
|
||
// case LK_BERSERK: /* バ?サ?ク */
|
||
case HP_ASSUMPTIO: /* */
|
||
case WS_CARTBOOST: /* カ?トブ?スト */
|
||
case SN_SIGHT: /* トゥル?サイト */
|
||
case WS_MELTDOWN: /* メルトダウン */
|
||
case ST_REJECTSWORD: /* リジェクトソ?ド */
|
||
case HW_MAGICPOWER: /* 魔法力?幅 */
|
||
case PF_MEMORIZE: /* メモライズ */
|
||
case ASC_EDP: // [Celest]
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
break;
|
||
case SM_ENDURE: /* インデュア */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,10000,0 );
|
||
break;
|
||
|
||
|
||
case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
|
||
if(bl->type==BL_PC) {
|
||
struct map_session_data *sd2=(struct map_session_data *)bl;
|
||
if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
|
||
sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
|
||
sd2->sc_data[SC_ENCPOISON].timer!=-1) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
break;
|
||
case LK_TENSIONRELAX: /* テンションリラックス */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
pc_setsit(sd);
|
||
clif_sitting(sd);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
break;
|
||
case LK_BERSERK: /* バ?サ?ク */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
//sd->status.hp = sd->status.max_hp * 3;
|
||
break;
|
||
case MC_CHANGECART:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
case AC_CONCENTRATION: /* 集中力向上 */
|
||
{
|
||
int range = 1;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
map_foreachinarea( skill_status_change_timer_sub,
|
||
src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
|
||
src,SkillStatusChangeTable[skillid],tick);
|
||
}
|
||
break;
|
||
case SM_PROVOKE: /* プロボック */
|
||
{
|
||
struct status_change *sc_data = battle_get_sc_data(bl);
|
||
|
||
/* MVPmobと不死には?かない */
|
||
if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には?かない
|
||
{
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
|
||
if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
|
||
skill_castcancel(bl,0);
|
||
if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
|
||
&& dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
|
||
skill_castcancel(bl,0);
|
||
|
||
if(sc_data){
|
||
if(sc_data[SC_FREEZE].timer!=-1)
|
||
skill_status_change_end(bl,SC_FREEZE,-1);
|
||
if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
|
||
skill_status_change_end(bl,SC_STONE,-1);
|
||
if(sc_data[SC_SLEEP].timer!=-1)
|
||
skill_status_change_end(bl,SC_SLEEP,-1);
|
||
}
|
||
|
||
if(bl->type==BL_MOB) {
|
||
int range = skill_get_range(skillid,skilllv);
|
||
if(range < 0)
|
||
range = battle_get_range(src) - (range + 1);
|
||
mob_target((struct mob_data *)bl,src,range);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case CR_DEVOTION: /* ディボ?ション */
|
||
if(sd && dstsd){
|
||
//?生や養子の場合の元の職業を算出する
|
||
struct pc_base_job dst_s_class = pc_calc_base_job(dstsd->status.class);
|
||
|
||
int lv = sd->status.base_level-dstsd->status.base_level;
|
||
lv = (lv<0)?-lv:lv;
|
||
if((dstsd->bl.type!=BL_PC) // 相手はPCじゃないとだめ
|
||
||(sd->bl.id == dstsd->bl.id) // 相手が自分はだめ
|
||
||(lv > 10) // レベル差±10まで
|
||
||(!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所?無しはだめ
|
||
||((sd->status.party_id != dstsd->status.party_id) // 同じパ?ティ?か、
|
||
&&(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ
|
||
||(dst_s_class.job==14||dst_s_class.job==21)){ // クルセだめ
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
for(i=0;i<skilllv;i++){
|
||
if(!sd->dev.val1[i]){ // 空きがあったら入れる
|
||
sd->dev.val1[i] = bl->id;
|
||
sd->dev.val2[i] = bl->id;
|
||
break;
|
||
}else if(i==skilllv-1){ // 空きがなかった
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
clif_devotion(sd,bl->id);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
|
||
}
|
||
else clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
case MO_CALLSPIRITS: // ?功
|
||
if(sd) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
|
||
}
|
||
break;
|
||
case CH_SOULCOLLECT: // 狂?功
|
||
if(sd) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
for(i=0;i<5;i++)
|
||
pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
|
||
}
|
||
break;
|
||
case MO_BLADESTOP: // 白刃取り
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
break;
|
||
case MO_ABSORBSPIRITS: // ?奪
|
||
i=0;
|
||
if(sd && dstsd) {
|
||
if(sd == dstsd || map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg) {
|
||
if(dstsd->spiritball > 0) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
i = dstsd->spiritball * 7;
|
||
pc_delspiritball(dstsd,dstsd->spiritball,0);
|
||
if(i > 0x7FFF)
|
||
i = 0x7FFF;
|
||
if(sd->status.sp + i > sd->status.max_sp)
|
||
i = sd->status.max_sp - sd->status.sp;
|
||
}
|
||
}
|
||
}else if(sd && dstmd){ //?象がモンスタ?の場合
|
||
//20%の確率で?象のLv*2のSPを回復する。成功したときはタ?ゲット(σ?Д?)σ????!!
|
||
if(rand()%100<20){
|
||
i=2*mob_db[dstmd->class].lv;
|
||
mob_target(dstmd,src,0);
|
||
}
|
||
}
|
||
if(i){
|
||
sd->status.sp += i;
|
||
clif_heal(sd->fd,SP_SP,i);
|
||
}
|
||
else
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
break;
|
||
|
||
case AC_MAKINGARROW: /* 矢作成 */
|
||
if(sd) {
|
||
clif_arrow_create_list(sd);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
|
||
case AM_PHARMACY: /* ポ?ション作成 */
|
||
if(sd) {
|
||
clif_skill_produce_mix_list(sd,32);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
case WS_CREATECOIN: /* クリエイトコイン */
|
||
if(sd) {
|
||
clif_skill_produce_mix_list(sd,64);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
case WS_CREATENUGGET: /* 塊製造 */
|
||
if(sd) {
|
||
clif_skill_produce_mix_list(sd,128);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
case ASC_CDP: // [DracoRPG]
|
||
// notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100]
|
||
if(sd) {
|
||
clif_skill_produce_mix_list(sd,256);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
case BS_HAMMERFALL: /* ハンマ?フォ?ル */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
|
||
break;
|
||
if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
}
|
||
break;
|
||
|
||
case RG_RAID: /* サプライズアタック */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
{
|
||
int x=bl->x,y=bl->y;
|
||
skill_area_temp[1]=bl->id;
|
||
skill_area_temp[2]=x;
|
||
skill_area_temp[3]=y;
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,x-1,y-1,x+1,y+1,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
}
|
||
skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除
|
||
break;
|
||
|
||
case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
|
||
{
|
||
int c,n=4,ar;
|
||
int dir = map_calc_dir(src,bl->x,bl->y);
|
||
struct square tc;
|
||
int x=bl->x,y=bl->y;
|
||
ar=skilllv/3;
|
||
skill_brandishspear_first(&tc,dir,x,y);
|
||
skill_brandishspear_dir(&tc,dir,4);
|
||
/* 範?④ */
|
||
if(skilllv == 10){
|
||
for(c=1;c<4;c++){
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
|
||
skill_castend_damage_id);
|
||
}
|
||
}
|
||
/* 範?③② */
|
||
if(skilllv > 6){
|
||
skill_brandishspear_dir(&tc,dir,-1);
|
||
n--;
|
||
}else{
|
||
skill_brandishspear_dir(&tc,dir,-2);
|
||
n-=2;
|
||
}
|
||
|
||
if(skilllv > 3){
|
||
for(c=0;c<5;c++){
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
|
||
skill_castend_damage_id);
|
||
if(skilllv > 6 && n==3 && c==4){
|
||
skill_brandishspear_dir(&tc,dir,-1);
|
||
n--;c=-1;
|
||
}
|
||
}
|
||
}
|
||
/* 範?① */
|
||
for(c=0;c<10;c++){
|
||
if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
|
||
map_foreachinarea(skill_area_sub,
|
||
bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
}
|
||
}
|
||
break;
|
||
|
||
/* パ?ティスキル */
|
||
case AL_ANGELUS: /* エンジェラス */
|
||
case PR_MAGNIFICAT: /* マグニフィカ?ト */
|
||
case PR_GLORIA: /* グロリア */
|
||
case SN_WINDWALK: /* ウインドウォ?ク */
|
||
if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
|
||
/* 個別の?理 */
|
||
clif_skill_nodamage(bl,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
|
||
}
|
||
else{
|
||
/* パ?ティ全?への?理 */
|
||
party_foreachsamemap(skill_area_sub,
|
||
sd,1,
|
||
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
break;
|
||
case BS_ADRENALINE: /* アドレナリンラッシュ */
|
||
case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
|
||
case BS_OVERTHRUST: /* オ?バ?トラスト */
|
||
if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
|
||
/* 個別の?理 */
|
||
clif_skill_nodamage(bl,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
|
||
}
|
||
else{
|
||
/* パ?ティ全?への?理 */
|
||
party_foreachsamemap(skill_area_sub,
|
||
sd,1,
|
||
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
break;
|
||
|
||
/*(付加と解除が必要) */
|
||
case BS_MAXIMIZE: /* マキシマイズパワ? */
|
||
case NV_TRICKDEAD: /* 死んだふり */
|
||
case CR_DEFENDER: /* ディフェンダ? */
|
||
case CR_AUTOGUARD: /* オ?トガ?ド */
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
int sc=SkillStatusChangeTable[skillid];
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( tsc_data ){
|
||
if( tsc_data[sc].timer==-1 )
|
||
/* 付加する */
|
||
skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
|
||
else
|
||
/* 解除する */
|
||
skill_status_change_end(bl, sc, -1);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case TF_HIDING: /* ハイディング */
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
int sc=SkillStatusChangeTable[skillid];
|
||
clif_skill_nodamage(src,bl,skillid,-1,1);
|
||
if( tsc_data ){
|
||
if( tsc_data[sc].timer==-1 )
|
||
/* 付加する */
|
||
skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
|
||
else
|
||
/* 解除する */
|
||
skill_status_change_end(bl, sc, -1);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case AS_CLOAKING: /* クロ?キング */
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
int sc=SkillStatusChangeTable[skillid];
|
||
clif_skill_nodamage(src,bl,skillid,-1,1);
|
||
if( tsc_data ){
|
||
if( tsc_data[sc].timer==-1 )
|
||
/* 付加する */
|
||
skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
|
||
else
|
||
/* 解除する */
|
||
skill_status_change_end(bl, sc, -1);
|
||
}
|
||
//skill_check_cloaking(bl);
|
||
}
|
||
break;
|
||
|
||
case ST_CHASEWALK: /* ハイディング */
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
int sc=SkillStatusChangeTable[skillid];
|
||
clif_skill_nodamage(src,bl,skillid,-1,1);
|
||
if( tsc_data ){
|
||
if( tsc_data[sc].timer==-1 )
|
||
/* 付加する */
|
||
skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
|
||
else
|
||
/* 解除する */
|
||
skill_status_change_end(bl, sc, -1);
|
||
}
|
||
}
|
||
break;
|
||
|
||
/* ?地スキル */
|
||
case BD_LULLABY: /* 子守唄 */
|
||
case BD_RICHMANKIM: /* ニヨルドの宴 */
|
||
case BD_ETERNALCHAOS: /* 永遠の混沌 */
|
||
case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
|
||
case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
|
||
case BD_ROKISWEIL: /* ロキの叫び */
|
||
case BD_INTOABYSS: /* 深淵の中に */
|
||
case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
|
||
case BA_DISSONANCE: /* 不協和音 */
|
||
case BA_POEMBRAGI: /* ブラギの詩 */
|
||
case BA_WHISTLE: /* 口笛 */
|
||
case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
|
||
case BA_APPLEIDUN: /* イドゥンの林檎 */
|
||
case DC_UGLYDANCE: /* 自分勝手なダンス */
|
||
case DC_HUMMING: /* ハミング */
|
||
case DC_DONTFORGETME: /* 私を忘れないで… */
|
||
case DC_FORTUNEKISS: /* 幸運のキス */
|
||
case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
|
||
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
|
||
break;
|
||
|
||
case HP_BASILICA: /* バジリカ */
|
||
{
|
||
// cancel Basilica if already in effect
|
||
struct status_change *sc_data = battle_get_sc_data(src);
|
||
if(sc_data && sc_data[SC_BASILICA].timer != -1){
|
||
struct skill_unit *su;
|
||
if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
|
||
struct skill_unit_group *sg;
|
||
if ((sg = su->group) && sg->src_id == sd->bl.id) {
|
||
skill_status_change_end(src,SC_BASILICA,-1);
|
||
skill_delunitgroup (sg);
|
||
break;
|
||
}
|
||
}
|
||
} else {
|
||
// otherwise allow casting
|
||
skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
|
||
skill_clear_unitgroup(src);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case PA_GOSPEL: /* ゴスペル */
|
||
skill_clear_unitgroup(src);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
|
||
break;
|
||
|
||
case BD_ADAPTATION: /* アドリブ */
|
||
{
|
||
struct status_change *sc_data = battle_get_sc_data(src);
|
||
if(sc_data && sc_data[SC_DANCING].timer!=-1){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_stop_dancing(src,0);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case BA_FROSTJOKE: /* 寒いジョ?ク */
|
||
case DC_SCREAM: /* スクリ?ム */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag);
|
||
break;
|
||
|
||
case TF_STEAL: // スティ?ル
|
||
if(sd) {
|
||
if(pc_steal_item(sd,bl))
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
else
|
||
clif_skill_fail(sd,skillid,0x0a,0);
|
||
}
|
||
break;
|
||
|
||
case RG_STEALCOIN: // スティ?ルコイン
|
||
if(sd) {
|
||
if(pc_steal_coin(sd,bl)) {
|
||
int range = skill_get_range(skillid,skilllv);
|
||
if(range < 0)
|
||
range = battle_get_range(src) - (range + 1);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
mob_target((struct mob_data *)bl,src,range);
|
||
}
|
||
else
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
}
|
||
break;
|
||
|
||
case MG_STONECURSE: /* スト?ンカ?ス */
|
||
if (bl->type==BL_MOB && battle_get_mode(bl)&0x20) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
break;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
if( rand()%100 < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
|
||
skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
else if(sd)
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
|
||
case NV_FIRSTAID: /* ?急手? */
|
||
clif_skill_nodamage(src,bl,skillid,5,1);
|
||
battle_heal(NULL,bl,5,0,0);
|
||
break;
|
||
|
||
case AL_CURE: /* キュア? */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
skill_status_change_end(bl, SC_SILENCE , -1 );
|
||
skill_status_change_end(bl, SC_BLIND , -1 );
|
||
skill_status_change_end(bl, SC_CONFUSION, -1 );
|
||
if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇?果
|
||
skill_status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
|
||
}
|
||
break;
|
||
|
||
case TF_DETOXIFY: /* 解毒 */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_end(bl, SC_POISON , -1 );
|
||
skill_status_change_end(bl, SC_DPOISON , -1 );
|
||
break;
|
||
|
||
case PR_STRECOVERY: /* リカバリ? */
|
||
{
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
skill_status_change_end(bl, SC_FREEZE , -1 );
|
||
skill_status_change_end(bl, SC_STONE , -1 );
|
||
skill_status_change_end(bl, SC_SLEEP , -1 );
|
||
skill_status_change_end(bl, SC_STAN , -1 );
|
||
if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇?果
|
||
int blind_time;
|
||
//blind_time=30-battle_get_vit(bl)/10-battle_get_int/15;
|
||
blind_time=30*(100-(battle_get_int(bl)+battle_get_vit(bl))/2)/100;
|
||
if(rand()%100 < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10)))
|
||
skill_status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
|
||
}
|
||
if(dstmd){
|
||
dstmd->attacked_id=0;
|
||
dstmd->target_id=0;
|
||
dstmd->state.targettype = NONE_ATTACKABLE;
|
||
dstmd->state.skillstate=MSS_IDLE;
|
||
dstmd->next_walktime=tick+rand()%3000+3000;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case WZ_ESTIMATION: /* モンスタ?情報 */
|
||
if(src->type==BL_PC){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
clif_skill_estimation((struct map_session_data *)src,bl);
|
||
}
|
||
break;
|
||
|
||
case MC_IDENTIFY: /* アイテム鑑定 */
|
||
if(sd)
|
||
clif_item_identify_list(sd);
|
||
break;
|
||
|
||
case BS_REPAIRWEAPON: /* 武器修理 */
|
||
if(sd) {
|
||
//動作しないのでとりあえずコメントアウト
|
||
if (pc_search_inventory(sd, 999) <= 0 ) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
clif_item_repair_list(sd);
|
||
}
|
||
break;
|
||
|
||
case MC_VENDING: /* 露店開設 */
|
||
if(sd)
|
||
clif_openvendingreq(sd,2+sd->skilllv);
|
||
break;
|
||
|
||
case AL_TELEPORT: /* テレポ?ト */
|
||
if( sd ){
|
||
if(map[sd->bl.m].flag.noteleport){ /* テレポ禁止 */
|
||
clif_skill_teleportmessage(sd,0);
|
||
break;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( sd->skilllv==1 )
|
||
clif_skill_warppoint(sd,sd->skillid,"Random","","","");
|
||
else{
|
||
clif_skill_warppoint(sd,sd->skillid,"Random",
|
||
sd->status.save_point.map,"","");
|
||
}
|
||
}else if( bl->type==BL_MOB )
|
||
mob_warp((struct mob_data *)bl,-1,-1,-1,3);
|
||
break;
|
||
|
||
case AL_HOLYWATER: /* アクアベネディクタ */
|
||
if(sd) {
|
||
int eflag;
|
||
struct item item_tmp;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
memset(&item_tmp,0,sizeof(item_tmp));
|
||
item_tmp.nameid = 523;
|
||
item_tmp.identify = 1;
|
||
if(battle_config.holywater_name_input) {
|
||
item_tmp.card[0] = 0xfe;
|
||
item_tmp.card[1] = 0;
|
||
*((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */
|
||
}
|
||
eflag = pc_additem(sd,&item_tmp,1);
|
||
if(eflag) {
|
||
clif_additem(sd,0,0,eflag);
|
||
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
|
||
}
|
||
}
|
||
break;
|
||
case TF_PICKSTONE:
|
||
if(sd) {
|
||
int eflag;
|
||
struct item item_tmp;
|
||
struct block_list tbl;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
memset(&item_tmp,0,sizeof(item_tmp));
|
||
memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
|
||
item_tmp.nameid = 7049;
|
||
item_tmp.identify = 1;
|
||
tbl.id = 0;
|
||
clif_takeitem(&sd->bl,&tbl);
|
||
eflag = pc_additem(sd,&item_tmp,1);
|
||
if(eflag) {
|
||
clif_additem(sd,0,0,eflag);
|
||
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case RG_STRIPWEAPON: /* ストリップウェポン */
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
|
||
if(tsc_data && tsc_data[SC_CP_WEAPON].timer != -1 )
|
||
break;
|
||
strip_per = 5+2*skilllv+strip_fix/5;
|
||
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
|
||
if(rand()%100 < strip_per){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
|
||
if(dstsd){
|
||
for(i=0;i<MAX_INVENTORY;i++){
|
||
if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0002){
|
||
pc_unequipitem(dstsd,i,0,BF_SKILL);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case RG_STRIPSHIELD: /* ストリップシ?ルド */
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
|
||
if(tsc_data && tsc_data[SC_CP_SHIELD].timer != -1 )
|
||
break;
|
||
strip_per = 5+2*skilllv+strip_fix/5;
|
||
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
|
||
if(rand()%100 < strip_per){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
|
||
if(dstsd){
|
||
for(i=0;i<MAX_INVENTORY;i++){
|
||
if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0020){
|
||
pc_unequipitem(dstsd,i,0,BF_SKILL);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case RG_STRIPARMOR: /* ストリップア?マ? */
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
|
||
if(tsc_data && tsc_data[SC_CP_ARMOR].timer != -1 )
|
||
break;
|
||
strip_per = 5+2*skilllv+strip_fix/5;
|
||
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
|
||
if(rand()%100 < strip_per){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
|
||
if(dstsd){
|
||
for(i=0;i<MAX_INVENTORY;i++){
|
||
if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0010){
|
||
pc_unequipitem(dstsd,i,0,BF_SKILL);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case RG_STRIPHELM: /* ストリップヘルム */
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
|
||
if(tsc_data && tsc_data[SC_CP_HELM].timer != -1 )
|
||
break;
|
||
strip_per = 5+2*skilllv+strip_fix/5;
|
||
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
|
||
if(rand()%100 < strip_per){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
|
||
if(dstsd){
|
||
for(i=0;i<MAX_INVENTORY;i++){
|
||
if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0100){
|
||
pc_unequipitem(dstsd,i,0,BF_SKILL);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case ST_FULLSTRIP:
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
|
||
if(tsc_data && tsc_data[SC_CP_HELM].timer != -1)
|
||
break;
|
||
strip_per = 5+2*skilllv+strip_fix/5;
|
||
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
|
||
if(rand()%100 < strip_per){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
|
||
if(dstsd){
|
||
for(i=0;i<MAX_INVENTORY;i++){
|
||
if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0100){
|
||
pc_unequipitem(dstsd,i,0,BF_SKILL);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
|
||
/* PotionPitcher */
|
||
case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
|
||
{
|
||
struct block_list tbl;
|
||
int i,x,hp = 0,sp = 0;
|
||
if(sd) {
|
||
if(sd==dstsd) { // cancel use on oneself
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
x = skilllv%11 - 1;
|
||
i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
|
||
if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
sd->state.potionpitcher_flag = 1;
|
||
sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0;
|
||
sd->skilltarget = bl->id;
|
||
run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
|
||
pc_delitem(sd,i,skill_db[skillid].amount[x],0);
|
||
sd->state.potionpitcher_flag = 0;
|
||
if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) {
|
||
hp = battle_get_max_hp(bl) * sd->potion_per_hp / 100;
|
||
hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
|
||
if(dstsd) {
|
||
sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
|
||
sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
|
||
}
|
||
}
|
||
else {
|
||
if(sd->potion_hp > 0) {
|
||
hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
|
||
hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
|
||
if(dstsd)
|
||
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
|
||
}
|
||
if(sd->potion_sp > 0) {
|
||
sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
|
||
sp = sp * (100 + (battle_get_int(bl)<<1)) / 100;
|
||
if(dstsd)
|
||
sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
|
||
}
|
||
}
|
||
}
|
||
else {
|
||
hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
|
||
hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
|
||
if(dstsd)
|
||
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
|
||
}
|
||
tbl.id = 0;
|
||
tbl.m = src->m;
|
||
tbl.x = src->x;
|
||
tbl.y = src->y;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(hp > 0 || (hp <= 0 && sp <= 0))
|
||
clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
|
||
if(sp > 0)
|
||
clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
|
||
battle_heal(src,bl,hp,sp,0);
|
||
}
|
||
break;
|
||
case AM_CP_WEAPON:
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1)
|
||
skill_status_change_end(bl, SC_STRIPWEAPON, -1 );
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
}
|
||
break;
|
||
case AM_CP_SHIELD:
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1)
|
||
skill_status_change_end(bl, SC_STRIPSHIELD, -1 );
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
}
|
||
break;
|
||
case AM_CP_ARMOR:
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(tsc_data && tsc_data[SC_STRIPARMOR].timer != -1)
|
||
skill_status_change_end(bl, SC_STRIPARMOR, -1 );
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
}
|
||
break;
|
||
case AM_CP_HELM:
|
||
{
|
||
struct status_change *tsc_data = battle_get_sc_data(bl);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(tsc_data && tsc_data[SC_STRIPHELM].timer != -1)
|
||
skill_status_change_end(bl, SC_STRIPHELM, -1 );
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
}
|
||
break;
|
||
|
||
case SA_DISPELL: /* ディスペル */
|
||
{
|
||
int i;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
for(i=0;i<136;i++){
|
||
if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50
|
||
|| i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR
|
||
|| i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR
|
||
|| i==SC_CP_HELM || i==SC_COMBO)
|
||
continue;
|
||
skill_status_change_end(bl,i,-1);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case TF_BACKSLIDING: /* バックステップ */
|
||
battle_stopwalking(src,1);
|
||
skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
|
||
if(src->type == BL_MOB)
|
||
clif_fixmobpos((struct mob_data *)src);
|
||
else if(src->type == BL_PET)
|
||
clif_fixpetpos((struct pet_data *)src);
|
||
else if(src->type == BL_PC)
|
||
clif_fixpos(src);
|
||
skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag);
|
||
break;
|
||
|
||
case SA_CASTCANCEL:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_castcancel(src,1);
|
||
if(sd) {
|
||
int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
|
||
sp = sp * (90 - (skilllv-1)*20) / 100;
|
||
if(sp < 0) sp = 0;
|
||
pc_heal(sd,0,-sp);
|
||
}
|
||
break;
|
||
case SA_SPELLBREAKER: // スペルブレイカ?
|
||
{
|
||
struct status_change *sc_data = battle_get_sc_data(bl);
|
||
int sp;
|
||
if(sc_data && sc_data[SC_MAGICROD].timer != -1) {
|
||
if(dstsd) {
|
||
sp = skill_get_sp(skillid,skilllv);
|
||
sp = sp * sc_data[SC_MAGICROD].val2 / 100;
|
||
if(sp > 0x7fff) sp = 0x7fff;
|
||
else if(sp < 1) sp = 1;
|
||
if(dstsd->status.sp + sp > dstsd->status.max_sp) {
|
||
sp = dstsd->status.max_sp - dstsd->status.sp;
|
||
dstsd->status.sp = dstsd->status.max_sp;
|
||
}
|
||
else
|
||
dstsd->status.sp += sp;
|
||
clif_heal(dstsd->fd,SP_SP,sp);
|
||
}
|
||
clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1);
|
||
if(sd) {
|
||
sp = sd->status.max_sp/5;
|
||
if(sp < 1) sp = 1;
|
||
pc_heal(sd,0,-sp);
|
||
}
|
||
}
|
||
else {
|
||
int bl_skillid=0,bl_skilllv=0;
|
||
if(bl->type == BL_PC) {
|
||
if(dstsd && dstsd->skilltimer != -1) {
|
||
bl_skillid = dstsd->skillid;
|
||
bl_skilllv = dstsd->skilllv;
|
||
}
|
||
}
|
||
else if(bl->type == BL_MOB) {
|
||
if(dstmd && dstmd->skilltimer != -1) {
|
||
bl_skillid = dstmd->skillid;
|
||
bl_skilllv = dstmd->skilllv;
|
||
}
|
||
}
|
||
if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_castcancel(bl,0);
|
||
sp = skill_get_sp(bl_skillid,bl_skilllv);
|
||
if(dstsd)
|
||
pc_heal(dstsd,0,-sp);
|
||
if(sd) {
|
||
sp = sp*(25*(skilllv-1))/100;
|
||
if(skilllv > 1 && sp < 1) sp = 1;
|
||
if(sp > 0x7fff) sp = 0x7fff;
|
||
else if(sp < 1) sp = 1;
|
||
if(sd->status.sp + sp > sd->status.max_sp) {
|
||
sp = sd->status.max_sp - sd->status.sp;
|
||
sd->status.sp = sd->status.max_sp;
|
||
}
|
||
else
|
||
sd->status.sp += sp;
|
||
clif_heal(sd->fd,SP_SP,sp);
|
||
}
|
||
}
|
||
else if(sd)
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
}
|
||
}
|
||
break;
|
||
case SA_MAGICROD:
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
break;
|
||
case SA_AUTOSPELL: /* オ?トスペル */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(sd)
|
||
clif_autospell(sd,skilllv);
|
||
else {
|
||
int maxlv=1,spellid=0;
|
||
static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
|
||
if(skilllv >= 10) {
|
||
spellid = MG_FROSTDIVER;
|
||
maxlv = skilllv - 9;
|
||
}
|
||
else if(skilllv >=8) {
|
||
spellid = MG_FIREBALL;
|
||
maxlv = skilllv - 7;
|
||
}
|
||
else if(skilllv >=5) {
|
||
spellid = MG_SOULSTRIKE;
|
||
maxlv = skilllv - 4;
|
||
}
|
||
else if(skilllv >=2) {
|
||
int i = rand()%3;
|
||
spellid = spellarray[i];
|
||
maxlv = skilllv - 1;
|
||
}
|
||
else if(skilllv > 0) {
|
||
spellid = MG_NAPALMBEAT;
|
||
maxlv = 3;
|
||
}
|
||
if(spellid > 0)
|
||
skill_status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
|
||
skill_get_time(SA_AUTOSPELL,skilllv),0);
|
||
}
|
||
break;
|
||
|
||
/* ランダム?性?化、水?性?化、地、火、風 */
|
||
case NPC_ATTRICHANGE:
|
||
case NPC_CHANGEWATER:
|
||
case NPC_CHANGEGROUND:
|
||
case NPC_CHANGEFIRE:
|
||
case NPC_CHANGEWIND:
|
||
/* 毒、聖、念、闇 */
|
||
case NPC_CHANGEPOISON:
|
||
case NPC_CHANGEHOLY:
|
||
case NPC_CHANGEDARKNESS:
|
||
case NPC_CHANGETELEKINESIS:
|
||
if(md){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
md->def_ele=skill_get_pl(skillid);
|
||
if(md->def_ele==0) /* ランダム?化、ただし、*/
|
||
md->def_ele=rand()%10; /* 不死?性は除く */
|
||
md->def_ele+=(1+rand()%4)*20; /* ?性レベルはランダム */
|
||
}
|
||
break;
|
||
|
||
case NPC_PROVOCATION:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(md)
|
||
clif_pet_performance(src,mob_db[md->class].skill[md->skillidx].val[0]);
|
||
break;
|
||
|
||
case NPC_HALLUCINATION:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
break;
|
||
|
||
case NPC_KEEPING:
|
||
case NPC_BARRIER:
|
||
{
|
||
int skill_time = skill_get_time(skillid,skilllv);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
|
||
if (bl->type == BL_MOB)
|
||
mob_changestate((struct mob_data *)src,MS_DELAY,skill_time);
|
||
else if (bl->type == BL_PC)
|
||
sd->attackabletime = sd->canmove_tick = tick + skill_time;
|
||
}
|
||
break;
|
||
|
||
case NPC_DARKBLESSING:
|
||
{
|
||
int sc_def = 100 - battle_get_mdef(bl);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
if(battle_get_elem_type(bl) == 7 || battle_get_race(bl) == 6)
|
||
break;
|
||
if(rand()%100 < sc_def*(50+skilllv*5)/100) {
|
||
if(dstsd) {
|
||
int hp = battle_get_hp(bl)-1;
|
||
pc_heal(dstsd,-hp,0);
|
||
}
|
||
else if(dstmd)
|
||
dstmd->hp = 1;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case NPC_SELFDESTRUCTION: /* 自爆 */
|
||
case NPC_SELFDESTRUCTION2: /* 自爆2 */
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0);
|
||
break;
|
||
case NPC_LICK:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
|
||
break;
|
||
if(dstsd)
|
||
pc_heal(dstsd,0,-100);
|
||
if(rand()%100 < (skilllv*5)*sc_def_vit/100)
|
||
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
|
||
break;
|
||
|
||
case NPC_SUICIDE: /* 自決 */
|
||
if(src && bl){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (md)
|
||
mob_damage(NULL,md,md->hp,0);
|
||
else if (sd)
|
||
pc_damage(NULL,sd,sd->status.hp);
|
||
}
|
||
break;
|
||
|
||
case NPC_SUMMONSLAVE: /* 手下召喚 */
|
||
case NPC_SUMMONMONSTER: /* MOB召喚 */
|
||
if(md && !md->master_id){
|
||
mob_summonslave(md,mob_db[md->class].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0);
|
||
}
|
||
break;
|
||
|
||
case NPC_TRANSFORMATION:
|
||
case NPC_METAMORPHOSIS:
|
||
if(md)
|
||
mob_class_change(md,mob_db[md->class].skill[md->skillidx].val);
|
||
break;
|
||
|
||
case NPC_EMOTION: /* エモ?ション */
|
||
if(md)
|
||
clif_emotion(&md->bl,mob_db[md->class].skill[md->skillidx].val[0]);
|
||
break;
|
||
|
||
case NPC_DEFENDER:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
|
||
case WE_MALE: /* 君だけは護るよ */
|
||
if(sd && dstsd){
|
||
int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
|
||
int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15%
|
||
clif_skill_nodamage(src,bl,skillid,gain_hp,1);
|
||
battle_heal(NULL,bl,gain_hp,0,0);
|
||
}
|
||
break;
|
||
case WE_FEMALE: /* あなたの?に?牲になります */
|
||
if(sd && dstsd){
|
||
int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
|
||
int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15%
|
||
clif_skill_nodamage(src,bl,skillid,gain_sp,1);
|
||
battle_heal(NULL,bl,0,gain_sp,0);
|
||
}
|
||
break;
|
||
|
||
case WE_CALLPARTNER: /* あなたに?いたい */
|
||
if(sd && dstsd){
|
||
if((dstsd = pc_get_partner(sd)) == NULL){
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
return 0;
|
||
}
|
||
if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
|
||
clif_skill_teleportmessage(sd,1);
|
||
return 0;
|
||
}
|
||
skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
|
||
}
|
||
break;
|
||
|
||
case PF_HPCONVERSION: /* ライフ置き換え */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(sd){
|
||
int conv_hp=0,conv_sp=0;
|
||
conv_hp=sd->status.hp/10; //基本はHPの10%
|
||
sd->status.hp -= conv_hp; //HPを減らす
|
||
conv_sp=conv_hp*10*skilllv/100;
|
||
conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp;
|
||
sd->status.sp += conv_sp; //SPを?やす
|
||
pc_heal(sd,-conv_hp,conv_sp);
|
||
clif_heal(sd->fd,SP_SP,conv_sp);
|
||
}
|
||
break;
|
||
case HT_REMOVETRAP: /* リム?ブトラップ */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
{
|
||
struct skill_unit *su=NULL;
|
||
struct item item_tmp;
|
||
int flag;
|
||
if((bl->type==BL_SKILL) &&
|
||
(su=(struct skill_unit *)bl) &&
|
||
(su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
|
||
(su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) &&
|
||
(su->group->unit_id != 0x92)){ //?を取り返す
|
||
if(sd){
|
||
if(battle_config.skill_removetrap_type == 1){
|
||
for(i=0;i<10;i++) {
|
||
if(skill_db[su->group->skill_id].itemid[i] > 0){
|
||
memset(&item_tmp,0,sizeof(item_tmp));
|
||
item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
|
||
item_tmp.identify = 1;
|
||
if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
|
||
clif_additem(sd,0,0,flag);
|
||
map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
|
||
}
|
||
}
|
||
}
|
||
}else{
|
||
memset(&item_tmp,0,sizeof(item_tmp));
|
||
item_tmp.nameid = 1065;
|
||
item_tmp.identify = 1;
|
||
if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
|
||
clif_additem(sd,0,0,flag);
|
||
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
|
||
}
|
||
}
|
||
|
||
}
|
||
if(su->group->unit_id == 0x91 && su->group->val2){
|
||
struct block_list *target=map_id2bl(su->group->val2);
|
||
if(target && (target->type == BL_PC || target->type == BL_MOB))
|
||
skill_status_change_end(target,SC_ANKLE,-1);
|
||
}
|
||
skill_delunit(su);
|
||
}
|
||
}
|
||
break;
|
||
case HT_SPRINGTRAP: /* スプリングトラップ */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
{
|
||
struct skill_unit *su=NULL;
|
||
if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
|
||
switch(su->group->unit_id){
|
||
case 0x8f: /* ブラストマイン */
|
||
case 0x90: /* スキッドトラップ */
|
||
case 0x93: /* ランドマイン */
|
||
case 0x94: /* ショックウェ?ブトラップ */
|
||
case 0x95: /* サンドマン */
|
||
case 0x96: /* フラッシャ? */
|
||
case 0x97: /* フリ?ジングトラップ */
|
||
case 0x98: /* クレイモア?トラップ */
|
||
case 0x99: /* ト?キ?ボックス */
|
||
su->group->unit_id = 0x8c;
|
||
clif_changelook(bl,LOOK_BASE,su->group->unit_id);
|
||
su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
|
||
su->limit=DIFF_TICK(tick+1500,su->group->tick);
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case BD_ENCORE: /* アンコ?ル */
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(sd)
|
||
skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
|
||
break;
|
||
|
||
case AS_SPLASHER: /* ベナムスプラッシャ? */
|
||
if((double)battle_get_max_hp(bl)*2/3 < battle_get_hp(bl)) //HPが2/3以上?っていたら失敗
|
||
return 1;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 );
|
||
break;
|
||
|
||
case PF_MINDBREAKER: /* プロボック */
|
||
{
|
||
struct status_change *sc_data = battle_get_sc_data(bl);
|
||
|
||
/* MVPmobと不死には?かない */
|
||
if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には?かない
|
||
{
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
|
||
|
||
if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
|
||
skill_castcancel(bl,0);
|
||
if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
|
||
&& dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
|
||
skill_castcancel(bl,0);
|
||
|
||
if(sc_data){
|
||
if(sc_data[SC_FREEZE].timer!=-1)
|
||
skill_status_change_end(bl,SC_FREEZE,-1);
|
||
if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
|
||
skill_status_change_end(bl,SC_STONE,-1);
|
||
if(sc_data[SC_SLEEP].timer!=-1)
|
||
skill_status_change_end(bl,SC_SLEEP,-1);
|
||
}
|
||
|
||
if(bl->type==BL_MOB) {
|
||
int range = skill_get_range(skillid,skilllv);
|
||
if(range < 0)
|
||
range = battle_get_range(src) - (range + 1);
|
||
mob_target((struct mob_data *)bl,src,range);
|
||
}
|
||
}
|
||
break;
|
||
|
||
// Slim Pitcher [Celest]
|
||
case CR_SLIMPITCHER:
|
||
{
|
||
if (sd && flag&1) {
|
||
int hp = sd->potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*5 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
|
||
hp = hp * (100 + (battle_get_vit(bl)<<1))/100;
|
||
if (dstsd)
|
||
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
battle_heal(src,bl,hp,0,0);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case RG_CLEANER: //AppleGirl
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
{
|
||
struct skill_unit *su=NULL;
|
||
if((bl->type==BL_SKILL) &&
|
||
(su=(struct skill_unit *)bl) &&
|
||
(su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
|
||
(su->group->unit_id == 0xb0)){ //?を取り返す
|
||
if(sd)
|
||
skill_delunit(su);
|
||
}
|
||
}
|
||
break;
|
||
|
||
// New guild skills [Celest]
|
||
case GD_BATTLEORDER:
|
||
{
|
||
struct guild *g = NULL;
|
||
// Only usable during WoE
|
||
if (!agit_flag) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
if(flag&1) {
|
||
if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
|
||
skill_status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 );
|
||
}
|
||
}
|
||
else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
|
||
strcmp(sd->status.name,g->master)==0) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ALL|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
}
|
||
break;
|
||
case GD_REGENERATION:
|
||
{
|
||
struct guild *g = NULL;
|
||
// Only usable during WoE
|
||
if (!agit_flag) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
if(flag&1) {
|
||
if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
|
||
skill_status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 );
|
||
}
|
||
}
|
||
else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
|
||
strcmp(sd->status.name,g->master)==0) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ALL|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
}
|
||
break;
|
||
case GD_RESTORE:
|
||
{
|
||
struct guild *g = NULL;
|
||
// Only usable during WoE
|
||
if (!agit_flag) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
if(flag&1) {
|
||
if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
|
||
int hp, sp;
|
||
hp = dstsd->status.max_hp*0.9;
|
||
sp = dstsd->status.max_sp*0.9;
|
||
sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
|
||
clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
|
||
battle_heal(NULL,bl,hp,sp,0);
|
||
}
|
||
}
|
||
else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
|
||
strcmp(sd->status.name,g->master)==0) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ALL|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
}
|
||
break;
|
||
case GD_EMERGENCYCALL:
|
||
{
|
||
struct guild *g = NULL;
|
||
// Only usable during WoE
|
||
if (!agit_flag) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
// i don't know if it actually summons in a circle, but oh well. ;P
|
||
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 c, j = 0;
|
||
if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
|
||
strcmp(sd->status.name,g->master)==0) {
|
||
for(i = 0; i < g->max_member; i++, j++) {
|
||
if (j>8) j=0;
|
||
if ((dstsd = g->member[i].sd) != NULL && sd != dstsd &&
|
||
!map[sd->bl.m].flag.nowarpto && !map[dstsd->bl.m].flag.nowarp) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if ((c=read_gat(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j]))==1 || c==5)
|
||
dx[j] = dy[j] = 0;
|
||
pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
default:
|
||
printf("Unknown skill used:%d\n",skillid);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキル使用(詠唱完了、ID指定)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_castend_id( int tid, unsigned int tick, int id,int data )
|
||
{
|
||
struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
|
||
struct block_list *bl;
|
||
int range,inf2;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if( sd->bl.prev == NULL ) //prevが無いのはありなの?
|
||
return 0;
|
||
|
||
if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* タイマIDの確認 */
|
||
return 0;
|
||
if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
|
||
sd->speed = sd->prev_speed;
|
||
clif_updatestatus(sd,SP_SPEED);
|
||
}
|
||
if(sd->skillid != SA_CASTCANCEL)
|
||
sd->skilltimer=-1;
|
||
|
||
if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) {
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
if(sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
|
||
if(sd->skillid == PR_LEXAETERNA) {
|
||
struct status_change *sc_data = battle_get_sc_data(bl);
|
||
if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
}
|
||
else if(sd->skillid == RG_BACKSTAP) {
|
||
int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = battle_get_dir(bl);
|
||
int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y);
|
||
if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
inf2 = skill_get_inf2(sd->skillid);
|
||
if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) && // 彼我敵??係チェック
|
||
battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) {
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
if(inf2 & 0xC00 && sd->bl.id != bl->id) {
|
||
int fail_flag = 1;
|
||
if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
|
||
fail_flag = 0;
|
||
if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == battle_get_guild_id(bl))
|
||
fail_flag = 0;
|
||
if(fail_flag) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
range = skill_get_range(sd->skillid,sd->skilllv);
|
||
if(range < 0)
|
||
range = battle_get_range(&sd->bl) - (range + 1);
|
||
range += battle_config.pc_skill_add_range;
|
||
if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
|
||
(sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
|
||
(sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
|
||
(sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST))
|
||
range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2);
|
||
if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
|
||
if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
}
|
||
if(!skill_check_condition(sd,1)) { /* 使用?件チェック */
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
if(battle_config.skill_out_range_consume) {
|
||
if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
if(battle_config.pc_skill_log)
|
||
printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
|
||
pc_stop_walking(sd,0);
|
||
|
||
switch( skill_get_nk(sd->skillid) )
|
||
{
|
||
/* 攻?系/吹き飛ばし系 */
|
||
case 0: case 2:
|
||
skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
|
||
break;
|
||
case 1:/* 支援系 */
|
||
if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
|
||
skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
|
||
else
|
||
skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
|
||
break;
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキル使用(詠唱完了、場所指定の?際の?理)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
|
||
{
|
||
struct map_session_data *sd=NULL;
|
||
int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
|
||
|
||
if(skilllv <= 0) return 0;
|
||
|
||
nullpo_retr(0, src);
|
||
|
||
if(src->type==BL_PC){
|
||
nullpo_retr(0, sd=(struct map_session_data *)src);
|
||
}
|
||
if( skillid != WZ_METEOR &&
|
||
skillid != WZ_SIGHTRASHER &&
|
||
skillid != AM_CANNIBALIZE &&
|
||
skillid != AM_SPHEREMINE)
|
||
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
|
||
|
||
if (skillnotok(skillid, sd)) // [MouseJstr]
|
||
return 0;
|
||
|
||
switch(skillid)
|
||
{
|
||
case PR_BENEDICTIO: /* 聖?降福 */
|
||
skill_area_temp[1]=src->id;
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m,x-1,y-1,x+1,y+1,0,
|
||
src,skillid,skilllv,tick, flag|BCT_NOENEMY|1,
|
||
skill_castend_nodamage_id);
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m,x-1,y-1,x+1,y+1,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
break;
|
||
|
||
case BS_HAMMERFALL: /* ハンマ?フォ?ル */
|
||
skill_area_temp[1]=src->id;
|
||
skill_area_temp[2]=x;
|
||
skill_area_temp[3]=y;
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m,x-2,y-2,x+2,y+2,0,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|2,
|
||
skill_castend_nodamage_id);
|
||
break;
|
||
|
||
case HT_DETECTING: /* ディテクティング */
|
||
{
|
||
const int range=7;
|
||
map_foreachinarea( skill_status_change_timer_sub,
|
||
src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
|
||
src,SC_SIGHT,tick);
|
||
}
|
||
break;
|
||
|
||
case MG_SAFETYWALL: /* セイフティウォ?ル */
|
||
case MG_FIREWALL: /* ファイヤ?ウォ?ル */
|
||
case MG_THUNDERSTORM: /* サンダ?スト?ム */
|
||
case AL_PNEUMA: /* ニュ?マ */
|
||
case WZ_ICEWALL: /* アイスウォ?ル */
|
||
case WZ_FIREPILLAR: /* ファイアピラ? */
|
||
case WZ_SIGHTRASHER:
|
||
case WZ_QUAGMIRE: /* クァグマイア */
|
||
case WZ_VERMILION: /* ロ?ドオブヴァ?ミリオン */
|
||
case WZ_FROSTNOVA: /* フロストノヴァ */
|
||
case WZ_STORMGUST: /* スト?ムガスト */
|
||
case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
|
||
case PR_SANCTUARY: /* サンクチュアリ */
|
||
case PR_MAGNUS: /* マグヌスエクソシズム */
|
||
case CR_GRANDCROSS: /* グランドクロス */
|
||
case HT_SKIDTRAP: /* スキッドトラップ */
|
||
case HT_LANDMINE: /* ランドマイン */
|
||
case HT_ANKLESNARE: /* アンクルスネア */
|
||
case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
|
||
case HT_SANDMAN: /* サンドマン */
|
||
case HT_FLASHER: /* フラッシャ? */
|
||
case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
|
||
case HT_BLASTMINE: /* ブラストマイン */
|
||
case HT_CLAYMORETRAP: /* クレイモア?トラップ */
|
||
case AS_VENOMDUST: /* ベノムダスト */
|
||
case AM_DEMONSTRATION: /* デモンストレ?ション */
|
||
case PF_SPIDERWEB: /* スパイダ?ウェッブ */
|
||
case PF_FOGWALL: /* フォグウォ?ル */
|
||
case HT_TALKIEBOX: /* ト?キ?ボックス */
|
||
skill_unitsetting(src,skillid,skilllv,x,y,0);
|
||
break;
|
||
|
||
case RG_GRAFFITI: /* Graffiti [Valaris] */
|
||
skill_clear_unitgroup(src);
|
||
skill_unitsetting(src,skillid,skilllv,x,y,0);
|
||
break;
|
||
|
||
case SA_VOLCANO: /* ボルケ?ノ */
|
||
case SA_DELUGE: /* デリュ?ジ */
|
||
case SA_VIOLENTGALE: /* バイオレントゲイル */
|
||
case SA_LANDPROTECTOR: /* ランドプロテクタ? */
|
||
skill_clear_element_field(src);//?に自分が?動している?性場をクリア
|
||
skill_unitsetting(src,skillid,skilllv,x,y,0);
|
||
break;
|
||
|
||
case WZ_METEOR: //メテオスト?ム
|
||
{
|
||
int flag=0;
|
||
for(i=0;i<2+(skilllv>>1);i++) {
|
||
int j=0, c;
|
||
do {
|
||
tmpx = x + (rand()%7 - 3);
|
||
tmpy = y + (rand()%7 - 3);
|
||
if(tmpx < 0)
|
||
tmpx = 0;
|
||
else if(tmpx >= map[src->m].xs)
|
||
tmpx = map[src->m].xs - 1;
|
||
if(tmpy < 0)
|
||
tmpy = 0;
|
||
else if(tmpy >= map[src->m].ys)
|
||
tmpy = map[src->m].ys - 1;
|
||
j++;
|
||
} while(((c=map_getcell(src->m,tmpx,tmpy))==1 || c==5) && j<100);
|
||
if(j >= 100)
|
||
continue;
|
||
if(flag==0){
|
||
clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
|
||
flag=1;
|
||
}
|
||
if(i > 0)
|
||
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag);
|
||
x1 = tmpx;
|
||
y1 = tmpy;
|
||
}
|
||
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag);
|
||
}
|
||
break;
|
||
|
||
case AL_WARP: /* ワ?プポ?タル */
|
||
if(sd) {
|
||
if(map[sd->bl.m].flag.noteleport) /* テレポ禁止 */
|
||
break;
|
||
clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map,
|
||
(sd->skilllv>1)?sd->status.memo_point[0].map:"",
|
||
(sd->skilllv>2)?sd->status.memo_point[1].map:"",
|
||
(sd->skilllv>3)?sd->status.memo_point[2].map:"");
|
||
}
|
||
break;
|
||
case MO_BODYRELOCATION:
|
||
if(sd){
|
||
pc_movepos(sd,x,y);
|
||
}else if( src->type==BL_MOB )
|
||
mob_warp((struct mob_data *)src,-1,x,y,0);
|
||
break;
|
||
case AM_CANNIBALIZE: // バイオプラント
|
||
if(sd){
|
||
int mx,my,id=0;
|
||
struct mob_data *md;
|
||
|
||
mx = x;// + (rand()%10 - 5);
|
||
my = y;// + (rand()%10 - 5);
|
||
id=mob_once_spawn(sd,"this",mx,my,"--ja--",1118,1,"");
|
||
if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
|
||
md->master_id=sd->bl.id;
|
||
md->hp=2210+skilllv*200;
|
||
md->state.special_mob_ai=1;
|
||
md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
|
||
}
|
||
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
|
||
}
|
||
break;
|
||
case AM_SPHEREMINE: // スフィア?マイン
|
||
if(sd){
|
||
int mx,my,id=0;
|
||
struct mob_data *md;
|
||
|
||
mx = x;// + (rand()%10 - 5);
|
||
my = y;// + (rand()%10 - 5);
|
||
id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,"");
|
||
if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
|
||
md->master_id=sd->bl.id;
|
||
md->hp=1000+skilllv*200;
|
||
md->state.special_mob_ai=2;
|
||
md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
|
||
}
|
||
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
|
||
}
|
||
break;
|
||
|
||
// Slim Pitcher [Celest]
|
||
case CR_SLIMPITCHER:
|
||
{
|
||
if (sd) {
|
||
int x = skilllv%11 - 1;
|
||
int i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
|
||
if(i < 0 || skill_db[skillid].itemid[x] <= 0 || sd->inventory_data[i] == NULL ||
|
||
sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
sd->state.potionpitcher_flag = 1;
|
||
sd->potion_hp = 0;
|
||
run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
|
||
pc_delitem(sd,i,skill_db[skillid].amount[x],0);
|
||
sd->state.potionpitcher_flag = 0;
|
||
if(sd->potion_hp > 0) {
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m,x-3,y-3,x+3,y+3,0,
|
||
src,skillid,skilllv,tick,flag|BCT_ALL|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキル使用(詠唱完了、map指定)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
|
||
{
|
||
int x=0,y=0;
|
||
|
||
nullpo_retr(0, sd);
|
||
if( sd->bl.prev == NULL || pc_isdead(sd) )
|
||
return 0;
|
||
|
||
if(skillnotok(skill_num, sd))
|
||
return 0;
|
||
|
||
if( sd->opt1>0 || sd->status.option&2 )
|
||
return 0;
|
||
//スキルが使えない?態異常中
|
||
if(sd->sc_data){
|
||
if( sd->sc_data[SC_DIVINA].timer!=-1 ||
|
||
sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
|
||
sd->sc_data[SC_AUTOCOUNTER].timer != -1 ||
|
||
sd->sc_data[SC_STEELBODY].timer != -1 ||
|
||
sd->sc_data[SC_DANCING].timer!=-1 ||
|
||
sd->sc_data[SC_BERSERK].timer != -1 ||
|
||
sd->sc_data[SC_MARIONETTE].timer != -1)
|
||
return 0;
|
||
|
||
if (sd->sc_data[SC_BLOCKSKILL].timer!=-1)
|
||
if (skill_num == sd->sc_data[SC_BLOCKSKILL].val3)
|
||
return 0;
|
||
}
|
||
|
||
if( skill_num != sd->skillid) /* 不正パケットらしい */
|
||
return 0;
|
||
|
||
pc_stopattack(sd);
|
||
|
||
if(battle_config.pc_skill_log)
|
||
printf("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
|
||
pc_stop_walking(sd,0);
|
||
|
||
if(strcmp(map,"cancel")==0)
|
||
return 0;
|
||
|
||
switch(skill_num){
|
||
case AL_TELEPORT: /* テレポ?ト */
|
||
if(strcmp(map,"Random")==0)
|
||
pc_randomwarp(sd,3);
|
||
else
|
||
pc_setpos(sd,sd->status.save_point.map,
|
||
sd->status.save_point.x,sd->status.save_point.y,3);
|
||
break;
|
||
|
||
case AL_WARP: /* ワ?プポ?タル */
|
||
{
|
||
const struct point *p[]={
|
||
&sd->status.save_point,&sd->status.memo_point[0],
|
||
&sd->status.memo_point[1],&sd->status.memo_point[2],
|
||
};
|
||
struct skill_unit_group *group;
|
||
int i;
|
||
int maxcount=0;
|
||
|
||
if((maxcount = skill_get_maxcount(sd->skillid)) > 0) {
|
||
int c;
|
||
for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
|
||
if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
|
||
c++;
|
||
}
|
||
if(c >= maxcount) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->canact_tick = gettick();
|
||
sd->canmove_tick = gettick();
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
if(sd->skilllv <= 0) return 0;
|
||
for(i=0;i<sd->skilllv;i++){
|
||
if(strcmp(map,p[i]->map)==0){
|
||
x=p[i]->x;
|
||
y=p[i]->y;
|
||
break;
|
||
}
|
||
}
|
||
if(x==0 || y==0) /* 不正パケット? */
|
||
return 0;
|
||
|
||
if(!skill_check_condition(sd,3))
|
||
return 0;
|
||
if((group=skill_unitsetting(&sd->bl,sd->skillid,sd->skilllv,sd->skillx,sd->skilly,0))==NULL)
|
||
return 0;
|
||
group->valstr=(char *)aCalloc(24,sizeof(char));
|
||
memcpy(group->valstr,map,24);
|
||
group->val2=(x<<16)|y;
|
||
}
|
||
break;
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニット設定?理
|
||
*------------------------------------------
|
||
*/
|
||
struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
|
||
{
|
||
struct skill_unit_group *group;
|
||
int i,count=1,limit=10000,val1=0,val2=0;
|
||
int target=BCT_ENEMY,interval=1000,range=0;
|
||
int dir=0,aoe_diameter=0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
|
||
struct status_change *sc_data = battle_get_sc_data(src); // for firewall and fogwall - celest
|
||
|
||
nullpo_retr(0, src);
|
||
|
||
switch(skillid){ /* 設定 */
|
||
|
||
case MG_SAFETYWALL: /* セイフティウォ?ル */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
val2=skilllv+1;
|
||
interval = -1;
|
||
target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
|
||
break;
|
||
|
||
case MG_FIREWALL: /* ファイヤ?ウォ?ル */
|
||
if(src->x == x && src->y == y)
|
||
dir = 2;
|
||
else
|
||
dir=map_calc_dir(src,x,y);
|
||
if(dir&1) count=5;
|
||
else count=3;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
if(sc_data) {
|
||
if (sc_data[SC_VIOLENTGALE].timer!=-1) limit *= 1.5;
|
||
}
|
||
// check for sc_data first - Celest
|
||
// if (((struct map_session_data *)src)->sc_data[SC_VIOLENTGALE].timer!=-1)
|
||
// limit *= 1.5;
|
||
val2=4+skilllv;
|
||
interval=1;
|
||
break;
|
||
|
||
case AL_PNEUMA: /* ニュ?マ */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
interval = -1;
|
||
target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
|
||
count = 9;
|
||
break;
|
||
|
||
case AL_WARP: /* ワ?プポ?タル */
|
||
target=BCT_ALL;
|
||
val1=skilllv+6;
|
||
if(flag==0)
|
||
limit=2000;
|
||
else
|
||
limit=skill_get_time(skillid,skilllv);
|
||
break;
|
||
|
||
case PR_SANCTUARY: /* サンクチュアリ */
|
||
count=21;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
val1=skilllv+3;
|
||
val2=(skilllv>6)?777:skilllv*100;
|
||
target=BCT_ALL;
|
||
range=1;
|
||
break;
|
||
|
||
case PR_MAGNUS: /* マグヌスエクソシズム */
|
||
count=33;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
interval=3000;
|
||
break;
|
||
|
||
case WZ_FIREPILLAR: /* ファイア?ピラ? */
|
||
if(flag==0)
|
||
limit=skill_get_time(skillid,skilllv);
|
||
else
|
||
limit=1000;
|
||
interval=2000;
|
||
val1=skilllv+2;
|
||
if(skilllv < 6)
|
||
range=1;
|
||
else
|
||
range=2;
|
||
break;
|
||
|
||
case MG_THUNDERSTORM: /* サンダ?スト?ム */
|
||
limit=500;
|
||
range=1;
|
||
break;
|
||
|
||
case WZ_FROSTNOVA: /* フロストノヴァ */
|
||
limit=500;
|
||
range=5;
|
||
break;
|
||
|
||
case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
|
||
limit=500;
|
||
range=2;
|
||
break;
|
||
|
||
case WZ_METEOR: /* メテオスト?ム */
|
||
limit=500;
|
||
range=3;
|
||
break;
|
||
|
||
case WZ_SIGHTRASHER:
|
||
limit=500;
|
||
count=41;
|
||
break;
|
||
|
||
case WZ_VERMILION: /* ロ?ドオブヴァ?ミリオン */
|
||
limit=4100;
|
||
interval=1000;
|
||
range=6;
|
||
break;
|
||
|
||
case WZ_ICEWALL: /* アイスウォ?ル */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
count=5;
|
||
break;
|
||
|
||
case WZ_STORMGUST: /* スト?ムガスト */
|
||
limit=4600;
|
||
interval=450;
|
||
range=5;
|
||
break;
|
||
|
||
case WZ_QUAGMIRE: /* クァグマイア */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
interval=200;
|
||
count=25;
|
||
break;
|
||
|
||
case HT_SANDMAN: /* サンドマン */
|
||
case HT_CLAYMORETRAP: /* クレイモア?トラップ */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=2;
|
||
break;
|
||
case HT_SKIDTRAP: /* スキッドトラップ */
|
||
case HT_LANDMINE: /* ランドマイン */
|
||
case HT_ANKLESNARE: /* アンクルスネア */
|
||
case PF_SPIDERWEB: /* スパイダ?ウェッブ */
|
||
case HT_FLASHER: /* フラッシャ? */
|
||
case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
|
||
case HT_BLASTMINE: /* ブラストマイン */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=1;
|
||
break;
|
||
|
||
case HT_TALKIEBOX: /* ト?キ?ボックス */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=1;
|
||
target=BCT_ALL;
|
||
break;
|
||
|
||
case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=1;
|
||
val1=skilllv*15+10;
|
||
break;
|
||
|
||
case AS_VENOMDUST: /* ベノムダスト */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
interval=1000;
|
||
count=5;
|
||
break;
|
||
|
||
case CR_GRANDCROSS: /* グランドクロス */
|
||
count=29;
|
||
limit=1000;
|
||
interval=300;
|
||
break;
|
||
|
||
case SA_VOLCANO: /* ボルケ?ノ */
|
||
case SA_DELUGE: /* デリュ?ジ */
|
||
case SA_VIOLENTGALE: /* バイオレントゲイル */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
count=skilllv<=2?25:(skilllv<=4?49:81);
|
||
target=BCT_ALL;
|
||
break;
|
||
|
||
case SA_LANDPROTECTOR: /* グランドクロス */
|
||
limit=skill_get_time(skillid,skilllv); // changed to get duration from cast_db (moonsoul)
|
||
val1=skilllv*15+10;
|
||
aoe_diameter=skilllv+skilllv%2+5;
|
||
target=BCT_ALL;
|
||
count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
|
||
break;
|
||
|
||
case BD_LULLABY: /* 子守唄 */
|
||
case BD_ETERNALCHAOS: /* エタ?ナルカオス */
|
||
case BD_ROKISWEIL: /* ロキの叫び */
|
||
count=81;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=5;
|
||
target=BCT_ALL;
|
||
break;
|
||
case BD_RICHMANKIM:
|
||
case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
|
||
case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
|
||
case BD_INTOABYSS: /* 深淵の中に */
|
||
case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
|
||
count=81;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=5;
|
||
target=BCT_PARTY;
|
||
break;
|
||
|
||
case BA_WHISTLE: /* 口笛 */
|
||
count=49;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=5;
|
||
target=BCT_NOENEMY;
|
||
if(src->type == BL_PC)
|
||
val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
|
||
val2 = ((battle_get_agi(src)/10)&0xffff)<<16;
|
||
val2 |= (battle_get_luk(src)/10)&0xffff;
|
||
break;
|
||
case DC_HUMMING: /* ハミング */
|
||
count=49;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=5;
|
||
target=BCT_NOENEMY;
|
||
if(src->type == BL_PC)
|
||
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
|
||
val2 = battle_get_dex(src)/10;
|
||
break;
|
||
|
||
case BA_DISSONANCE: /* 不協和音 */
|
||
case DC_UGLYDANCE: /* 自分勝手なダンス */
|
||
count=49;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=5;
|
||
target=BCT_ENEMY;
|
||
break;
|
||
|
||
case DC_DONTFORGETME: /* 私を忘れないで… */
|
||
count=49;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=5;
|
||
target=BCT_ENEMY;
|
||
if(src->type == BL_PC)
|
||
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
|
||
val2 = ((battle_get_str(src)/20)&0xffff)<<16;
|
||
val2 |= (battle_get_agi(src)/10)&0xffff;
|
||
break;
|
||
case BA_POEMBRAGI: /* ブラギの詩 */
|
||
count=49;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=5;
|
||
target=BCT_NOENEMY;
|
||
if(src->type == BL_PC)
|
||
val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
|
||
val2 = ((battle_get_dex(src)/10)&0xffff)<<16;
|
||
val2 |= (battle_get_int(src)/5)&0xffff;
|
||
break;
|
||
case BA_APPLEIDUN: /* イドゥンの林檎 */
|
||
count=49;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=5;
|
||
target=BCT_NOENEMY;
|
||
if(src->type == BL_PC)
|
||
val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16;
|
||
else
|
||
val1 = 0;
|
||
val1 |= (battle_get_vit(src))&0xffff;
|
||
val2 = 0;//回復用タイムカウンタ(6秒?に1?加)
|
||
break;
|
||
case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
|
||
count=49;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=5;
|
||
target=BCT_PARTY;
|
||
if(src->type == BL_PC)
|
||
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
|
||
val2 = battle_get_int(src)/10;
|
||
break;
|
||
case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
|
||
count=49;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=5;
|
||
target=BCT_NOENEMY;
|
||
if(src->type == BL_PC)
|
||
val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
|
||
val2 = battle_get_agi(src)/20;
|
||
break;
|
||
case DC_FORTUNEKISS: /* 幸運のキス */
|
||
count=49;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=5;
|
||
target=BCT_NOENEMY;
|
||
if(src->type == BL_PC)
|
||
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
|
||
val2 = battle_get_luk(src)/10;
|
||
break;
|
||
|
||
case AM_DEMONSTRATION: /* デモンストレ?ション */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
interval=1000;
|
||
range=1;
|
||
target=BCT_ENEMY;
|
||
break;
|
||
|
||
case WE_CALLPARTNER: /* あなたに逢いたい */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
range=-1;
|
||
break;
|
||
|
||
case HP_BASILICA: /* バジリカ */
|
||
limit=skill_get_time(skillid,skilllv);
|
||
target=BCT_ALL;
|
||
range=3;
|
||
//Fix to prevent the priest from walking while Basilica is up.
|
||
battle_stopwalking(src,1);
|
||
//skill_status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0);
|
||
//sd->canmove_tick = gettick() + limit; // added later [celest]
|
||
break;
|
||
|
||
case PA_GOSPEL: /* ゴスペル */
|
||
count=49;
|
||
target=BCT_PARTY;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
break;
|
||
|
||
case CG_MOONLIT:
|
||
range=1;
|
||
target=BCT_ALL;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
break;
|
||
|
||
case PF_FOGWALL: /* フォグウォ?ル */
|
||
count=15;
|
||
limit=skill_get_time(skillid,skilllv);
|
||
if(sc_data) {
|
||
if (sc_data[SC_DELUGE].timer!=-1) limit *= 2;
|
||
}
|
||
break;
|
||
|
||
case RG_GRAFFITI: /* Graffiti */
|
||
count=1; // Leave this at 1 [Valaris]
|
||
limit=600000; // Time length [Valaris]
|
||
break;
|
||
|
||
case GD_LEADERSHIP:
|
||
case GD_GLORYWOUNDS:
|
||
case GD_SOULCOLD:
|
||
case GD_HAWKEYES:
|
||
range=2;
|
||
target=BCT_NOENEMY;
|
||
limit=600000;
|
||
break;
|
||
}
|
||
|
||
nullpo_retr(NULL, group=skill_initunitgroup(src,count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
|
||
group->limit=limit;
|
||
group->val1=val1;
|
||
group->val2=val2;
|
||
group->target_flag=target;
|
||
group->interval=interval;
|
||
group->range=range;
|
||
if(skillid==HT_TALKIEBOX ||
|
||
skillid==RG_GRAFFITI){
|
||
group->valstr=calloc(80, 1);
|
||
if(group->valstr==NULL){
|
||
printf("skill_castend_map: out of memory !\n");
|
||
exit(1);
|
||
}
|
||
memcpy(group->valstr,talkie_mes,80);
|
||
}
|
||
for(i=0;i<count;i++){
|
||
struct skill_unit *unit;
|
||
int ux=x,uy=y,val1=skilllv,val2=0,limit=group->limit,alive=1;
|
||
int range=group->range;
|
||
switch(skillid){ /* 設定 */
|
||
case AL_PNEUMA: /* ニュ?マ */
|
||
{
|
||
static const int dx[9]={-1, 0, 1,-1, 0, 1,-1, 0, 1};
|
||
static const int dy[9]={-1,-1,-1, 0, 0, 0, 1, 1, 1};
|
||
ux+=dx[i];
|
||
uy+=dy[i];
|
||
}
|
||
break;
|
||
case MG_FIREWALL: /* ファイヤ?ウォ?ル */
|
||
{
|
||
if(dir&1){ /* 斜め配置 */
|
||
static const int dx[][5]={
|
||
{ 1,1,0,0,-1 }, { -1,-1,0,0,1 },
|
||
},dy[][5]={
|
||
{ 1,0,0,-1,-1 }, { 1,0,0,-1,-1 },
|
||
};
|
||
ux+=dx[(dir>>1)&1][i];
|
||
uy+=dy[(dir>>1)&1][i];
|
||
}else{ /* 上下配置 */
|
||
if(dir%4==0) /* 上下 */
|
||
ux+=i-1;
|
||
else /* 左右 */
|
||
uy+=i-1;
|
||
}
|
||
val2=group->val2;
|
||
}
|
||
break;
|
||
|
||
case PR_SANCTUARY: /* サンクチュアリ */
|
||
{
|
||
static const int dx[]={
|
||
-1,0,1, -2,-1,0,1,2, -2,-1,0,1,2, -2,-1,0,1,2, -1,0,1 };
|
||
static const int dy[]={
|
||
-2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0, 1,1,1,1,1, 2,2,2, };
|
||
ux+=dx[i];
|
||
uy+=dy[i];
|
||
}
|
||
break;
|
||
|
||
case PR_MAGNUS: /* マグヌスエクソシズム */
|
||
{
|
||
static const int dx[]={ -1,0,1, -1,0,1, -3,-2,-1,0,1,2,3,
|
||
-3,-2,-1,0,1,2,3, -3,-2,-1,0,1,2,3, -1,0,1, -1,0,1, };
|
||
static const int dy[]={
|
||
-3,-3,-3, -2,-2,-2, -1,-1,-1,-1,-1,-1,-1,
|
||
0,0,0,0,0,0,0, 1,1,1,1,1,1,1, 2,2,2, 3,3,3 };
|
||
ux+=dx[i];
|
||
uy+=dy[i];
|
||
}
|
||
break;
|
||
|
||
case WZ_SIGHTRASHER:
|
||
{
|
||
static const int dx[]={
|
||
-5, 0, 5, -4, 0, 4, -3, 0, 3, -2, 0, 2, -1, 0, 1, -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, -1, 0, 1, -2, 0, 2, -3, 0, 3, -4, 0, 4, -5, 0, 5 };
|
||
static const int dy[]={
|
||
-5,-5,-5, -4,-4,-4, -3,-3,-3, -2,-2,-2, -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5 };
|
||
ux+=dx[i];
|
||
uy+=dy[i];
|
||
}
|
||
break;
|
||
|
||
case WZ_ICEWALL: /* アイスウォ?ル */
|
||
{
|
||
static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
|
||
static const int diry[8]={1,1,0,-1,-1,-1,0,1};
|
||
if(skilllv <= 1)
|
||
val1 = 500;
|
||
else
|
||
val1 = 200 + 200*skilllv;
|
||
if(src->x == x && src->y == y)
|
||
dir = 2;
|
||
else
|
||
dir=map_calc_dir(src,x,y);
|
||
ux+=(2-i)*diry[dir];
|
||
uy+=(i-2)*dirx[dir];
|
||
}
|
||
break;
|
||
|
||
case WZ_QUAGMIRE: /* クァグマイア */
|
||
ux+=(i%5-2);
|
||
uy+=(i/5-2);
|
||
if(i==12)
|
||
range=2;
|
||
else
|
||
range=-1;
|
||
|
||
break;
|
||
|
||
case AS_VENOMDUST: /* ベノムダスト */
|
||
{
|
||
static const int dx[]={-1,0,0,0,1};
|
||
static const int dy[]={0,-1,0,1,0};
|
||
ux+=dx[i];
|
||
uy+=dy[i];
|
||
}
|
||
break;
|
||
|
||
case CR_GRANDCROSS: /* グランドクロス */
|
||
{
|
||
static const int dx[]={
|
||
0, 0, -1,0,1, -2,-1,0,1,2, -4,-3,-2,-1,0,1,2,3,4, -2,-1,0,1,2, -1,0,1, 0, 0, };
|
||
static const int dy[]={
|
||
-4, -3, -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0,0,0,0,0, 1,1,1,1,1, 2,2,2, 3, 4, };
|
||
ux+=dx[i];
|
||
uy+=dy[i];
|
||
}
|
||
break;
|
||
case SA_VOLCANO: /* ボルケ?ノ */
|
||
case SA_DELUGE: /* デリュ?ジ */
|
||
case SA_VIOLENTGALE: /* バイオレントゲイル */
|
||
{
|
||
int u_range=0,central=0;
|
||
if(skilllv<=2){
|
||
u_range=2;
|
||
central=12;
|
||
}else if(skilllv<=4){
|
||
u_range=3;
|
||
central=24;
|
||
}else if(skilllv>=5){
|
||
u_range=4;
|
||
central=40;
|
||
}
|
||
ux+=(i%(u_range*2+1)-u_range);
|
||
uy+=(i/(u_range*2+1)-u_range);
|
||
|
||
if(i==central)
|
||
range=u_range;//中央のユニットの?果範?は全範?
|
||
else
|
||
range=-1;//中央以外のユニットは飾り
|
||
}
|
||
break;
|
||
case SA_LANDPROTECTOR: /* ランドプロテクタ? */
|
||
{
|
||
int u_range=0;
|
||
|
||
if(skilllv<=2) u_range=3;
|
||
else if(skilllv<=4) u_range=4;
|
||
else if(skilllv>=5) u_range=5;
|
||
|
||
ux+=(i%(u_range*2+1)-u_range);
|
||
uy+=(i/(u_range*2+1)-u_range);
|
||
|
||
range=0;
|
||
}
|
||
break;
|
||
|
||
/* ダンスなど */
|
||
case BD_LULLABY: /* 子守歌 */
|
||
case BD_RICHMANKIM: /* ニヨルドの宴 */
|
||
case BD_ETERNALCHAOS: /* 永遠の混沌 */
|
||
case BD_DRUMBATTLEFIELD:/* ?太鼓の響き */
|
||
case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
|
||
case BD_ROKISWEIL: /* ロキの叫び */
|
||
case BD_INTOABYSS: /* 深淵の中に */
|
||
case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
|
||
ux+=(i%9-4);
|
||
uy+=(i/9-4);
|
||
if(i==40)
|
||
range=4; /* 中心の場合は範?を4にオ?バ?ライド */
|
||
else
|
||
range=-1; /* 中心じゃない場合は範?を-1にオ?バ?ライド */
|
||
break;
|
||
case BA_DISSONANCE: /* 不協和音 */
|
||
case BA_WHISTLE: /* 口笛 */
|
||
case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
|
||
case BA_POEMBRAGI: /* ブラギの詩 */
|
||
case BA_APPLEIDUN: /* イドゥンの林檎 */
|
||
case DC_UGLYDANCE: /* 自分勝手なダンス */
|
||
case DC_HUMMING: /* ハミング */
|
||
case DC_DONTFORGETME: /* 私を忘れないで… */
|
||
case DC_FORTUNEKISS: /* 幸運のキス */
|
||
case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
|
||
case CG_MOONLIT:
|
||
ux+=(i%7-3);
|
||
uy+=(i/7-3);
|
||
if(i==40)
|
||
range=4; /* 中心の場合は範?を4にオ?バ?ライド */
|
||
else
|
||
range=-1; /* 中心じゃない場合は範?を-1にオ?バ?ライド */
|
||
break;
|
||
case PA_GOSPEL: /* ゴスペル */
|
||
ux+=(i%7-3);
|
||
uy+=(i/7-3);
|
||
break;
|
||
case PF_FOGWALL: /* フォグウォ?ル */
|
||
ux+=(i%5-2);
|
||
uy+=(i/5-1);
|
||
break;
|
||
case RG_GRAFFITI: /* Graffiti [Valaris] */
|
||
ux+=(i%5-2);
|
||
uy+=(i/5-2);
|
||
break;
|
||
}
|
||
//直上スキルの場合設置座標上にランドプロテクタ?がないかチェック
|
||
if(range<=0)
|
||
map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive);
|
||
|
||
if(skillid==WZ_ICEWALL && alive){
|
||
val2=map_getcell(src->m,ux,uy);
|
||
if(val2==5 || val2==1)
|
||
alive=0;
|
||
else {
|
||
map_setcell(src->m,ux,uy,5);
|
||
clif_changemapcell(src->m,ux,uy,5,0);
|
||
}
|
||
}
|
||
|
||
if(alive){
|
||
nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
|
||
unit->val1=val1;
|
||
unit->val2=val2;
|
||
unit->limit=limit;
|
||
unit->range=range;
|
||
|
||
// [celest]
|
||
if (sc_data) {
|
||
// attach the unit's id to the caster
|
||
switch (skillid) {
|
||
case HP_BASILICA:
|
||
if (sc_data[SC_BASILICA].timer!=-1)
|
||
sc_data[SC_BASILICA].val4 = (int)unit;
|
||
break;
|
||
case GD_LEADERSHIP:
|
||
sc_data[SC_LEADERSHIP].val4 = (int)unit;
|
||
break;
|
||
case GD_GLORYWOUNDS:
|
||
sc_data[SC_GLORYWOUNDS].val4 = (int)unit;
|
||
break;
|
||
case GD_SOULCOLD:
|
||
sc_data[SC_SOULCOLD].val4 = (int)unit;
|
||
break;
|
||
case GD_HAWKEYES:
|
||
sc_data[SC_HAWKEYES].val4 = (int)unit;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return group;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニットの?動イベント
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
|
||
{
|
||
struct skill_unit_group *sg;
|
||
struct block_list *ss;
|
||
struct skill_unit_group_tickset *ts;
|
||
struct map_session_data *srcsd=NULL;
|
||
int diff,goflag,splash_count=0;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, bl);
|
||
|
||
if( bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl) ) )
|
||
return 0;
|
||
|
||
nullpo_retr(0, sg=src->group);
|
||
nullpo_retr(0, ss=map_id2bl(sg->src_id));
|
||
|
||
if(ss->type == BL_PC)
|
||
nullpo_retr(0, srcsd=(struct map_session_data *)ss);
|
||
if(srcsd && srcsd->chatID)
|
||
return 0;
|
||
|
||
if( bl->type!=BL_PC && bl->type!=BL_MOB )
|
||
return 0;
|
||
nullpo_retr(0, ts=skill_unitgrouptickset_search( bl, sg->group_id));
|
||
diff=DIFF_TICK(tick,ts->tick);
|
||
goflag=(diff>sg->interval || diff<0);
|
||
if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっていたら3HITしない
|
||
goflag = (diff>sg->interval*map_count_oncell(bl->m,bl->x,bl->y) || diff<0);
|
||
|
||
//?象がLP上に居る場合は無?
|
||
map_foreachinarea(skill_landprotector,bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,0,&goflag);
|
||
|
||
if(!goflag)
|
||
return 0;
|
||
ts->tick=tick;
|
||
ts->group_id=sg->group_id;
|
||
|
||
switch(sg->unit_id){
|
||
case 0x83: /* サンクチュアリ */
|
||
{
|
||
int race=battle_get_race(bl);
|
||
int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;
|
||
|
||
if( battle_get_hp(bl)>=battle_get_max_hp(bl) && !damage_flag)
|
||
break;
|
||
|
||
if((sg->val1--)<=0){
|
||
skill_delunitgroup(sg);
|
||
return 0;
|
||
}
|
||
if(!damage_flag) {
|
||
int heal=sg->val2;
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage)
|
||
heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */
|
||
clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
|
||
battle_heal(NULL,bl,heal,0,0);
|
||
}
|
||
else
|
||
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
}
|
||
break;
|
||
|
||
case 0x84: /* マグヌスエクソシズム */
|
||
{
|
||
int race=battle_get_race(bl);
|
||
int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;
|
||
|
||
if(!damage_flag)
|
||
return 0;
|
||
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
}
|
||
break;
|
||
|
||
case 0x85: /* ニュ?マ */
|
||
{
|
||
struct skill_unit *unit2;
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
int type=SC_PNEUMA;
|
||
if(sc_data && sc_data[type].timer==-1)
|
||
skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
|
||
else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
|
||
if(DIFF_TICK(sg->tick,unit2->group->tick)>0 )
|
||
skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
|
||
ts->tick-=sg->interval;
|
||
}
|
||
}
|
||
break;
|
||
case 0x7e: /* セイフティウォ?ル */
|
||
{
|
||
struct skill_unit *unit2;
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
int type=SC_SAFETYWALL;
|
||
if(sc_data && sc_data[type].timer==-1)
|
||
skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
|
||
else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
|
||
if(sg->val1 < unit2->group->val1 )
|
||
skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
|
||
ts->tick-=sg->interval;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case 0x86: /* ロ?ドオブヴァ?ミリオン(&スト?ムガスト &グランドクロス) */
|
||
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
break;
|
||
|
||
case 0x7f: /* ファイヤ?ウォ?ル */
|
||
if( (src->val2--)>0)
|
||
skill_attack(BF_MAGIC,ss,&src->bl,bl,
|
||
sg->skill_id,sg->skill_lv,tick,0);
|
||
if( src->val2<=0 )
|
||
skill_delunit(src);
|
||
break;
|
||
|
||
case 0x87: /* ファイア?ピラ?(?動前) */
|
||
skill_delunit(src);
|
||
skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
|
||
break;
|
||
|
||
case 0x88: /* ファイア?ピラ?(?動後) */
|
||
if(DIFF_TICK(tick,sg->tick) < 150)
|
||
//skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
map_foreachinarea(skill_attack_area,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
|
||
break;
|
||
|
||
case 0x90: /* スキッドトラップ */
|
||
{
|
||
int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv);
|
||
if(map[bl->m].flag.gvg) c = 0;
|
||
for(i=0;i<c;i++)
|
||
skill_blown(&src->bl,bl,1|0x30000);
|
||
sg->unit_id = 0x8c;
|
||
clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
|
||
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
|
||
}
|
||
break;
|
||
|
||
case 0x93: /* ランドマイン */
|
||
skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
sg->unit_id = 0x8c;
|
||
clif_changelook(&src->bl,LOOK_BASE,0x88);
|
||
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
|
||
break;
|
||
|
||
case 0x8f: /* ブラストマイン */
|
||
case 0x94: /* ショックウェ?ブトラップ */
|
||
case 0x95: /* サンドマン */
|
||
case 0x96: /* フラッシャ? */
|
||
case 0x97: /* フリ?ジングトラップ */
|
||
case 0x98: /* クレイモア?トラップ */
|
||
map_foreachinarea(skill_count_target,src->bl.m
|
||
,src->bl.x-src->range,src->bl.y-src->range
|
||
,src->bl.x+src->range,src->bl.y+src->range
|
||
,0,&src->bl,&splash_count);
|
||
map_foreachinarea(skill_trap_splash,src->bl.m
|
||
,src->bl.x-src->range,src->bl.y-src->range
|
||
,src->bl.x+src->range,src->bl.y+src->range
|
||
,0,&src->bl,tick,splash_count);
|
||
sg->unit_id = 0x8c;
|
||
clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
|
||
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
|
||
break;
|
||
|
||
case 0x91: /* アンクルスネア */
|
||
{
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){
|
||
int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
|
||
int sec=skill_get_time2(sg->skill_id,sg->skill_lv) - (double)battle_get_agi(bl)*0.1;
|
||
if(battle_get_mode(bl)&0x20)
|
||
sec = sec/5;
|
||
battle_stopwalking(bl,1);
|
||
skill_status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
|
||
|
||
if(moveblock) map_delblock(bl);
|
||
bl->x = src->bl.x;
|
||
bl->y = src->bl.y;
|
||
if(moveblock) map_addblock(bl);
|
||
if(bl->type == BL_MOB)
|
||
clif_fixmobpos((struct mob_data *)bl);
|
||
else if(bl->type == BL_PET)
|
||
clif_fixpetpos((struct pet_data *)bl);
|
||
else
|
||
clif_fixpos(bl);
|
||
clif_01ac(&src->bl);
|
||
sg->limit=DIFF_TICK(tick,sg->tick) + sec;
|
||
sg->val2=bl->id;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case 0x80: /* ワ?プポ?タル(?動後) */
|
||
if(bl->type==BL_PC){
|
||
struct map_session_data *sd = (struct map_session_data *)bl;
|
||
if(sd && src->bl.m == bl->m && src->bl.x == bl->x && src->bl.y == bl->y && src->bl.x == sd->to_x && src->bl.y == sd->to_y) {
|
||
if( battle_config.chat_warpportal || !sd->chatID ){
|
||
if((sg->val1--)>0){
|
||
pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3);
|
||
if(sg->src_id == bl->id ||( strcmp(map[src->bl.m].name,sg->valstr) == 0 && src->bl.x == (sg->val2>>16) && src->bl.y == (sg->val2&0xffff) ))
|
||
skill_delunitgroup(sg);
|
||
}else
|
||
skill_delunitgroup(sg);
|
||
}
|
||
}
|
||
}else if(bl->type==BL_MOB && battle_config.mob_warpportal){
|
||
int m=map_mapname2mapid(sg->valstr);
|
||
struct mob_data *md;
|
||
md=(struct mob_data *)bl;
|
||
mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
|
||
}
|
||
break;
|
||
|
||
case 0x8e: /* クァグマイア */
|
||
{
|
||
int type=SkillStatusChangeTable[sg->skill_id];
|
||
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
|
||
break;
|
||
if( battle_get_sc_data(bl)[type].timer==-1 )
|
||
skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
|
||
}
|
||
break;
|
||
case 0x92: /* ベノムダスト */
|
||
{
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
int type=SkillStatusChangeTable[sg->skill_id];
|
||
if( sc_data && sc_data[type].timer==-1 )
|
||
skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
|
||
}
|
||
break;
|
||
case 0x9a: /* ボルケ?ノ */
|
||
case 0x9b: /* デリュ?ジ */
|
||
case 0x9c: /* バイオレントゲイル */
|
||
{
|
||
struct skill_unit *unit2;
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
int type=SkillStatusChangeTable[sg->skill_id];
|
||
if(sc_data && sc_data[type].timer==-1)
|
||
skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
|
||
else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
|
||
if( DIFF_TICK(sg->tick,unit2->group->tick)>0 )
|
||
skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
|
||
ts->tick-=sg->interval;
|
||
}
|
||
} break;
|
||
|
||
case 0x9e: /* 子守唄 */
|
||
case 0x9f: /* ニヨルドの宴 */
|
||
case 0xa0: /* 永遠の混沌 */
|
||
case 0xa1: /* ?太鼓の響き */
|
||
case 0xa2: /* ニ?ベルングの指輪 */
|
||
case 0xa3: /* ロキの叫び */
|
||
case 0xa4: /* 深淵の中に */
|
||
case 0xa5: /* 不死身のジ?クフリ?ド */
|
||
case 0xa6: /* 不協和音 */
|
||
case 0xa7: /* 口笛 */
|
||
case 0xa8: /* 夕陽のアサシンクロス */
|
||
case 0xa9: /* ブラギの詩 */
|
||
case 0xab: /* 自分勝手なダンス */
|
||
case 0xac: /* ハミング */
|
||
case 0xad: /* 私を忘れないで… */
|
||
case 0xae: /* 幸運のキス */
|
||
case 0xaf: /* サ?ビスフォ?ユ? */
|
||
case 0xb4:
|
||
case 0xb6: /* フォグウォ?ル */
|
||
{
|
||
struct skill_unit *unit2;
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
int type=SkillStatusChangeTable[sg->skill_id];
|
||
if(sg->src_id == bl->id)
|
||
break;
|
||
if(sc_data && sc_data[type].timer==-1)
|
||
skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
|
||
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
|
||
else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
|
||
if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
|
||
skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
|
||
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
|
||
ts->tick-=sg->interval;
|
||
}
|
||
} break;
|
||
|
||
case 0xaa: /* イドゥンの林檎 */
|
||
{
|
||
struct skill_unit *unit2;
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
int type=SkillStatusChangeTable[sg->skill_id];
|
||
if(sg->src_id == bl->id)
|
||
break;
|
||
if( sc_data && sc_data[type].timer==-1)
|
||
skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
|
||
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
|
||
else if((unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
|
||
if( DIFF_TICK(sg->tick,unit2->group->tick)>0 )
|
||
skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
|
||
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
|
||
ts->tick-=sg->interval;
|
||
}
|
||
} break;
|
||
|
||
case 0xb1: /* デモンストレ?ション */
|
||
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
|
||
pc_breakweapon((struct map_session_data *)bl);
|
||
break;
|
||
case 0x99: /* ト?キ?ボックス */
|
||
if(sg->src_id == bl->id) //自分が踏んでも?動しない
|
||
break;
|
||
if(sg->val2==0){
|
||
clif_talkiebox(&src->bl,sg->valstr);
|
||
sg->unit_id = 0x8c;
|
||
clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
|
||
sg->limit=DIFF_TICK(tick,sg->tick)+5000;
|
||
sg->val2=-1; //踏んだ
|
||
}
|
||
break;
|
||
case 0xb2: /* あなたを_?いたいです */
|
||
case 0xb3: /* ゴスペル */
|
||
//case 0xb6: /* フォグウォ?ル */ - moved [celest]
|
||
//とりあえず何もしない
|
||
break;
|
||
|
||
case 0xb7: /* スパイダ?ウェッブ */
|
||
if(sg->val2==0){
|
||
int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
|
||
skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
|
||
if(moveblock) map_delblock(bl);
|
||
bl->x = (&src->bl)->x;
|
||
bl->y = (&src->bl)->y;
|
||
if(moveblock) map_addblock(bl);
|
||
if(bl->type == BL_MOB)
|
||
clif_fixmobpos((struct mob_data *)bl);
|
||
else if(bl->type == BL_PET)
|
||
clif_fixpetpos((struct pet_data *)bl);
|
||
else
|
||
clif_fixpos(bl);
|
||
clif_01ac(&src->bl);
|
||
sg->limit=DIFF_TICK(tick,sg->tick) + skill_get_time2(sg->skill_id,sg->skill_lv);
|
||
sg->val2=bl->id;
|
||
}
|
||
break;
|
||
|
||
// New guild skills [Celest]
|
||
case 0xc1: // GD_LEADERSHIP
|
||
{
|
||
struct map_session_data *sd;
|
||
if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
|
||
sd->status.guild_id == srcsd->status.guild_id &&
|
||
sd->sc_data[SC_LEADERSHIP].timer == -1 && !sd->sc_data[SC_LEADERSHIP].val4)
|
||
skill_status_change_start(bl,SC_LEADERSHIP,1,0,0,0,0,0 );
|
||
}
|
||
break;
|
||
case 0xc2: // GD_GLORYWOUNDS
|
||
{
|
||
struct map_session_data *sd;
|
||
if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
|
||
sd->status.guild_id == srcsd->status.guild_id &&
|
||
sd->sc_data[SC_GLORYWOUNDS].timer == -1 && !sd->sc_data[SC_GLORYWOUNDS].val4)
|
||
skill_status_change_start(bl,SC_GLORYWOUNDS,1,0,0,0,0,0 );
|
||
}
|
||
break;
|
||
case 0xc3: // GD_SOULCOLD
|
||
{
|
||
struct map_session_data *sd;
|
||
if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
|
||
sd->status.guild_id == srcsd->status.guild_id &&
|
||
sd->sc_data[SC_SOULCOLD].timer == -1 && !sd->sc_data[SC_SOULCOLD].val4)
|
||
skill_status_change_start(bl,SC_SOULCOLD,1,0,0,0,0,0 );
|
||
}
|
||
break;
|
||
case 0xc4: // GD_HAWKEYES
|
||
{
|
||
struct map_session_data *sd;
|
||
if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
|
||
sd->status.guild_id == srcsd->status.guild_id &&
|
||
sd->sc_data[SC_HAWKEYES].timer == -1 && !sd->sc_data[SC_HAWKEYES].val4)
|
||
skill_status_change_start(bl,SC_HAWKEYES,1,0,0,0,0,0 );
|
||
}
|
||
break;
|
||
|
||
/* default:
|
||
if(battle_config.error_log)
|
||
printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
|
||
break;*/
|
||
}
|
||
if(bl->type==BL_MOB && ss!=bl) /* スキル使用?件のMOBスキル */
|
||
{
|
||
if(battle_config.mob_changetarget_byskill == 1)
|
||
{
|
||
int target=((struct mob_data *)bl)->target_id;
|
||
if(ss->type == BL_PC)
|
||
((struct mob_data *)bl)->target_id=ss->id;
|
||
mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
|
||
((struct mob_data *)bl)->target_id=target;
|
||
}
|
||
else
|
||
mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* スキルユニットから離?する(もしくはしている)場合
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
|
||
{
|
||
struct skill_unit_group *sg;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, sg=src->group);
|
||
|
||
if( bl->prev==NULL || !src->alive )
|
||
return 0;
|
||
|
||
if( bl->type!=BL_PC && bl->type!=BL_MOB )
|
||
return 0;
|
||
|
||
switch(sg->unit_id){
|
||
case 0x7e: /* セイフティウォ?ル */
|
||
case 0x85: /* ニュ?マ */
|
||
case 0x8e: /* クァグマイア */
|
||
{
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
int type=
|
||
(sg->unit_id==0x85)?SC_PNEUMA:
|
||
((sg->unit_id==0x7e)?SC_SAFETYWALL:
|
||
SC_QUAGMIRE);
|
||
if((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
|
||
sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){
|
||
skill_status_change_end(bl,type,-1);
|
||
}
|
||
} break;
|
||
|
||
case 0x91: /* アンクルスネア */
|
||
{
|
||
struct block_list *target=map_id2bl(sg->val2);
|
||
if( target && target==bl ){
|
||
skill_status_change_end(bl,SC_ANKLE,-1);
|
||
sg->limit=DIFF_TICK(tick,sg->tick)+1000;
|
||
}
|
||
}
|
||
break;
|
||
case 0xb5:
|
||
case 0xb8:
|
||
{
|
||
struct block_list *target=map_id2bl(sg->val2);
|
||
if( target==bl )
|
||
skill_status_change_end(bl,SC_SPIDERWEB,-1);
|
||
sg->limit=DIFF_TICK(tick,sg->tick)+1000;
|
||
}
|
||
break;
|
||
case 0xb6:
|
||
{
|
||
struct block_list *target=map_id2bl(sg->val2);
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
if( target==bl ) {
|
||
skill_status_change_end(bl,SC_FOGWALL,-1);
|
||
if (sc_data && sc_data[SC_BLIND].timer!=-1)
|
||
sc_data[SC_BLIND].timer = add_timer(
|
||
gettick() + 30000, skill_status_change_timer, bl->id, 0);
|
||
}
|
||
sg->limit=DIFF_TICK(tick,sg->tick)+1000;
|
||
}
|
||
break;
|
||
case 0x9a: /* ボルケ?ノ */
|
||
case 0x9b: /* デリュ?ジ */
|
||
case 0x9c: /* バイオレントゲイル */
|
||
{
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
struct skill_unit *su;
|
||
int type=SkillStatusChangeTable[sg->skill_id];
|
||
if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){
|
||
skill_status_change_end(bl,type,-1);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case 0x9e: /* 子守唄 */
|
||
case 0x9f: /* ニヨルドの宴 */
|
||
case 0xa0: /* 永遠の混沌 */
|
||
case 0xa1: /* ?太鼓の響き */
|
||
case 0xa2: /* ニ?ベルングの指輪 */
|
||
case 0xa3: /* ロキの叫び */
|
||
case 0xa4: /* 深淵の中に */
|
||
case 0xa5: /* 不死身のジ?クフリ?ド */
|
||
case 0xa6: /* 不協和音 */
|
||
case 0xa7: /* 口笛 */
|
||
case 0xa8: /* 夕陽のアサシンクロス */
|
||
case 0xa9: /* ブラギの詩 */
|
||
case 0xaa: /* イドゥンの林檎 */
|
||
case 0xab: /* 自分勝手なダンス */
|
||
case 0xac: /* ハミング */
|
||
case 0xad: /* 私を忘れないで… */
|
||
case 0xae: /* 幸運のキス */
|
||
case 0xaf: /* サ?ビスフォ?ユ? */
|
||
case 0xb4:
|
||
{
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
struct skill_unit *su;
|
||
int type=SkillStatusChangeTable[sg->skill_id];
|
||
if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){
|
||
skill_status_change_end(bl,type,-1);
|
||
}
|
||
}
|
||
break;
|
||
case 0xb7: /* スパイダ?ウェッブ */
|
||
{
|
||
struct block_list *target=map_id2bl(sg->val2);
|
||
if( target && target==bl )
|
||
skill_status_change_end(bl,SC_SPIDERWEB,-1);
|
||
sg->limit=DIFF_TICK(tick,sg->tick)+1000;
|
||
}
|
||
break;
|
||
// New guild skills [Celest]
|
||
case 0xc1: // GD_LEADERSHIP
|
||
{
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
if (sc_data && sc_data[SC_LEADERSHIP].timer != -1)
|
||
skill_status_change_end(bl,SC_LEADERSHIP,-1);
|
||
}
|
||
break;
|
||
case 0xc2: // GD_GLORYWOUNDS
|
||
{
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
if (sc_data && sc_data[SC_GLORYWOUNDS].timer != -1)
|
||
skill_status_change_end(bl,SC_GLORYWOUNDS,-1);
|
||
}
|
||
break;
|
||
case 0xc3: // GD_SOULCOLD
|
||
{
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
if (sc_data && sc_data[SC_SOULCOLD].timer != -1)
|
||
skill_status_change_end(bl,SC_SOULCOLD,-1);
|
||
}
|
||
break;
|
||
case 0xc4: // GD_HAWKEYES
|
||
{
|
||
struct status_change *sc_data=battle_get_sc_data(bl);
|
||
if (sc_data && sc_data[SC_HAWKEYES].timer != -1)
|
||
skill_status_change_end(bl,SC_HAWKEYES,-1);
|
||
}
|
||
break;
|
||
|
||
/* default:
|
||
if(battle_config.error_log)
|
||
printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
|
||
break;*/
|
||
}
|
||
skill_unitgrouptickset_delete(bl,sg->group_id);
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* スキルユニットの削除イベント
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_ondelete(struct skill_unit *src,struct block_list *bl,unsigned int tick)
|
||
{
|
||
struct skill_unit_group *sg;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, sg = src->group);
|
||
|
||
if( bl->prev==NULL || !src->alive )
|
||
return 0;
|
||
|
||
if( bl->type!=BL_PC && bl->type!=BL_MOB )
|
||
return 0;
|
||
|
||
switch(sg->unit_id){
|
||
case 0x85: /* ニュ?マ */
|
||
case 0x7e: /* セイフティウォ?ル */
|
||
case 0x8e: /* クァグマイヤ */
|
||
case 0x9a: /* ボルケ?ノ */
|
||
case 0x9b: /* デリュ?ジ */
|
||
case 0x9c: /* バイオレントゲイル */
|
||
case 0x9e: /* 子守唄 */
|
||
case 0x9f: /* ニヨルドの宴 */
|
||
case 0xa0: /* 永遠の混沌 */
|
||
case 0xa1: /* ?太鼓の響き */
|
||
case 0xa2: /* ニ?ベルングの指輪 */
|
||
case 0xa3: /* ロキの叫び */
|
||
case 0xa4: /* 深淵の中に */
|
||
case 0xa5: /* 不死身のジ?クフリ?ド */
|
||
case 0xa6: /* 不協和音 */
|
||
case 0xa7: /* 口笛 */
|
||
case 0xa8: /* 夕陽のアサシンクロス */
|
||
case 0xa9: /* ブラギの詩 */
|
||
case 0xaa: /* イドゥンの林檎 */
|
||
case 0xab: /* 自分勝手なダンス */
|
||
case 0xac: /* ハミング */
|
||
case 0xad: /* 私を忘れないで… */
|
||
case 0xae: /* 幸運のキス */
|
||
case 0xaf: /* サ?ビスフォ?ユ? */
|
||
case 0xb4:
|
||
case 0xc1:
|
||
case 0xc2:
|
||
case 0xc3:
|
||
case 0xc4:
|
||
return skill_unit_onout(src,bl,tick);
|
||
|
||
/* default:
|
||
if(battle_config.error_log)
|
||
printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
|
||
break;*/
|
||
}
|
||
skill_unitgrouptickset_delete(bl,sg->group_id);
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* スキルユニットの限界イベント
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
|
||
{
|
||
struct skill_unit_group *sg;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, sg=src->group);
|
||
|
||
switch(sg->unit_id){
|
||
case 0x81: /* ワ?プポ?タル(?動前) */
|
||
{
|
||
struct skill_unit_group *group=
|
||
skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
|
||
src->bl.x,src->bl.y,1);
|
||
if(group == NULL)
|
||
return 0;
|
||
group->valstr=calloc(24, 1);
|
||
if(group->valstr==NULL){
|
||
printf("skill_unit_onlimit: out of memory !\n");
|
||
exit(1);
|
||
}
|
||
memcpy(group->valstr,sg->valstr,24);
|
||
group->val2=sg->val2;
|
||
}
|
||
break;
|
||
|
||
case 0x8d: /* アイスウォ?ル */
|
||
map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2);
|
||
clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
|
||
break;
|
||
case 0xb2: /* あなたに?いたい */
|
||
{
|
||
struct map_session_data *sd = NULL;
|
||
struct map_session_data *p_sd = NULL;
|
||
if((sd = (struct map_session_data *)(map_id2bl(sg->src_id))) == NULL)
|
||
return 0;
|
||
if((p_sd = pc_get_partner(sd)) == NULL)
|
||
return 0;
|
||
|
||
pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3);
|
||
}
|
||
break;
|
||
case 0xc1: // GD_LEADERSHIP
|
||
{
|
||
struct map_session_data *sd;
|
||
if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
|
||
sd->sc_data[SC_LEADERSHIP].val4 = 0;
|
||
}
|
||
}
|
||
break;
|
||
case 0xc2: // GD_GLORYWOUNDS
|
||
{
|
||
struct map_session_data *sd;
|
||
if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
|
||
sd->sc_data[SC_GLORYWOUNDS].val4 = 0;
|
||
}
|
||
}
|
||
break;
|
||
case 0xc3: // GD_SOULCOLD
|
||
{
|
||
struct map_session_data *sd;
|
||
if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
|
||
sd->sc_data[SC_SOULCOLD].val4 = 0;
|
||
}
|
||
}
|
||
break;
|
||
case 0xc4: // GD_HAWKEYES
|
||
{
|
||
struct map_session_data *sd;
|
||
if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
|
||
sd->sc_data[SC_HAWKEYES].val4 = 0;
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* スキルユニットのダメ?ジイベント
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
|
||
int damage,unsigned int tick)
|
||
{
|
||
struct skill_unit_group *sg;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, sg=src->group);
|
||
|
||
switch(sg->unit_id){
|
||
case 0x8d: /* アイスウォ?ル */
|
||
src->val1-=damage;
|
||
break;
|
||
case 0x8f: /* ブラストマイン */
|
||
case 0x98: /* クレイモア?トラップ */
|
||
skill_blown(bl,&src->bl,2); //吹き飛ばしてみる
|
||
break;
|
||
default:
|
||
damage = 0;
|
||
break;
|
||
}
|
||
return damage;
|
||
}
|
||
|
||
|
||
/*---------------------------------------------------------------------------- */
|
||
|
||
/*==========================================
|
||
* スキル使用(詠唱完了、場所指定)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_castend_pos( int tid, unsigned int tick, int id,int data )
|
||
{
|
||
struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
|
||
int range,maxcount;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if( sd->bl.prev == NULL )
|
||
return 0;
|
||
if( sd->skilltimer != tid ) /* タイマIDの確認 */
|
||
return 0;
|
||
if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
|
||
sd->speed = sd->prev_speed;
|
||
clif_updatestatus(sd,SP_SPEED);
|
||
}
|
||
sd->skilltimer=-1;
|
||
if(pc_isdead(sd)) {
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
|
||
if(battle_config.pc_skill_reiteration == 0) {
|
||
range = -1;
|
||
switch(sd->skillid) {
|
||
case MG_SAFETYWALL:
|
||
case WZ_FIREPILLAR:
|
||
case HT_SKIDTRAP:
|
||
case HT_LANDMINE:
|
||
case HT_ANKLESNARE:
|
||
case HT_SHOCKWAVE:
|
||
case HT_SANDMAN:
|
||
case HT_FLASHER:
|
||
case HT_FREEZINGTRAP:
|
||
case HT_BLASTMINE:
|
||
case HT_CLAYMORETRAP:
|
||
case HT_TALKIEBOX:
|
||
case AL_WARP:
|
||
case PF_SPIDERWEB: /* スパイダ?ウェッブ */
|
||
case RG_GRAFFITI: /* グラフィティ */
|
||
range = 0;
|
||
break;
|
||
case AL_PNEUMA:
|
||
range = 1;
|
||
break;
|
||
}
|
||
if(range >= 0) {
|
||
if(skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,range,sd->skillid) > 0) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
if(battle_config.pc_skill_nofootset) {
|
||
range = -1;
|
||
switch(sd->skillid) {
|
||
case WZ_FIREPILLAR:
|
||
case HT_SKIDTRAP:
|
||
case HT_LANDMINE:
|
||
case HT_ANKLESNARE:
|
||
case HT_SHOCKWAVE:
|
||
case HT_SANDMAN:
|
||
case HT_FLASHER:
|
||
case HT_FREEZINGTRAP:
|
||
case HT_BLASTMINE:
|
||
case HT_CLAYMORETRAP:
|
||
case HT_TALKIEBOX:
|
||
case PF_SPIDERWEB: /* スパイダ?ウェッブ */
|
||
case WZ_ICEWALL:
|
||
range = 1;
|
||
break;
|
||
case AL_WARP:
|
||
range = 0;
|
||
break;
|
||
}
|
||
if(range >= 0) {
|
||
if(skill_check_unit_range2(sd->bl.m,sd->skillx,sd->skilly,range) > 0) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
if(battle_config.pc_land_skill_limit) {
|
||
maxcount = skill_get_maxcount(sd->skillid);
|
||
if(maxcount > 0) {
|
||
int i,c;
|
||
for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
|
||
if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
|
||
c++;
|
||
}
|
||
if(c >= maxcount) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
if(sd->skilllv <= 0) return 0;
|
||
range = skill_get_range(sd->skillid,sd->skilllv);
|
||
if(range < 0)
|
||
range = battle_get_range(&sd->bl) - (range + 1);
|
||
range += battle_config.pc_skill_add_range;
|
||
if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
|
||
if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
}
|
||
if(!skill_check_condition(sd,1)) { /* 使用?件チェック */
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
if(battle_config.skill_out_range_consume) {
|
||
if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->canact_tick = tick;
|
||
sd->canmove_tick = tick;
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
if(battle_config.pc_skill_log)
|
||
printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
|
||
pc_stop_walking(sd,0);
|
||
|
||
skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* 範??キャラ存在確認判定?理(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
|
||
static int skill_check_condition_char_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
int *c;
|
||
struct block_list *src;
|
||
struct map_session_data *sd;
|
||
struct map_session_data *ssd;
|
||
struct pc_base_job s_class;
|
||
struct pc_base_job ss_class;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, sd=(struct map_session_data*)bl);
|
||
nullpo_retr(0, src=va_arg(ap,struct block_list *));
|
||
nullpo_retr(0, c=va_arg(ap,int *));
|
||
nullpo_retr(0, ssd=(struct map_session_data*)src);
|
||
|
||
s_class = pc_calc_base_job(sd->status.class);
|
||
//チェックしない設定ならcにありえない大きな?字を返して終了
|
||
if(!battle_config.player_skill_partner_check){ //本?はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
|
||
(*c)=99;
|
||
return 0;
|
||
}
|
||
|
||
ss_class = pc_calc_base_job(ssd->status.class);
|
||
|
||
switch(ssd->skillid){
|
||
case PR_BENEDICTIO: /* 聖?降福 */
|
||
if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
|
||
(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10)
|
||
(*c)++;
|
||
break;
|
||
case BD_LULLABY: /* 子守歌 */
|
||
case BD_RICHMANKIM: /* ニヨルドの宴 */
|
||
case BD_ETERNALCHAOS: /* 永遠の混沌 */
|
||
case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
|
||
case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
|
||
case BD_ROKISWEIL: /* ロキの叫び */
|
||
case BD_INTOABYSS: /* 深淵の中に */
|
||
case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
|
||
case BD_RAGNAROK: /* 神?の?昏 */
|
||
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
|
||
if(sd != ssd &&
|
||
((ss_class.job==19 && s_class.job==20) ||
|
||
(ss_class.job==20 && s_class.job==19)) &&
|
||
pc_checkskill(sd,ssd->skillid) > 0 &&
|
||
(*c)==0 &&
|
||
sd->status.party_id == ssd->status.party_id &&
|
||
!pc_issit(sd) &&
|
||
sd->sc_data[SC_DANCING].timer==-1
|
||
)
|
||
(*c)=pc_checkskill(sd,ssd->skillid);
|
||
break;
|
||
}
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* 範??キャラ存在確認判定後スキル使用?理(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
|
||
static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
int *c;
|
||
struct block_list *src;
|
||
struct map_session_data *sd;
|
||
struct map_session_data *ssd;
|
||
struct pc_base_job s_class;
|
||
struct pc_base_job ss_class;
|
||
int skillid,skilllv;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, sd=(struct map_session_data*)bl);
|
||
nullpo_retr(0, src=va_arg(ap,struct block_list *));
|
||
nullpo_retr(0, c=va_arg(ap,int *));
|
||
nullpo_retr(0, ssd=(struct map_session_data*)src);
|
||
|
||
s_class = pc_calc_base_job(sd->status.class);
|
||
|
||
//チェックしない設定ならcにありえない大きな?字を返して終了
|
||
if(!battle_config.player_skill_partner_check){ //本?はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
|
||
(*c)=99;
|
||
return 0;
|
||
}
|
||
|
||
ss_class = pc_calc_base_job(ssd->status.class);
|
||
skillid=ssd->skillid;
|
||
skilllv=ssd->skilllv;
|
||
if(skilllv <= 0) return 0;
|
||
switch(skillid){
|
||
case PR_BENEDICTIO: /* 聖?降福 */
|
||
if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
|
||
(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
|
||
sd->status.sp -= 10;
|
||
pc_calcstatus(sd,0);
|
||
(*c)++;
|
||
}
|
||
break;
|
||
case BD_LULLABY: /* 子守歌 */
|
||
case BD_RICHMANKIM: /* ニヨルドの宴 */
|
||
case BD_ETERNALCHAOS: /* 永遠の混沌 */
|
||
case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
|
||
case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
|
||
case BD_ROKISWEIL: /* ロキの叫び */
|
||
case BD_INTOABYSS: /* 深淵の中に */
|
||
case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
|
||
case BD_RAGNAROK: /* 神?の?昏 */
|
||
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
|
||
if(sd != ssd && //本人以外で
|
||
((ss_class.job==19 && s_class.job==20) || //自分がバ?ドならダンサ?で
|
||
(ss_class.job==20 && s_class.job==19)) && //自分がダンサ?ならバ?ドで
|
||
pc_checkskill(sd,skillid) > 0 && //スキルを持っていて
|
||
(*c)==0 && //最初の一人で
|
||
sd->status.party_id == ssd->status.party_id && //パ?ティ?が同じで
|
||
!pc_issit(sd) && //座ってない
|
||
sd->sc_data[SC_DANCING].timer==-1 //ダンス中じゃない
|
||
){
|
||
ssd->sc_data[SC_DANCING].val4=bl->id;
|
||
clif_skill_nodamage(bl,src,skillid,skilllv,1);
|
||
skill_status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0);
|
||
sd->skillid_dance=sd->skillid=skillid;
|
||
sd->skilllv_dance=sd->skilllv=skilllv;
|
||
(*c)++;
|
||
}
|
||
break;
|
||
}
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* 範??バイオプラント、スフィアマイン用Mob存在確認判定?理(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
|
||
static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
int *c,src_id=0,mob_class=0;
|
||
struct mob_data *md;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, md=(struct mob_data*)bl);
|
||
nullpo_retr(0, src_id=va_arg(ap,int));
|
||
nullpo_retr(0, mob_class=va_arg(ap,int));
|
||
nullpo_retr(0, c=va_arg(ap,int *));
|
||
|
||
if(md->class==mob_class && md->master_id==src_id)
|
||
(*c)++;
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキル使用?件(?で使用失敗)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_check_condition(struct map_session_data *sd,int type)
|
||
{
|
||
int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
|
||
int index[10],itemid[10],amount[10];
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) {
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 1;
|
||
}
|
||
|
||
if( sd->opt1>0) {
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
if(pc_is90overweight(sd)) {
|
||
clif_skill_fail(sd,sd->skillid,9,0);
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
|
||
if(sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) {
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
if((sd->skillid == AM_PHARMACY || sd->skillid == ASC_CDP)
|
||
&& sd->state.produce_flag == 1) {
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 0;
|
||
}
|
||
|
||
if(sd->skillitem == sd->skillid) { /* アイテムの場合無?件成功 */
|
||
if(type&1)
|
||
sd->skillitem = sd->skillitemlv = -1;
|
||
return 1;
|
||
}
|
||
if( sd->opt1>0 ){
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
return 0;
|
||
}
|
||
if(sd->sc_data){
|
||
if( sd->sc_data[SC_DIVINA].timer!=-1 ||
|
||
sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
|
||
(sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
|
||
sd->sc_data[SC_STEELBODY].timer != -1 ||
|
||
sd->sc_data[SC_BERSERK].timer != -1 ||
|
||
(sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
return 0; /* ?態異常や沈?など */
|
||
}
|
||
}
|
||
skill = sd->skillid;
|
||
lv = sd->skilllv;
|
||
if(lv <= 0) return 0;
|
||
hp=skill_get_hp(skill, lv); /* 消費HP */
|
||
sp=skill_get_sp(skill, lv); /* 消費SP */
|
||
if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance)
|
||
sp=sp/2; //アンコ?ル時はSP消費が半分
|
||
hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
|
||
sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
|
||
zeny = skill_get_zeny(skill,lv);
|
||
weapon = skill_db[skill].weapon;
|
||
state = skill_db[skill].state;
|
||
spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
|
||
mhp=skill_get_mhp(skill, lv); /* 消費HP */
|
||
for(i=0;i<10;i++) {
|
||
itemid[i] = skill_db[skill].itemid[i];
|
||
amount[i] = skill_db[skill].amount[i];
|
||
}
|
||
if(mhp > 0)
|
||
hp += (sd->status.max_hp * mhp)/100;
|
||
if(hp_rate > 0)
|
||
hp += (sd->status.hp * hp_rate)/100;
|
||
else
|
||
hp += (sd->status.max_hp * abs(hp_rate))/100;
|
||
if(sp_rate > 0)
|
||
sp += (sd->status.sp * sp_rate)/100;
|
||
else
|
||
sp += (sd->status.max_sp * abs(sp_rate))/100;
|
||
if(sd->dsprate!=100)
|
||
sp=sp*sd->dsprate/100; /* 消費SP修正 */
|
||
|
||
switch(skill) {
|
||
case SA_CASTCANCEL:
|
||
if(sd->skilltimer == -1) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case BS_MAXIMIZE: /* マキシマイズパワ? */
|
||
case NV_TRICKDEAD: /* 死んだふり */
|
||
case TF_HIDING: /* ハイディング */
|
||
case AS_CLOAKING: /* クロ?キング */
|
||
case CR_AUTOGUARD: /* オ?トガ?ド */
|
||
case CR_DEFENDER: /* ディフェンダ? */
|
||
case ST_CHASEWALK:
|
||
if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
|
||
return 1; /* 解除する場合はSP消費しない */
|
||
break;
|
||
case AL_TELEPORT:
|
||
case AL_WARP:
|
||
if(map[sd->bl.m].flag.noteleport) {
|
||
clif_skill_teleportmessage(sd,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case MO_CALLSPIRITS: /* ?功 */
|
||
if(sd->spiritball >= lv) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case CH_SOULCOLLECT: /* 狂?功 */
|
||
if(sd->spiritball >= 5) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case MO_FINGEROFFENSIVE: //指?
|
||
if (sd->spiritball > 0 && sd->spiritball < spiritball) {
|
||
spiritball = sd->spiritball;
|
||
sd->spiritball_old = sd->spiritball;
|
||
}
|
||
else sd->spiritball_old = lv;
|
||
break;
|
||
case MO_CHAINCOMBO: //連打掌
|
||
if(sd->sc_data[SC_BLADESTOP].timer==-1){
|
||
if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
|
||
return 0;
|
||
}
|
||
break;
|
||
case MO_COMBOFINISH: //猛龍拳
|
||
if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
|
||
return 0;
|
||
break;
|
||
case CH_TIGERFIST: //伏虎拳
|
||
if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH)
|
||
return 0;
|
||
break;
|
||
case CH_CHAINCRUSH: //連柱崩?
|
||
if(sd->sc_data[SC_COMBO].timer == -1)
|
||
return 0;
|
||
if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
|
||
return 0;
|
||
break;
|
||
case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
|
||
if((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)
|
||
spiritball--;
|
||
break;
|
||
case BD_ADAPTATION: /* アドリブ */
|
||
{
|
||
struct skill_unit_group *group=NULL;
|
||
if(sd->sc_data[SC_DANCING].timer==-1 || ((group=(struct skill_unit_group*)sd->sc_data[SC_DANCING].val2) && (skill_get_time(sd->sc_data[SC_DANCING].val1,group->skill_lv) - sd->sc_data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以上のみ?
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
case PR_BENEDICTIO: /* 聖?降福 */
|
||
{
|
||
int range=1;
|
||
int c=0;
|
||
if(!(type&1)){
|
||
map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
|
||
sd->bl.x-range,sd->bl.y-range,
|
||
sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
|
||
if(c<2){
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
}else{
|
||
map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
|
||
sd->bl.x-range,sd->bl.y-range,
|
||
sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
|
||
}
|
||
}
|
||
break;
|
||
case WE_CALLPARTNER: /* あなたに逢いたい */
|
||
if(!sd->status.partner_id){
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case AM_CANNIBALIZE: /* バイオプラント */
|
||
case AM_SPHEREMINE: /* スフィア?マイン */
|
||
if(type&1){
|
||
int c=0;
|
||
int maxcount=skill_get_maxcount(skill);
|
||
int mob_class=(skill==AM_CANNIBALIZE)?1118:1142;
|
||
if(battle_config.pc_land_skill_limit && maxcount>0) {
|
||
map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c );
|
||
if(c >= maxcount){
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case MG_FIREWALL: /* ファイア?ウォ?ル */
|
||
case WZ_QUAGMIRE:
|
||
case WZ_FIREPILLAR: // celest
|
||
case PF_FOGWALL:
|
||
/* ?制限 */
|
||
if(battle_config.pc_land_skill_limit) {
|
||
int maxcount = skill_get_maxcount(skill);
|
||
if(maxcount > 0) {
|
||
int i,c;
|
||
for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
|
||
if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
|
||
c++;
|
||
}
|
||
if(c >= maxcount) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
|
||
if(!(type&2)){
|
||
if( hp>0 && sd->status.hp < hp) { /* HPチェック */
|
||
clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */
|
||
return 0;
|
||
}
|
||
if( sp>0 && sd->status.sp < sp) { /* SPチェック */
|
||
clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */
|
||
return 0;
|
||
}
|
||
if( zeny>0 && sd->status.zeny < zeny) {
|
||
clif_skill_fail(sd,skill,5,0);
|
||
return 0;
|
||
}
|
||
if(!(weapon & (1<<sd->status.weapon) ) ) {
|
||
clif_skill_fail(sd,skill,6,0);
|
||
return 0;
|
||
}
|
||
if( spiritball > 0 && sd->spiritball < spiritball) {
|
||
clif_skill_fail(sd,skill,0,0); // 氣球不足
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
switch(state) {
|
||
case ST_HIDING:
|
||
if(!(sd->status.option&2)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_CLOAKING:
|
||
if(!(sd->status.option&4)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_HIDDEN:
|
||
if(!pc_ishiding(sd)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_RIDING:
|
||
if(!pc_isriding(sd)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_FALCON:
|
||
if(!pc_isfalcon(sd)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_CART:
|
||
if(!pc_iscarton(sd)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_SHIELD:
|
||
if(sd->status.shield <= 0) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_SIGHT:
|
||
if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_EXPLOSIONSPIRITS:
|
||
if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_RECOV_WEIGHT_RATE:
|
||
if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_MOVE_ENABLE:
|
||
{
|
||
struct walkpath_data wpd;
|
||
if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
case ST_WATER:
|
||
if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y) != 3 && (sd->sc_data[SC_DELUGE].timer==-1)){ //水場判定
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
}
|
||
|
||
for(i=0;i<10;i++) {
|
||
int x = lv%11 - 1;
|
||
index[i] = -1;
|
||
if(itemid[i] <= 0)
|
||
continue;
|
||
if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone)
|
||
continue;
|
||
if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1)
|
||
continue;
|
||
if(skill == WZ_FIREPILLAR && lv<=5)
|
||
continue; // no gemstones for 1-5 [Celest]
|
||
if(skill == AM_POTIONPITCHER && i != x)
|
||
continue;
|
||
|
||
index[i] = pc_search_inventory(sd,itemid[i]);
|
||
if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
|
||
if(itemid[i] == 716 || itemid[i] == 717)
|
||
clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
|
||
else
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
if(!(type&1))
|
||
return 1;
|
||
|
||
if(skill != AM_POTIONPITCHER) {
|
||
if(skill == AL_WARP && !(type&2))
|
||
return 1;
|
||
for(i=0;i<10;i++) {
|
||
if(index[i] >= 0)
|
||
pc_delitem(sd,index[i],amount[i],0); // アイテム消費
|
||
}
|
||
}
|
||
|
||
if(type&2)
|
||
return 1;
|
||
|
||
if(sp > 0) { // SP消費
|
||
sd->status.sp-=sp;
|
||
clif_updatestatus(sd,SP_SP);
|
||
}
|
||
if(hp > 0) { // HP消費
|
||
sd->status.hp-=hp;
|
||
clif_updatestatus(sd,SP_HP);
|
||
}
|
||
if(zeny > 0) // Zeny消費
|
||
pc_payzeny(sd,zeny);
|
||
if(spiritball > 0) // 氣球消費
|
||
pc_delspiritball(sd,spiritball,0);
|
||
|
||
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
* 詠唱時間計算
|
||
*------------------------------------------
|
||
*/
|
||
int skill_castfix( struct block_list *bl, int time )
|
||
{
|
||
struct map_session_data *sd;
|
||
struct mob_data *md; // [Valaris]
|
||
struct status_change *sc_data;
|
||
int dex;
|
||
int castrate=100;
|
||
int skill,lv,castnodex;
|
||
|
||
nullpo_retr(0, bl);
|
||
|
||
if(bl->type==BL_MOB){ // Crash fix [Valaris]
|
||
md=(struct mob_data*)bl;
|
||
skill = md->skillid;
|
||
lv = md->skilllv;
|
||
}
|
||
|
||
else {
|
||
sd=(struct map_session_data*)bl;
|
||
skill = sd->skillid;
|
||
lv = sd->skilllv;
|
||
}
|
||
|
||
if(lv <= 0) return 0;
|
||
|
||
sc_data = battle_get_sc_data(bl);
|
||
dex=battle_get_dex(bl);
|
||
|
||
if (skill > MAX_SKILL_DB || skill < 0)
|
||
return 0;
|
||
|
||
castnodex=skill_get_castnodex(skill, lv);
|
||
|
||
if(time==0)
|
||
return 0;
|
||
if(castnodex > 0 && bl->type==BL_PC)
|
||
castrate=((struct map_session_data *)bl)->castrate;
|
||
else if (castnodex <= 0 && bl->type==BL_PC) {
|
||
castrate=((struct map_session_data *)bl)->castrate;
|
||
time=time*castrate*(battle_config.castrate_dex_scale - dex)/(battle_config.castrate_dex_scale * 100);
|
||
time=time*battle_config.cast_rate/100;
|
||
}
|
||
|
||
/* サフラギウム */
|
||
if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 ){
|
||
time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100;
|
||
skill_status_change_end( bl, SC_SUFFRAGIUM, -1);
|
||
}
|
||
/* ブラギの詩 */
|
||
if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 )
|
||
time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
|
||
+(sc_data[SC_POEMBRAGI].val3>>16)))/100;
|
||
|
||
return (time>0)?time:0;
|
||
}
|
||
/*==========================================
|
||
* ディレイ計算
|
||
*------------------------------------------
|
||
*/
|
||
int skill_delayfix( struct block_list *bl, int time )
|
||
{
|
||
struct status_change *sc_data;
|
||
|
||
nullpo_retr(0, bl);
|
||
|
||
sc_data = battle_get_sc_data(bl);
|
||
if(time<=0)
|
||
return 0;
|
||
|
||
if(bl->type == BL_PC) {
|
||
if( battle_config.delay_dependon_dex ) /* dexの影響を計算する */
|
||
time=time*(battle_config.castrate_dex_scale - battle_get_dex(bl))/battle_config.castrate_dex_scale;
|
||
time=time*battle_config.delay_rate/100;
|
||
}
|
||
|
||
/* ブラギの詩 */
|
||
if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 )
|
||
time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
|
||
+(sc_data[SC_POEMBRAGI].val3&0xffff)))/100;
|
||
|
||
return (time>0)?time:0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキル使用(ID指定)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_use_id( struct map_session_data *sd, int target_id,
|
||
int skill_num, int skill_lv)
|
||
{
|
||
unsigned int tick;
|
||
int casttime=0,delay=0,skill,range;
|
||
struct map_session_data* target_sd=NULL;
|
||
int forcecast=0;
|
||
struct block_list *bl;
|
||
struct status_change *sc_data;
|
||
tick=gettick();
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if( (bl=map_id2bl(target_id)) == NULL ){
|
||
/* if(battle_config.error_log)
|
||
printf("skill target not found %d\n",target_id); */
|
||
return 0;
|
||
}
|
||
if(sd->bl.m != bl->m || pc_isdead(sd))
|
||
return 0;
|
||
|
||
if(skillnotok(skill_num, sd)) // [MouseJstr]
|
||
return 0;
|
||
|
||
sc_data=sd->sc_data;
|
||
|
||
/* 沈?や異常(ただし、グリムなどの判定をする) */
|
||
if( sd->opt1>0 )
|
||
return 0;
|
||
if(sd->sc_data){
|
||
if(sc_data[SC_CHASEWALK].timer != -1) return 0;
|
||
if(sc_data[SC_VOLCANO].timer != -1){
|
||
if(skill_num==WZ_ICEWALL) return 0;
|
||
}
|
||
if(sc_data[SC_ROKISWEIL].timer!=-1){
|
||
if(skill_num==BD_ADAPTATION) return 0;
|
||
}
|
||
if( sd->sc_data[SC_DIVINA].timer!=-1 ||
|
||
sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
|
||
(sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
|
||
sd->sc_data[SC_STEELBODY].timer != -1 ||
|
||
sd->sc_data[SC_BERSERK].timer != -1 ||
|
||
(sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
|
||
return 0; /* ?態異常や沈?など */
|
||
}
|
||
|
||
if(sc_data[SC_BLADESTOP].timer != -1){
|
||
int lv = sc_data[SC_BLADESTOP].val1;
|
||
if(sc_data[SC_BLADESTOP].val2==1) return 0;//白羽された側なのでダメ
|
||
if(lv==1) return 0;
|
||
if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0;
|
||
if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0;
|
||
if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0;
|
||
if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0;
|
||
}
|
||
|
||
if (sd->sc_data[SC_BLOCKSKILL].timer!=-1)
|
||
if (skill_num == sd->sc_data[SC_BLOCKSKILL].val3)
|
||
return 0;
|
||
|
||
if (sc_data[SC_BASILICA].timer != -1) { // Disallow all other skills in Basilica [celest]
|
||
struct skill_unit *su;
|
||
if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
|
||
struct skill_unit_group *sg;
|
||
// if caster is the owner of basilica
|
||
if ((sg = su->group) && sg->src_id == sd->bl.id) {
|
||
// skill_status_change_end(&sd->bl,SC_BASILICA,-1);
|
||
// skill_delunitgroup (sg);
|
||
if (skill_num != HP_BASILICA) return 0;
|
||
} // otherwise...
|
||
else
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
if(sd->status.option&4 && skill_num==TF_HIDING)
|
||
return 0;
|
||
if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID )
|
||
return 0;
|
||
|
||
if(map[sd->bl.m].flag.gvg){ //GvGで使用できないスキル
|
||
switch(skill_num){
|
||
case SM_ENDURE:
|
||
case AL_TELEPORT:
|
||
case AL_WARP:
|
||
case WZ_ICEWALL:
|
||
case TF_BACKSLIDING:
|
||
//case LK_BERSERK: // now usable in WoE - celest
|
||
case HP_BASILICA:
|
||
case HP_ASSUMPTIO:
|
||
case ST_CHASEWALK:
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
/* 演奏/ダンス中 */
|
||
if( sc_data && sc_data[SC_DANCING].timer!=-1 ){
|
||
// if(battle_config.pc_skill_log)
|
||
// printf("dancing! %d\n",skill_num);
|
||
if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //合奏中はアドリブ以外不可
|
||
return 0;
|
||
if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id)
|
||
return 0;
|
||
//直前のスキルが何か?える必要のあるスキル
|
||
switch(skill_num){
|
||
case SA_CASTCANCEL:
|
||
if(sd->skillid != skill_num){ //キャストキャンセル自?は?えない
|
||
sd->skillid_old = sd->skillid;
|
||
sd->skilllv_old = sd->skilllv;
|
||
break;
|
||
}
|
||
case BD_ENCORE: /* アンコ?ル */
|
||
if(!sd->skillid_dance){ //前回使用した踊りがないとだめ
|
||
clif_skill_fail(sd,skill_num,0,0);
|
||
return 0;
|
||
}else{
|
||
sd->skillid_old = skill_num;
|
||
}
|
||
break;
|
||
|
||
case GD_BATTLEORDER:
|
||
case GD_REGENERATION:
|
||
case GD_RESTORE:
|
||
case GD_EMERGENCYCALL:
|
||
{
|
||
struct guild *g;
|
||
if (!sd->status.guild_id)
|
||
return 0;
|
||
if (!(g = guild_search(sd->status.guild_id)))
|
||
return 0;
|
||
if (strcmp(sd->status.name,g->master))
|
||
return 0;
|
||
if (skill_lv <= 0) skill_lv = 1;
|
||
}
|
||
break;
|
||
}
|
||
|
||
sd->skillid = skill_num;
|
||
sd->skilllv = skill_lv;
|
||
|
||
switch(skill_num){ //事前にレベルが?わったりするスキル
|
||
case BD_LULLABY: /* 子守歌 */
|
||
case BD_RICHMANKIM: /* ニヨルドの宴 */
|
||
case BD_ETERNALCHAOS: /* 永遠の混沌 */
|
||
case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
|
||
case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
|
||
case BD_ROKISWEIL: /* ロキの叫び */
|
||
case BD_INTOABYSS: /* 深淵の中に */
|
||
case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
|
||
case BD_RAGNAROK: /* 神?の?昏 */
|
||
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
|
||
{
|
||
int range=1;
|
||
int c=0;
|
||
map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
|
||
sd->bl.x-range,sd->bl.y-range,
|
||
sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
|
||
if(c<1){
|
||
clif_skill_fail(sd,skill_num,0,0);
|
||
return 0;
|
||
}else if(c==99){ //相方不要設定だった
|
||
;
|
||
}else{
|
||
sd->skilllv=(c + skill_lv)/2;
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
|
||
if(!skill_check_condition(sd,0)) return 0;
|
||
|
||
/* 射程と障害物チェック */
|
||
range = skill_get_range(skill_num,skill_lv);
|
||
if(range < 0)
|
||
range = battle_get_range(&sd->bl) - (range + 1);
|
||
if(!battle_check_range(&sd->bl,bl,range) )
|
||
return 0;
|
||
|
||
if(bl->type==BL_PC) {
|
||
target_sd=(struct map_session_data*)bl;
|
||
if(target_sd && skill_num == ALL_RESURRECTION && !pc_isdead(target_sd))
|
||
return 0;
|
||
}
|
||
if((skill_num != MO_CHAINCOMBO &&
|
||
skill_num != MO_COMBOFINISH &&
|
||
skill_num != MO_EXTREMITYFIST &&
|
||
skill_num != CH_TIGERFIST &&
|
||
skill_num != CH_CHAINCRUSH) ||
|
||
(skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) )
|
||
pc_stopattack(sd);
|
||
|
||
casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
|
||
if(skill_num != SA_MAGICROD)
|
||
delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
|
||
//sd->state.skillcastcancel = skill_db[skill_num].castcancel;
|
||
sd->state.skillcastcancel = skill_get_castcancel(skill_num);
|
||
|
||
switch(skill_num){ /* 何か特殊な?理が必要 */
|
||
// case AL_HEAL: /* ヒ?ル */
|
||
// if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
|
||
// forcecast=1; /* ヒ?ルアタックなら詠唱エフェクト有り */
|
||
// break;
|
||
case ALL_RESURRECTION: /* リザレクション */
|
||
if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))){ /* 敵がアンデッドなら */
|
||
forcecast=1; /* タ?ンアンデットと同じ詠唱時間 */
|
||
casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
|
||
}
|
||
break;
|
||
case MO_FINGEROFFENSIVE: /* 指? */
|
||
casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
|
||
break;
|
||
case MO_CHAINCOMBO: /*連打掌*/
|
||
target_id = sd->attacktarget;
|
||
if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){
|
||
struct block_list *tbl;
|
||
if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
|
||
return 0;
|
||
target_id = tbl->id;
|
||
}
|
||
break;
|
||
case MO_COMBOFINISH: /*猛龍拳*/
|
||
case CH_TIGERFIST: /* 伏虎拳 */
|
||
case CH_CHAINCRUSH: /* 連柱崩? */
|
||
target_id = sd->attacktarget;
|
||
break;
|
||
|
||
// -- moonsoul (altered to allow proper usage of extremity from new champion combos)
|
||
//
|
||
case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
|
||
if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) {
|
||
casttime = 0;
|
||
target_id = sd->attacktarget;
|
||
}
|
||
forcecast=1;
|
||
break;
|
||
case SA_MAGICROD:
|
||
case SA_SPELLBREAKER:
|
||
forcecast=1;
|
||
break;
|
||
case WE_MALE:
|
||
case WE_FEMALE:
|
||
{
|
||
struct map_session_data *p_sd = NULL;
|
||
if((p_sd = pc_get_partner(sd)) == NULL)
|
||
return 0;
|
||
target_id = p_sd->bl.id;
|
||
//rangeをもう1回?査
|
||
range = skill_get_range(skill_num,skill_lv);
|
||
if(range < 0)
|
||
range = battle_get_range(&sd->bl) - (range + 1);
|
||
if(!battle_check_range(&sd->bl,&p_sd->bl,range))
|
||
return 0;
|
||
}
|
||
break;
|
||
case AS_SPLASHER: /* ベナムスプラッシャ? */
|
||
{
|
||
struct status_change *t_sc_data = battle_get_sc_data(bl);
|
||
if(t_sc_data && t_sc_data[SC_POISON].timer==-1){
|
||
clif_skill_fail(sd,skill_num,0,10);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
case PF_MEMORIZE: /* メモライズ */
|
||
casttime = 12000;
|
||
break;
|
||
case GD_BATTLEORDER:
|
||
case GD_REGENERATION:
|
||
case GD_RESTORE:
|
||
case GD_EMERGENCYCALL:
|
||
casttime = 1000; // temporary [Celest]
|
||
break;
|
||
}
|
||
|
||
//メモライズ?態ならキャストタイムが1/3
|
||
if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
|
||
casttime = casttime/2;
|
||
if((--sc_data[SC_MEMORIZE].val2)<=0)
|
||
skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
|
||
}
|
||
|
||
if(battle_config.pc_skill_log)
|
||
printf("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",sd->bl.id,target_id,skill_num,skill_lv,casttime);
|
||
|
||
// if(sd->skillitem == skill_num)
|
||
// casttime = delay = 0;
|
||
|
||
if( casttime>0 || forcecast ){ /* 詠唱が必要 */
|
||
struct mob_data *md;
|
||
clif_skillcasting( &sd->bl, sd->bl.id, target_id, 0,0, skill_num,casttime);
|
||
|
||
/* 詠唱反?モンスタ? */
|
||
if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class].mode&0x10 &&
|
||
md->state.state!=MS_ATTACK && sd->invincible_timer == -1){
|
||
md->target_id=sd->bl.id;
|
||
md->state.targettype = ATTACKABLE;
|
||
md->min_chase=13;
|
||
}
|
||
}
|
||
|
||
if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
|
||
sd->state.skillcastcancel=0;
|
||
|
||
sd->skilltarget = target_id;
|
||
/* sd->cast_target_bl = bl; */
|
||
sd->skillx = 0;
|
||
sd->skilly = 0;
|
||
sd->canact_tick = tick + casttime + delay;
|
||
sd->canmove_tick = tick;
|
||
if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
|
||
skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
|
||
if(casttime > 0) {
|
||
sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 );
|
||
if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
|
||
sd->prev_speed = sd->speed;
|
||
sd->speed = sd->speed*(175 - skill*5)/100;
|
||
clif_updatestatus(sd,SP_SPEED);
|
||
}
|
||
else
|
||
pc_stop_walking(sd,0);
|
||
}
|
||
else {
|
||
if(skill_num != SA_CASTCANCEL)
|
||
sd->skilltimer = -1;
|
||
skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
|
||
}
|
||
|
||
//マジックパワ?の?果終了
|
||
//if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
|
||
// skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1); // moved
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキル使用(場所指定)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_use_pos( struct map_session_data *sd,
|
||
int skill_x, int skill_y, int skill_num, int skill_lv)
|
||
{
|
||
struct block_list bl;
|
||
struct status_change *sc_data;
|
||
unsigned int tick;
|
||
int casttime=0,delay=0,skill,range;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if(pc_isdead(sd))
|
||
return 0;
|
||
|
||
if (skillnotok(skill_num, sd)) // [MoueJstr]
|
||
return 0;
|
||
|
||
if(skill_num==WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp) { // noicewall flag [Valaris]
|
||
clif_skill_fail(sd,sd->skillid,0,0);
|
||
return 0;
|
||
}
|
||
|
||
sc_data=sd->sc_data;
|
||
|
||
if( sd->opt1>0 )
|
||
return 0;
|
||
if(sc_data){
|
||
if( sc_data[SC_DIVINA].timer!=-1 ||
|
||
sc_data[SC_ROKISWEIL].timer!=-1 ||
|
||
sc_data[SC_AUTOCOUNTER].timer != -1 ||
|
||
sc_data[SC_STEELBODY].timer != -1 ||
|
||
sc_data[SC_DANCING].timer!=-1 ||
|
||
sc_data[SC_BERSERK].timer != -1 ||
|
||
sd->sc_data[SC_MARIONETTE].timer != -1)
|
||
return 0; /* ?態異常や沈?など */
|
||
|
||
if (sd->sc_data[SC_BLOCKSKILL].timer!=-1)
|
||
if (skill_num == sd->sc_data[SC_BLOCKSKILL].val3)
|
||
return 0;
|
||
|
||
if (sc_data[SC_BASILICA].timer != -1) { // Basilica cancels if caster moves [celest]
|
||
struct skill_unit *su;
|
||
if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
|
||
struct skill_unit_group *sg;
|
||
// if caster is the owner of basilica
|
||
if ((sg = su->group) && sg->src_id == sd->bl.id) {
|
||
// skill_status_change_end(&sd->bl,SC_BASILICA,-1);
|
||
// skill_delunitgroup (sg);
|
||
if (skill_num != HP_BASILICA) return 0;
|
||
} // otherwise...
|
||
else
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
if(sd->status.option&2)
|
||
return 0;
|
||
|
||
if(map[sd->bl.m].flag.gvg &&
|
||
(skill_num == SM_ENDURE || skill_num == AL_TELEPORT ||
|
||
skill_num == AL_WARP || skill_num == WZ_ICEWALL ||
|
||
skill_num == TF_BACKSLIDING))
|
||
return 0;
|
||
|
||
sd->skillid = skill_num;
|
||
sd->skilllv = skill_lv;
|
||
if(skill_lv <= 0) return 0;
|
||
sd->skillx = skill_x;
|
||
sd->skilly = skill_y;
|
||
if(!skill_check_condition(sd,0)) return 0;
|
||
|
||
/* 射程と障害物チェック */
|
||
bl.type = BL_NUL;
|
||
bl.m = sd->bl.m;
|
||
bl.x = skill_x;
|
||
bl.y = skill_y;
|
||
range = skill_get_range(skill_num,skill_lv);
|
||
if(range < 0)
|
||
range = battle_get_range(&sd->bl) - (range + 1);
|
||
if(!battle_check_range(&sd->bl,&bl,range) )
|
||
return 0;
|
||
|
||
pc_stopattack(sd);
|
||
|
||
casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
|
||
delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
|
||
sd->state.skillcastcancel = skill_db[skill_num].castcancel;
|
||
|
||
if(battle_config.pc_skill_log)
|
||
printf("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",sd->bl.id,skill_x,skill_y,skill_num,skill_lv,casttime);
|
||
|
||
// if(sd->skillitem == skill_num)
|
||
// casttime = delay = 0;
|
||
//メモライズ?態ならキャストタイムが1/3
|
||
if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
|
||
casttime = casttime/3;
|
||
if((--sc_data[SC_MEMORIZE].val2)<=0)
|
||
skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
|
||
}
|
||
|
||
if( casttime>0 ) /* 詠唱が必要 */
|
||
clif_skillcasting( &sd->bl,
|
||
sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
|
||
|
||
if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
|
||
sd->state.skillcastcancel=0;
|
||
|
||
sd->skilltarget = 0;
|
||
/* sd->cast_target_bl = NULL; */
|
||
tick=gettick();
|
||
sd->canact_tick = tick + casttime + delay;
|
||
sd->canmove_tick = tick;
|
||
if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1)
|
||
skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
|
||
if(casttime > 0) {
|
||
sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 );
|
||
if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
|
||
sd->prev_speed = sd->speed;
|
||
sd->speed = sd->speed*(175 - skill*5)/100;
|
||
clif_updatestatus(sd,SP_SPEED);
|
||
}
|
||
else
|
||
pc_stop_walking(sd,0);
|
||
}
|
||
else {
|
||
sd->skilltimer = -1;
|
||
skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
|
||
}
|
||
//マジックパワ?の?果終了
|
||
if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
|
||
skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキル詠唱キャンセル
|
||
*------------------------------------------
|
||
*/
|
||
int skill_castcancel(struct block_list *bl,int type)
|
||
{
|
||
int inf;
|
||
int ret=0;
|
||
|
||
nullpo_retr(0, bl);
|
||
|
||
if(bl->type==BL_PC){
|
||
struct map_session_data *sd=(struct map_session_data *)bl;
|
||
unsigned long tick=gettick();
|
||
nullpo_retr(0, sd);
|
||
sd->canact_tick=tick;
|
||
sd->canmove_tick = tick;
|
||
if( sd->skilltimer!=-1){
|
||
if(pc_checkskill(sd,SA_FREECAST) > 0) {
|
||
sd->speed = sd->prev_speed;
|
||
clif_updatestatus(sd,SP_SPEED);
|
||
}
|
||
if(!type) {
|
||
if((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32)
|
||
ret=delete_timer( sd->skilltimer, skill_castend_pos );
|
||
else
|
||
ret=delete_timer( sd->skilltimer, skill_castend_id );
|
||
if(ret<0)
|
||
printf("delete timer error : skillid : %d\n",sd->skillid);
|
||
}
|
||
else {
|
||
if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32)
|
||
ret=delete_timer( sd->skilltimer, skill_castend_pos );
|
||
else
|
||
ret=delete_timer( sd->skilltimer, skill_castend_id );
|
||
if(ret<0)
|
||
printf("delete timer error : skillid : %d\n",sd->skillid_old);
|
||
}
|
||
sd->skilltimer=-1;
|
||
clif_skillcastcancel(bl);
|
||
}
|
||
|
||
return 0;
|
||
}else if(bl->type==BL_MOB){
|
||
struct mob_data *md=(struct mob_data *)bl;
|
||
nullpo_retr(0, md);
|
||
if( md->skilltimer!=-1 ){
|
||
if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32)
|
||
ret=delete_timer( md->skilltimer, mobskill_castend_pos );
|
||
else
|
||
ret=delete_timer( md->skilltimer, mobskill_castend_id );
|
||
md->skilltimer=-1;
|
||
clif_skillcastcancel(bl);
|
||
}
|
||
if(ret<0)
|
||
printf("delete timer error : skillid : %d\n",md->skillid);
|
||
return 0;
|
||
}
|
||
return 1;
|
||
}
|
||
/*=========================================
|
||
* ブランディッシュスピア 初期範?決定
|
||
*----------------------------------------
|
||
*/
|
||
void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
|
||
|
||
nullpo_retv(tc);
|
||
|
||
if(dir == 0){
|
||
tc->val1[0]=x-2;
|
||
tc->val1[1]=x-1;
|
||
tc->val1[2]=x;
|
||
tc->val1[3]=x+1;
|
||
tc->val1[4]=x+2;
|
||
tc->val2[0]=
|
||
tc->val2[1]=
|
||
tc->val2[2]=
|
||
tc->val2[3]=
|
||
tc->val2[4]=y-1;
|
||
}
|
||
else if(dir==2){
|
||
tc->val1[0]=
|
||
tc->val1[1]=
|
||
tc->val1[2]=
|
||
tc->val1[3]=
|
||
tc->val1[4]=x+1;
|
||
tc->val2[0]=y+2;
|
||
tc->val2[1]=y+1;
|
||
tc->val2[2]=y;
|
||
tc->val2[3]=y-1;
|
||
tc->val2[4]=y-2;
|
||
}
|
||
else if(dir==4){
|
||
tc->val1[0]=x-2;
|
||
tc->val1[1]=x-1;
|
||
tc->val1[2]=x;
|
||
tc->val1[3]=x+1;
|
||
tc->val1[4]=x+2;
|
||
tc->val2[0]=
|
||
tc->val2[1]=
|
||
tc->val2[2]=
|
||
tc->val2[3]=
|
||
tc->val2[4]=y+1;
|
||
}
|
||
else if(dir==6){
|
||
tc->val1[0]=
|
||
tc->val1[1]=
|
||
tc->val1[2]=
|
||
tc->val1[3]=
|
||
tc->val1[4]=x-1;
|
||
tc->val2[0]=y+2;
|
||
tc->val2[1]=y+1;
|
||
tc->val2[2]=y;
|
||
tc->val2[3]=y-1;
|
||
tc->val2[4]=y-2;
|
||
}
|
||
else if(dir==1){
|
||
tc->val1[0]=x-1;
|
||
tc->val1[1]=x;
|
||
tc->val1[2]=x+1;
|
||
tc->val1[3]=x+2;
|
||
tc->val1[4]=x+3;
|
||
tc->val2[0]=y-4;
|
||
tc->val2[1]=y-3;
|
||
tc->val2[2]=y-1;
|
||
tc->val2[3]=y;
|
||
tc->val2[4]=y+1;
|
||
}
|
||
else if(dir==3){
|
||
tc->val1[0]=x+3;
|
||
tc->val1[1]=x+2;
|
||
tc->val1[2]=x+1;
|
||
tc->val1[3]=x;
|
||
tc->val1[4]=x-1;
|
||
tc->val2[0]=y-1;
|
||
tc->val2[1]=y;
|
||
tc->val2[2]=y+1;
|
||
tc->val2[3]=y+2;
|
||
tc->val2[4]=y+3;
|
||
}
|
||
else if(dir==5){
|
||
tc->val1[0]=x+1;
|
||
tc->val1[1]=x;
|
||
tc->val1[2]=x-1;
|
||
tc->val1[3]=x-2;
|
||
tc->val1[4]=x-3;
|
||
tc->val2[0]=y+3;
|
||
tc->val2[1]=y+2;
|
||
tc->val2[2]=y+1;
|
||
tc->val2[3]=y;
|
||
tc->val2[4]=y-1;
|
||
}
|
||
else if(dir==7){
|
||
tc->val1[0]=x-3;
|
||
tc->val1[1]=x-2;
|
||
tc->val1[2]=x-1;
|
||
tc->val1[3]=x;
|
||
tc->val1[4]=x+1;
|
||
tc->val2[1]=y;
|
||
tc->val2[0]=y+1;
|
||
tc->val2[2]=y-1;
|
||
tc->val2[3]=y-2;
|
||
tc->val2[4]=y-3;
|
||
}
|
||
|
||
}
|
||
|
||
/*=========================================
|
||
* ブランディッシュスピア 方向判定 範??張
|
||
*-----------------------------------------
|
||
*/
|
||
void skill_brandishspear_dir(struct square *tc,int dir,int are){
|
||
|
||
int c;
|
||
|
||
nullpo_retv(tc);
|
||
|
||
for(c=0;c<5;c++){
|
||
if(dir==0){
|
||
tc->val2[c]+=are;
|
||
}else if(dir==1){
|
||
tc->val1[c]-=are; tc->val2[c]+=are;
|
||
}else if(dir==2){
|
||
tc->val1[c]-=are;
|
||
}else if(dir==3){
|
||
tc->val1[c]-=are; tc->val2[c]-=are;
|
||
}else if(dir==4){
|
||
tc->val2[c]-=are;
|
||
}else if(dir==5){
|
||
tc->val1[c]+=are; tc->val2[c]-=are;
|
||
}else if(dir==6){
|
||
tc->val1[c]+=are;
|
||
}else if(dir==7){
|
||
tc->val1[c]+=are; tc->val2[c]+=are;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*==========================================
|
||
* ディボ?ション 有?確認
|
||
*------------------------------------------
|
||
*/
|
||
void skill_devotion(struct map_session_data *md,int target)
|
||
{
|
||
// ?確認
|
||
int n;
|
||
|
||
nullpo_retv(md);
|
||
|
||
for(n=0;n<5;n++){
|
||
if(md->dev.val1[n]){
|
||
struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
|
||
// 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる
|
||
if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){
|
||
skill_devotion_end(md,sd,n);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
void skill_devotion2(struct block_list *bl,int crusader)
|
||
{
|
||
// 被ディボ?ションが?いた時の距離チェック
|
||
struct map_session_data *sd = map_id2sd(crusader);
|
||
|
||
nullpo_retv(bl);
|
||
|
||
if(sd) skill_devotion3(&sd->bl,bl->id);
|
||
}
|
||
int skill_devotion3(struct block_list *bl,int target)
|
||
{
|
||
// クルセが?いた時の距離チェック
|
||
struct map_session_data *md;
|
||
struct map_session_data *sd;
|
||
int n,r=0;
|
||
|
||
nullpo_retr(1, bl);
|
||
|
||
if( (md = (struct map_session_data *)bl) == NULL || (sd = map_id2sd(target)) == NULL )
|
||
return 1;
|
||
else
|
||
r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y);
|
||
|
||
if(pc_checkskill(sd,CR_DEVOTION)+6 < r){ // 許容範?を超えてた
|
||
for(n=0;n<5;n++)
|
||
if(md->dev.val1[n]==target)
|
||
md->dev.val2[n]=0; // 離れた時は、?を切るだけ
|
||
clif_devotion(md,sd->bl.id);
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target)
|
||
{
|
||
// クルセと被ディボキャラのリセット
|
||
nullpo_retv(md);
|
||
nullpo_retv(sd);
|
||
|
||
md->dev.val1[target]=md->dev.val2[target]=0;
|
||
if(sd && sd->sc_data){
|
||
// skill_status_change_end(sd->bl,SC_DEVOTION,-1);
|
||
sd->sc_data[SC_DEVOTION].val1=0;
|
||
sd->sc_data[SC_DEVOTION].val2=0;
|
||
clif_status_change(&sd->bl,SC_DEVOTION,0);
|
||
clif_devotion(md,sd->bl.id);
|
||
}
|
||
}
|
||
/*==========================================
|
||
* オ?トスペル
|
||
*------------------------------------------
|
||
*/
|
||
int skill_autospell(struct map_session_data *sd,int skillid)
|
||
{
|
||
int skilllv;
|
||
int maxlv=1,lv;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
skilllv = pc_checkskill(sd,SA_AUTOSPELL);
|
||
if(skilllv <= 0) return 0;
|
||
|
||
if(skillid==MG_NAPALMBEAT) maxlv=3;
|
||
else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
|
||
if(skilllv==2) maxlv=1;
|
||
else if(skilllv==3) maxlv=2;
|
||
else if(skilllv>=4) maxlv=3;
|
||
}
|
||
else if(skillid==MG_SOULSTRIKE){
|
||
if(skilllv==5) maxlv=1;
|
||
else if(skilllv==6) maxlv=2;
|
||
else if(skilllv>=7) maxlv=3;
|
||
}
|
||
else if(skillid==MG_FIREBALL){
|
||
if(skilllv==8) maxlv=1;
|
||
else if(skilllv>=9) maxlv=2;
|
||
}
|
||
else if(skillid==MG_FROSTDIVER) maxlv=1;
|
||
else return 0;
|
||
|
||
if(maxlv > (lv=pc_checkskill(sd,skillid)))
|
||
maxlv = lv;
|
||
|
||
skill_status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv
|
||
skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い????
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* ギャングスタ?パラダイス判定?理(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
|
||
static int skill_gangster_count(struct block_list *bl,va_list ap)
|
||
{
|
||
int *c;
|
||
struct map_session_data *sd;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
|
||
sd=(struct map_session_data*)bl;
|
||
c=va_arg(ap,int *);
|
||
|
||
if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
|
||
(*c)++;
|
||
return 0;
|
||
}
|
||
|
||
static int skill_gangster_in(struct block_list *bl,va_list ap)
|
||
{
|
||
struct map_session_data *sd;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
|
||
sd=(struct map_session_data*)bl;
|
||
if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
|
||
sd->state.gangsterparadise=1;
|
||
return 0;
|
||
}
|
||
|
||
static int skill_gangster_out(struct block_list *bl,va_list ap)
|
||
{
|
||
struct map_session_data *sd;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
|
||
sd=(struct map_session_data*)bl;
|
||
if(sd && sd->state.gangsterparadise)
|
||
sd->state.gangsterparadise=0;
|
||
return 0;
|
||
}
|
||
|
||
int skill_gangsterparadise(struct map_session_data *sd ,int type)
|
||
{
|
||
int range=1;
|
||
int c=0;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if(pc_checkskill(sd,RG_GANGSTER) <= 0)
|
||
return 0;
|
||
|
||
if(type==1) {/* 座った時の?理 */
|
||
map_foreachinarea(skill_gangster_count,sd->bl.m,
|
||
sd->bl.x-range,sd->bl.y-range,
|
||
sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
|
||
if(c > 1) {/*ギャングスタ?成功したら自分にもギャングスタ??性付?*/
|
||
map_foreachinarea(skill_gangster_in,sd->bl.m,
|
||
sd->bl.x-range,sd->bl.y-range,
|
||
sd->bl.x+range,sd->bl.y+range,BL_PC);
|
||
sd->state.gangsterparadise = 1;
|
||
}
|
||
return 0;
|
||
}
|
||
else if(type==0) {/* 立ち上がったときの?理 */
|
||
map_foreachinarea(skill_gangster_count,sd->bl.m,
|
||
sd->bl.x-range,sd->bl.y-range,
|
||
sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
|
||
if(c < 2)
|
||
map_foreachinarea(skill_gangster_out,sd->bl.m,
|
||
sd->bl.x-range,sd->bl.y-range,
|
||
sd->bl.x+range,sd->bl.y+range,BL_PC);
|
||
sd->state.gangsterparadise = 0;
|
||
return 0;
|
||
}
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* 寒いジョ?ク?スクリ?ム判定?理(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_frostjoke_scream(struct block_list *bl,va_list ap)
|
||
{
|
||
struct block_list *src;
|
||
int skillnum,skilllv;
|
||
unsigned int tick;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, src=va_arg(ap,struct block_list*));
|
||
|
||
skillnum=va_arg(ap,int);
|
||
skilllv=va_arg(ap,int);
|
||
if(skilllv <= 0) return 0;
|
||
tick=va_arg(ap,unsigned int);
|
||
|
||
if(src == bl)//自分には?かない
|
||
return 0;
|
||
|
||
if(battle_check_target(src,bl,BCT_ENEMY) > 0)
|
||
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
|
||
else if(battle_check_target(src,bl,BCT_PARTY) > 0) {
|
||
if(rand()%100 < 10)//PTメンバにも低確率でかかる(とりあえず10%)
|
||
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*アブラカダブラの使用スキル決定(決定スキルがダメなら0を返す)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_abra_dataset(int skilllv)
|
||
{
|
||
int skill = rand()%331;
|
||
|
||
if(skilllv <= 0) return 0;
|
||
|
||
//dbに基づくレベル?確率判定
|
||
if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0;
|
||
//NPCスキルはダメ
|
||
if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0;
|
||
//演奏スキルはダメ
|
||
if(skill_is_danceskill(skill)) return 0;
|
||
|
||
return skill;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------
|
||
*/
|
||
int skill_attack_area(struct block_list *bl,va_list ap)
|
||
{
|
||
struct block_list *src,*dsrc;
|
||
int atk_type,skillid,skilllv,flag,type;
|
||
unsigned int tick;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
|
||
atk_type = va_arg(ap,int);
|
||
if((src=va_arg(ap,struct block_list*)) == NULL)
|
||
return 0;
|
||
if((dsrc=va_arg(ap,struct block_list*)) == NULL)
|
||
return 0;
|
||
skillid=va_arg(ap,int);
|
||
skilllv=va_arg(ap,int);
|
||
if(skilllv <= 0) return 0;
|
||
tick=va_arg(ap,unsigned int);
|
||
flag=va_arg(ap,int);
|
||
type=va_arg(ap,int);
|
||
|
||
if(battle_check_target(dsrc,bl,type) > 0)
|
||
skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
|
||
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------
|
||
*/
|
||
int skill_clear_element_field(struct block_list *bl)
|
||
{
|
||
struct mob_data *md=NULL;
|
||
struct map_session_data *sd=NULL;
|
||
int i,skillid;
|
||
|
||
nullpo_retr(0, bl);
|
||
|
||
if(bl->type==BL_MOB)
|
||
md=(struct mob_data *)bl;
|
||
if(bl->type==BL_PC)
|
||
sd=(struct map_session_data *)bl;
|
||
|
||
for(i=0;i<MAX_MOBSKILLUNITGROUP;i++){
|
||
if(sd){
|
||
skillid=sd->skillunit[i].skill_id;
|
||
if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
|
||
skill_delunitgroup(&sd->skillunit[i]);
|
||
}else if(md){
|
||
skillid=md->skillunit[i].skill_id;
|
||
if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
|
||
skill_delunitgroup(&md->skillunit[i]);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* ランドプロテクタ?チェック(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_landprotector(struct block_list *bl, va_list ap )
|
||
{
|
||
int skillid;
|
||
int *alive;
|
||
struct skill_unit *unit;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
|
||
skillid=va_arg(ap,int);
|
||
alive=va_arg(ap,int *);
|
||
if((unit=(struct skill_unit *)bl) == NULL)
|
||
return 0;
|
||
|
||
if(skillid==SA_LANDPROTECTOR){
|
||
skill_delunit(unit);
|
||
}else{
|
||
if(alive && unit->group->skill_id==SA_LANDPROTECTOR)
|
||
(*alive)=0;
|
||
}
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* イドゥンの林檎の回復?理(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_idun_heal(struct block_list *bl, va_list ap )
|
||
{
|
||
struct skill_unit *unit;
|
||
struct skill_unit_group *sg;
|
||
int heal;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, unit = va_arg(ap,struct skill_unit *));
|
||
nullpo_retr(0, sg = unit->group);
|
||
|
||
heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2;
|
||
|
||
if(bl->type == BL_SKILL || bl->id == sg->src_id)
|
||
return 0;
|
||
|
||
if(bl->type == BL_PC || bl->type == BL_MOB){
|
||
clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1);
|
||
battle_heal(NULL,bl,heal,0,0);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_count_target(struct block_list *bl, va_list ap ){
|
||
struct block_list *src;
|
||
int *c;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
|
||
if((src = va_arg(ap,struct block_list *)) == NULL)
|
||
return 0;
|
||
if((c = va_arg(ap,int *)) == NULL)
|
||
return 0;
|
||
if(battle_check_target(src,bl,BCT_ENEMY) > 0)
|
||
(*c)++;
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* トラップ範??理(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_trap_splash(struct block_list *bl, va_list ap )
|
||
{
|
||
struct block_list *src;
|
||
int tick;
|
||
int splash_count;
|
||
struct skill_unit *unit;
|
||
struct skill_unit_group *sg;
|
||
struct block_list *ss;
|
||
int i;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, src = va_arg(ap,struct block_list *));
|
||
nullpo_retr(0, unit = (struct skill_unit *)src);
|
||
nullpo_retr(0, sg = unit->group);
|
||
nullpo_retr(0, ss = map_id2bl(sg->src_id));
|
||
|
||
tick = va_arg(ap,int);
|
||
splash_count = va_arg(ap,int);
|
||
|
||
if(battle_check_target(src,bl,BCT_ENEMY) > 0){
|
||
switch(sg->unit_id){
|
||
case 0x95: /* サンドマン */
|
||
case 0x96: /* フラッシャ? */
|
||
case 0x94: /* ショックウェ?ブトラップ */
|
||
skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
|
||
break;
|
||
case 0x8f: /* ブラストマイン */
|
||
case 0x98: /* クレイモア?トラップ */
|
||
for(i=0;i<splash_count;i++){
|
||
skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
|
||
}
|
||
case 0x97: /* フリ?ジングトラップ */
|
||
skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
/*----------------------------------------------------------------------------
|
||
* ステ?タス異常
|
||
*----------------------------------------------------------------------------
|
||
*/
|
||
|
||
/*==========================================
|
||
* ステ?タス異常タイマ?範??理
|
||
*------------------------------------------
|
||
*/
|
||
int skill_status_change_timer_sub(struct block_list *bl, va_list ap )
|
||
{
|
||
struct block_list *src;
|
||
int type;
|
||
unsigned int tick;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, src=va_arg(ap,struct block_list*));
|
||
type=va_arg(ap,int);
|
||
tick=va_arg(ap,unsigned int);
|
||
|
||
if(bl->type!=BL_PC && bl->type!=BL_MOB)
|
||
return 0;
|
||
|
||
switch( type ){
|
||
case SC_SIGHT: /* サイト */
|
||
case SC_CONCENTRATE:
|
||
if( (*battle_get_option(bl))&6 ){
|
||
skill_status_change_end( bl, SC_HIDING, -1);
|
||
skill_status_change_end( bl, SC_CLOAKING, -1);
|
||
}
|
||
break;
|
||
case SC_RUWACH: /* ルアフ */
|
||
if( (*battle_get_option(bl))&6 ){
|
||
skill_status_change_end( bl, SC_HIDING, -1);
|
||
skill_status_change_end( bl, SC_CLOAKING, -1);
|
||
if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
|
||
struct status_change *sc_data = battle_get_sc_data(bl);
|
||
skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0);
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* ステ?タス異常終了
|
||
*------------------------------------------
|
||
*/
|
||
int skill_status_change_end(struct block_list* bl, int type, int tid)
|
||
{
|
||
struct status_change* sc_data;
|
||
int opt_flag=0, calc_flag = 0;
|
||
short *sc_count, *option, *opt1, *opt2, *opt3;
|
||
|
||
nullpo_retr(0, bl);
|
||
if(bl->type!=BL_PC && bl->type!=BL_MOB) {
|
||
if(battle_config.error_log)
|
||
printf("skill_status_change_end: neither MOB nor PC !\n");
|
||
return 0;
|
||
}
|
||
nullpo_retr(0, sc_data = battle_get_sc_data(bl));
|
||
nullpo_retr(0, sc_count = battle_get_sc_count(bl));
|
||
nullpo_retr(0, option = battle_get_option(bl));
|
||
nullpo_retr(0, opt1 = battle_get_opt1(bl));
|
||
nullpo_retr(0, opt2 = battle_get_opt2(bl));
|
||
nullpo_retr(0, opt3 = battle_get_opt3(bl));
|
||
|
||
if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {
|
||
|
||
if (tid == -1) // タイマから呼ばれていないならタイマ削除をする
|
||
delete_timer(sc_data[type].timer,skill_status_change_timer);
|
||
|
||
/* 該?の異常を正常に?す */
|
||
sc_data[type].timer=-1;
|
||
(*sc_count)--;
|
||
|
||
switch(type){ /* 異常の種類ごとの?理 */
|
||
case SC_PROVOKE: /* プロボック */
|
||
case SC_ENDURE: // celest
|
||
case SC_CONCENTRATE: /* 集中力向上 */
|
||
case SC_BLESSING: /* ブレッシング */
|
||
case SC_ANGELUS: /* アンゼルス */
|
||
case SC_INCREASEAGI: /* 速度上昇 */
|
||
case SC_DECREASEAGI: /* 速度減少 */
|
||
case SC_SIGNUMCRUCIS: /* シグナムクルシス */
|
||
case SC_HIDING:
|
||
case SC_TWOHANDQUICKEN: /* 2HQ */
|
||
case SC_ADRENALINE: /* アドレナリンラッシュ */
|
||
case SC_ENCPOISON: /* エンチャントポイズン */
|
||
case SC_IMPOSITIO: /* インポシティオマヌス */
|
||
case SC_GLORIA: /* グロリア */
|
||
case SC_LOUD: /* ラウドボイス */
|
||
case SC_QUAGMIRE: /* クァグマイア */
|
||
case SC_PROVIDENCE: /* プロヴィデンス */
|
||
case SC_SPEARSQUICKEN: /* スピアクイッケン */
|
||
case SC_VOLCANO:
|
||
case SC_DELUGE:
|
||
case SC_VIOLENTGALE:
|
||
case SC_ETERNALCHAOS: /* エタ?ナルカオス */
|
||
case SC_DRUMBATTLE: /* ?太鼓の響き */
|
||
case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
|
||
case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
|
||
case SC_WHISTLE: /* 口笛 */
|
||
case SC_ASSNCROS: /* 夕陽のアサシンクロス */
|
||
case SC_HUMMING: /* ハミング */
|
||
case SC_DONTFORGETME: /* 私を忘れないで */
|
||
case SC_FORTUNE: /* 幸運のキス */
|
||
case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
|
||
case SC_EXPLOSIONSPIRITS: // 爆裂波動
|
||
case SC_STEELBODY: // 金剛
|
||
case SC_DEFENDER:
|
||
case SC_SPEEDPOTION0: /* ?速ポ?ション */
|
||
case SC_SPEEDPOTION1:
|
||
case SC_SPEEDPOTION2:
|
||
case SC_APPLEIDUN: /* イドゥンの林檎 */
|
||
case SC_RIDING:
|
||
case SC_BLADESTOP_WAIT:
|
||
case SC_AURABLADE: /* オ?ラブレ?ド */
|
||
case SC_PARRYING: /* パリイング */
|
||
case SC_CONCENTRATION: /* コンセントレ?ション */
|
||
case SC_TENSIONRELAX: /* テンションリラックス */
|
||
case SC_ASSUMPTIO: /* アシャンプティオ */
|
||
case SC_WINDWALK: /* ウインドウォ?ク */
|
||
case SC_TRUESIGHT: /* トゥル?サイト */
|
||
case SC_SPIDERWEB: /* スパイダ?ウェッブ */
|
||
case SC_MAGICPOWER: /* 魔法力?幅 */
|
||
case SC_CHASEWALK:
|
||
case SC_ATKPOT: /* attack potion [Valaris] */
|
||
case SC_MATKPOT: /* magic attack potion [Valaris] */
|
||
case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
|
||
case SC_MELTDOWN: /* メルトダウン */
|
||
// Celest
|
||
case SC_EDP:
|
||
case SC_MARIONETTE:
|
||
case SC_MARIONETTE2:
|
||
case SC_SLOWDOWN:
|
||
case SC_LEADERSHIP:
|
||
case SC_GLORYWOUNDS:
|
||
case SC_SOULCOLD:
|
||
case SC_HAWKEYES:
|
||
case SC_BATTLEORDERS:
|
||
case SC_REGENERATION:
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_BERSERK: /* バ?サ?ク */
|
||
calc_flag = 1;
|
||
clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */
|
||
break;
|
||
case SC_DEVOTION: /* ディボ?ション */
|
||
{
|
||
struct map_session_data *md = map_id2sd(sc_data[type].val1);
|
||
sc_data[type].val1=sc_data[type].val2=0;
|
||
skill_devotion(md,bl->id);
|
||
calc_flag = 1;
|
||
}
|
||
break;
|
||
case SC_BLADESTOP:
|
||
{
|
||
struct status_change *t_sc_data = battle_get_sc_data((struct block_list *)sc_data[type].val4);
|
||
//片方が切れたので相手の白刃?態が切れてないのなら解除
|
||
if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
|
||
skill_status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);
|
||
|
||
if(sc_data[type].val2==2)
|
||
clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
|
||
}
|
||
break;
|
||
case SC_DANCING:
|
||
{
|
||
struct map_session_data *dsd;
|
||
struct status_change *d_sc_data;
|
||
if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){
|
||
d_sc_data = dsd->sc_data;
|
||
//合奏で相手がいる場合相手のval4を0にする
|
||
if(d_sc_data && d_sc_data[type].timer!=-1)
|
||
d_sc_data[type].val4=0;
|
||
}
|
||
}
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_GRAFFITI:
|
||
{
|
||
struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id
|
||
if(sg)
|
||
skill_delunitgroup(sg);
|
||
}
|
||
break;
|
||
case SC_NOCHAT: //チャット禁止?態
|
||
{
|
||
struct map_session_data *sd=NULL;
|
||
if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
|
||
if (sd->status.manner >= 0) // weeee ^^ [celest]
|
||
sd->status.manner = 0;
|
||
clif_updatestatus(sd,SP_MANNER);
|
||
}
|
||
}
|
||
break;
|
||
case SC_SPLASHER: /* ベナムスプラッシャ? */
|
||
{
|
||
struct block_list *src=map_id2bl(sc_data[type].val3);
|
||
if(src && tid!=-1){
|
||
//自分にダメ?ジ&周?3*3にダメ?ジ
|
||
skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
|
||
}
|
||
}
|
||
break;
|
||
case SC_SELFDESTRUCTION: /* 自爆 */
|
||
{
|
||
//自分のダメ?ジは0にして
|
||
struct mob_data *md=NULL;
|
||
if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
|
||
skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
|
||
}
|
||
break;
|
||
/* option1 */
|
||
case SC_FREEZE:
|
||
sc_data[type].val3 = 0;
|
||
break;
|
||
|
||
/* option2 */
|
||
case SC_POISON: /* 毒 */
|
||
case SC_BLIND: /* 暗? */
|
||
case SC_CURSE:
|
||
calc_flag = 1;
|
||
break;
|
||
}
|
||
|
||
if(bl->type==BL_PC && type<SC_SENDMAX)
|
||
clif_status_change(bl,type,0); /* アイコン消去 */
|
||
|
||
switch(type){ /* 正常に?るときなにか?理が必要 */
|
||
case SC_STONE:
|
||
case SC_FREEZE:
|
||
case SC_STAN:
|
||
case SC_SLEEP:
|
||
*opt1 = 0;
|
||
opt_flag = 1;
|
||
break;
|
||
|
||
case SC_POISON:
|
||
if (sc_data[SC_DPOISON].timer != -1) //
|
||
break; // DPOISON用のオプション
|
||
*opt2 &= ~1; // が?用に用意された場合には
|
||
opt_flag = 1; // ここは削除する
|
||
break; //
|
||
case SC_CURSE:
|
||
case SC_SILENCE:
|
||
case SC_BLIND:
|
||
*opt2 &= ~(1<<(type-SC_POISON));
|
||
opt_flag = 1;
|
||
break;
|
||
case SC_DPOISON:
|
||
if (sc_data[SC_POISON].timer != -1) // DPOISON用のオプションが
|
||
break; // 用意されたら削除
|
||
*opt2 &= ~1; // 毒?態解除
|
||
opt_flag = 1;
|
||
break;
|
||
case SC_SIGNUMCRUCIS:
|
||
*opt2 &= ~0x40;
|
||
opt_flag = 1;
|
||
break;
|
||
|
||
case SC_HIDING:
|
||
case SC_CLOAKING:
|
||
*option &= ~((type == SC_HIDING) ? 2 : 4);
|
||
calc_flag = 1; // orn
|
||
opt_flag = 1 ;
|
||
break;
|
||
|
||
case SC_CHASEWALK:
|
||
*option &= ~16388;
|
||
opt_flag = 1 ;
|
||
break;
|
||
|
||
case SC_SIGHT:
|
||
*option &= ~1;
|
||
opt_flag = 1;
|
||
break;
|
||
case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
|
||
*option &= ~4096;
|
||
opt_flag = 1;
|
||
break;
|
||
case SC_RUWACH:
|
||
*option &= ~8192;
|
||
opt_flag = 1;
|
||
break;
|
||
|
||
//opt3
|
||
case SC_TWOHANDQUICKEN: /* 2HQ */
|
||
case SC_SPEARSQUICKEN: /* スピアクイッケン */
|
||
case SC_CONCENTRATION: /* コンセントレ?ション */
|
||
*opt3 &= ~1;
|
||
break;
|
||
case SC_OVERTHRUST: /* オ?バ?スラスト */
|
||
*opt3 &= ~2;
|
||
break;
|
||
case SC_ENERGYCOAT: /* エナジ?コ?ト */
|
||
*opt3 &= ~4;
|
||
break;
|
||
case SC_EXPLOSIONSPIRITS: // 爆裂波動
|
||
*opt3 &= ~8;
|
||
break;
|
||
case SC_STEELBODY: // 金剛
|
||
*opt3 &= ~16;
|
||
break;
|
||
case SC_BLADESTOP: /* 白刃取り */
|
||
*opt3 &= ~32;
|
||
break;
|
||
case SC_BERSERK: /* バ?サ?ク */
|
||
*opt3 &= ~128;
|
||
break;
|
||
case SC_MARIONETTE: /* マリオネットコントロ?ル */
|
||
case SC_MARIONETTE2:
|
||
*opt3 &= ~1024;
|
||
break;
|
||
case SC_ASSUMPTIO: /* アスムプティオ */
|
||
*opt3 &= ~2048;
|
||
break;
|
||
}
|
||
|
||
if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && // by [Yor]
|
||
!map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest]
|
||
*opt2 |= STATE_BLIND;
|
||
opt_flag = 1;
|
||
}
|
||
|
||
if(opt_flag) /* optionの?更を?える */
|
||
clif_changeoption(bl);
|
||
|
||
if (bl->type == BL_PC && calc_flag)
|
||
pc_calcstatus((struct map_session_data *)bl,0); /* ステ?タス再計算 */
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* ステ?タス異常終了タイマ?
|
||
*------------------------------------------
|
||
*/
|
||
int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
|
||
{
|
||
int type=data;
|
||
struct block_list *bl;
|
||
struct map_session_data *sd=NULL;
|
||
struct status_change *sc_data;
|
||
//short *sc_count; //使ってない?
|
||
|
||
if( (bl=map_id2bl(id)) == NULL )
|
||
return 0; //該?IDがすでに消滅しているというのはいかにもありそうなのでスル?してみる
|
||
nullpo_retr(0, sc_data=battle_get_sc_data(bl));
|
||
|
||
if(bl->type==BL_PC)
|
||
sd=(struct map_session_data *)bl;
|
||
|
||
//sc_count=battle_get_sc_count(bl); //使ってない?
|
||
|
||
if(sc_data[type].timer != tid) {
|
||
if(battle_config.error_log)
|
||
printf("skill_status_change_timer %d != %d\n",tid,sc_data[type].timer);
|
||
}
|
||
|
||
switch(type){ /* 特殊な?理になる場合 */
|
||
case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
|
||
case SC_CLOAKING:
|
||
if(sd){
|
||
if( sd->status.sp > 0 ){ /* SP切れるまで持? */
|
||
sd->status.sp--;
|
||
clif_updatestatus(sd,SP_SP);
|
||
sc_data[type].timer=add_timer( /* タイマ?再設定 */
|
||
sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SC_CHASEWALK:
|
||
if(sd){
|
||
if( sd->status.sp > 19+sc_data[SC_CHASEWALK].val1*3){
|
||
sd->status.sp-=(19+(sc_data[SC_CHASEWALK].val1*3)); // update sp cost [Celest]
|
||
clif_updatestatus(sd,SP_SP);
|
||
sc_data[type].timer=add_timer( /* タイマ?再設定 */
|
||
sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SC_HIDING: /* ハイディング */
|
||
if(sd){ /* SPがあって、時間制限の間は持? */
|
||
if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
|
||
if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
|
||
sd->status.sp--;
|
||
clif_updatestatus(sd,SP_SP);
|
||
}
|
||
sc_data[type].timer=add_timer( /* タイマ?再設定 */
|
||
1000+tick, skill_status_change_timer,
|
||
bl->id, data);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SC_SIGHT: /* サイト */
|
||
{
|
||
const int range=7;
|
||
map_foreachinarea( skill_status_change_timer_sub,
|
||
bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
|
||
bl,type,tick);
|
||
|
||
if( (--sc_data[type].val2)>0 ){
|
||
sc_data[type].timer=add_timer( /* タイマ?再設定 */
|
||
250+tick, skill_status_change_timer,
|
||
bl->id, data);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
case SC_RUWACH: /* ルアフ */
|
||
{
|
||
const int range=5;
|
||
map_foreachinarea( skill_status_change_timer_sub,
|
||
bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
|
||
bl,type,tick);
|
||
|
||
if( (--sc_data[type].val2)>0 ){
|
||
sc_data[type].timer=add_timer( /* タイマ?再設定 */
|
||
250+tick, skill_status_change_timer,
|
||
bl->id, data);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SC_SIGNUMCRUCIS: /* シグナムクルシス */
|
||
{
|
||
int race = battle_get_race(bl);
|
||
if(race == 6 || battle_check_undead(race,battle_get_elem_type(bl))) {
|
||
sc_data[type].timer=add_timer(1000*600+tick,skill_status_change_timer, bl->id, data );
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */
|
||
if(sc_data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */
|
||
if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */
|
||
break;
|
||
sc_data[type].timer=add_timer( 1000+tick,skill_status_change_timer, bl->id, data );
|
||
return 0;
|
||
}
|
||
break;
|
||
|
||
case SC_WATERBALL: /* ウォ?タ?ボ?ル */
|
||
{
|
||
struct block_list *target=map_id2bl(sc_data[type].val2);
|
||
if(target==NULL || target->prev==NULL)
|
||
break;
|
||
skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0);
|
||
if((--sc_data[type].val3)>0) {
|
||
sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data );
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SC_ENDURE: /* インデュア */
|
||
if(sd && sd->special_state.infinite_endure) {
|
||
sc_data[type].timer=add_timer( 1000*60+tick,skill_status_change_timer, bl->id, data );
|
||
//sc_data[type].val2=1;
|
||
return 0;
|
||
}
|
||
break;
|
||
|
||
case SC_DISSONANCE: /* 不協和音 */
|
||
if( (--sc_data[type].val2)>0){
|
||
struct skill_unit *unit=
|
||
(struct skill_unit *)sc_data[type].val4;
|
||
struct block_list *src;
|
||
|
||
if(!unit || !unit->group)
|
||
break;
|
||
src=map_id2bl(unit->group->src_id);
|
||
if(!src)
|
||
break;
|
||
skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
|
||
sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
|
||
skill_status_change_timer, bl->id, data );
|
||
return 0;
|
||
}
|
||
break;
|
||
|
||
case SC_LULLABY: /* 子守唄 */
|
||
if( (--sc_data[type].val2)>0){
|
||
struct skill_unit *unit=
|
||
(struct skill_unit *)sc_data[type].val4;
|
||
if(!unit || !unit->group || unit->group->src_id==bl->id)
|
||
break;
|
||
skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
|
||
sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick,
|
||
skill_status_change_timer, bl->id, data );
|
||
return 0;
|
||
}
|
||
break;
|
||
|
||
case SC_STONE:
|
||
if(sc_data[type].val2 != 0) {
|
||
short *opt1 = battle_get_opt1(bl);
|
||
sc_data[type].val2 = 0;
|
||
sc_data[type].val4 = 0;
|
||
battle_stopwalking(bl,1);
|
||
if(opt1) {
|
||
*opt1 = 1;
|
||
clif_changeoption(bl);
|
||
}
|
||
sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
|
||
return 0;
|
||
}
|
||
else if( (--sc_data[type].val3) > 0) {
|
||
int hp = battle_get_max_hp(bl);
|
||
if((++sc_data[type].val4)%5 == 0 && battle_get_hp(bl) > hp>>2) {
|
||
hp = hp/100;
|
||
if(hp < 1) hp = 1;
|
||
if(bl->type == BL_PC)
|
||
pc_heal((struct map_session_data *)bl,-hp,0);
|
||
else if(bl->type == BL_MOB){
|
||
struct mob_data *md;
|
||
if((md=((struct mob_data *)bl)) == NULL)
|
||
break;
|
||
md->hp -= hp;
|
||
}
|
||
}
|
||
sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
|
||
return 0;
|
||
}
|
||
break;
|
||
case SC_POISON:
|
||
if(sc_data[SC_SLOWPOISON].timer == -1) {
|
||
if( (--sc_data[type].val3) > 0) {
|
||
int hp = battle_get_max_hp(bl);
|
||
if(battle_get_hp(bl) > hp>>2) {
|
||
if(bl->type == BL_PC) {
|
||
hp = 3 + hp*3/200;
|
||
pc_heal((struct map_session_data *)bl,-hp,0);
|
||
}
|
||
else if(bl->type == BL_MOB) {
|
||
struct mob_data *md;
|
||
if((md=((struct mob_data *)bl)) == NULL)
|
||
break;
|
||
hp = 3 + hp/200;
|
||
md->hp -= hp;
|
||
}
|
||
}
|
||
sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
|
||
}
|
||
}
|
||
else
|
||
sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
|
||
break;
|
||
case SC_DPOISON:
|
||
if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) {
|
||
int hp = battle_get_max_hp(bl);
|
||
if (battle_get_hp(bl) > hp>>2) {
|
||
if(bl->type == BL_PC) {
|
||
hp = 3 + hp/50;
|
||
pc_heal((struct map_session_data *)bl, -hp, 0);
|
||
} else if (bl->type == BL_MOB) {
|
||
struct mob_data *md;
|
||
if ((md=((struct mob_data *)bl)) == NULL)
|
||
break;
|
||
hp = 3 + hp/100;
|
||
md->hp -= hp;
|
||
}
|
||
}
|
||
}
|
||
if (sc_data[type].val3 > 0)
|
||
sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
|
||
break;
|
||
|
||
case SC_TENSIONRELAX: /* テンションリラックス */
|
||
if(sd){ /* SPがあって、HPが?タンでなければ?? */
|
||
if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
|
||
/* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
|
||
sd->status.sp -= 12;
|
||
clif_updatestatus(sd,SP_SP);
|
||
} */
|
||
sc_data[type].timer=add_timer( /* タイマ?再設定 */
|
||
10000+tick, skill_status_change_timer,
|
||
bl->id, data);
|
||
return 0;
|
||
}
|
||
if(sd->status.max_hp <= sd->status.hp)
|
||
skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
|
||
}
|
||
break;
|
||
case SC_HEADCRUSH: // temporary damage [celest]
|
||
// case SC_BLEEDING:
|
||
if((--sc_data[type].val3) > 0) {
|
||
int hp = battle_get_max_hp(bl);
|
||
if(bl->type == BL_PC) {
|
||
hp = 3 + hp*3/200;
|
||
pc_heal((struct map_session_data *)bl,-hp,0);
|
||
}
|
||
else if(bl->type == BL_MOB) {
|
||
struct mob_data *md;
|
||
if((md=((struct mob_data *)bl)) == NULL)
|
||
break;
|
||
hp = 3 + hp/200;
|
||
md->hp -= hp;
|
||
}
|
||
sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
|
||
}
|
||
break;
|
||
|
||
/* 時間切れ無し?? */
|
||
case SC_AETERNA:
|
||
case SC_TRICKDEAD:
|
||
case SC_RIDING:
|
||
case SC_FALCON:
|
||
case SC_WEIGHT50:
|
||
case SC_WEIGHT90:
|
||
case SC_MAGICPOWER: /* 魔法力?幅 */
|
||
case SC_REJECTSWORD: /* リジェクトソ?ド */
|
||
case SC_MEMORIZE: /* メモライズ */
|
||
case SC_BROKNWEAPON:
|
||
case SC_BROKNARMOR:
|
||
if(sc_data[type].timer==tid)
|
||
sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
|
||
return 0;
|
||
|
||
case SC_DANCING: //ダンススキルの時間SP消費
|
||
{
|
||
int s=0;
|
||
if(sd){
|
||
if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
|
||
switch(sc_data[type].val1){
|
||
case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */
|
||
case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */
|
||
case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */
|
||
case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */
|
||
case BA_DISSONANCE: /* 不協和音 3秒でSP1 */
|
||
case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */
|
||
case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */
|
||
s=3;
|
||
break;
|
||
case BD_LULLABY: /* 子守歌 4秒にSP1 */
|
||
case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */
|
||
case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */
|
||
case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */
|
||
s=4;
|
||
break;
|
||
case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */
|
||
case BA_WHISTLE: /* 口笛 5秒でSP1 */
|
||
case DC_HUMMING: /* ハミング 5秒でSP1 */
|
||
case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */
|
||
case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */
|
||
s=5;
|
||
break;
|
||
case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */
|
||
s=6;
|
||
break;
|
||
case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */
|
||
case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */
|
||
s=10;
|
||
break;
|
||
}
|
||
if(s && ((sc_data[type].val3 % s) == 0)){
|
||
sd->status.sp--;
|
||
clif_updatestatus(sd,SP_SP);
|
||
}
|
||
sc_data[type].timer=add_timer( /* タイマ?再設定 */
|
||
1000+tick, skill_status_change_timer,
|
||
bl->id, data);
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case SC_BERSERK: /* バ?サ?ク */
|
||
if(sd){ /* HPが100以上なら?? */
|
||
if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG]
|
||
sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest]
|
||
clif_updatestatus(sd,SP_HP);
|
||
sc_data[type].timer = add_timer( /* タイマ?再設定 */
|
||
10000+tick, skill_status_change_timer,
|
||
bl->id, data);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
|
||
if(sd){
|
||
time_t timer;
|
||
if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので??
|
||
sc_data[type].timer=add_timer( /* タイマ?再設定 */
|
||
10000+tick, skill_status_change_timer,
|
||
bl->id, data);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
case SC_NOCHAT: //チャット禁止?態
|
||
if(sd && battle_config.muting_players){
|
||
time_t timer;
|
||
if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分?ってないので??
|
||
clif_updatestatus(sd,SP_MANNER);
|
||
sc_data[type].timer=add_timer( /* タイマ?再設定(60秒) */
|
||
60000+tick, skill_status_change_timer,
|
||
bl->id, data);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
case SC_SELFDESTRUCTION: /* 自爆 */
|
||
if(--sc_data[type].val3>0){
|
||
struct mob_data *md;
|
||
if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
|
||
md->speed -= 250;
|
||
md->next_walktime=tick;
|
||
}
|
||
sc_data[type].timer=add_timer( /* タイマ?再設定 */
|
||
1000+tick, skill_status_change_timer,
|
||
bl->id, data);
|
||
return 0;
|
||
}
|
||
break;
|
||
case SC_LEADERSHIP:
|
||
case SC_GLORYWOUNDS:
|
||
case SC_SOULCOLD:
|
||
case SC_HAWKEYES:
|
||
if (sd) {
|
||
sc_data[type].timer = add_timer(
|
||
1000+tick, skill_status_change_timer,
|
||
bl->id, data);
|
||
}
|
||
break;
|
||
}
|
||
|
||
|
||
|
||
return skill_status_change_end( bl,type,tid );
|
||
}
|
||
|
||
/*==========================================
|
||
* ステ?タス異常終了
|
||
*------------------------------------------
|
||
*/
|
||
int skill_encchant_eremental_end(struct block_list *bl,int type)
|
||
{
|
||
struct status_change *sc_data;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, sc_data=battle_get_sc_data(bl));
|
||
|
||
if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* エンチャントポイズン解除 */
|
||
skill_status_change_end(bl,SC_ENCPOISON,-1);
|
||
if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* アスペルシオ解除 */
|
||
skill_status_change_end(bl,SC_ASPERSIO,-1);
|
||
if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* フレイムランチャ解除 */
|
||
skill_status_change_end(bl,SC_FLAMELAUNCHER,-1);
|
||
if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* フロストウェポン解除 */
|
||
skill_status_change_end(bl,SC_FROSTWEAPON,-1);
|
||
if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ライトニングロ?ダ?解除 */
|
||
skill_status_change_end(bl,SC_LIGHTNINGLOADER,-1);
|
||
if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* サイスミックウェポン解除 */
|
||
skill_status_change_end(bl,SC_SEISMICWEAPON,-1);
|
||
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* ステ?タス異常開始
|
||
*------------------------------------------
|
||
*/
|
||
int skill_status_change_start(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag)
|
||
{
|
||
struct map_session_data *sd = NULL;
|
||
struct status_change* sc_data;
|
||
short *sc_count, *option, *opt1, *opt2, *opt3;
|
||
int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag;
|
||
int scdef=0;
|
||
|
||
nullpo_retr(0, bl);
|
||
if(bl->type == BL_SKILL)
|
||
return 0;
|
||
nullpo_retr(0, sc_data=battle_get_sc_data(bl));
|
||
nullpo_retr(0, sc_count=battle_get_sc_count(bl));
|
||
nullpo_retr(0, option=battle_get_option(bl));
|
||
nullpo_retr(0, opt1=battle_get_opt1(bl));
|
||
nullpo_retr(0, opt2=battle_get_opt2(bl));
|
||
nullpo_retr(0, opt3=battle_get_opt3(bl));
|
||
|
||
|
||
race=battle_get_race(bl);
|
||
mode=battle_get_mode(bl);
|
||
elem=battle_get_elem_type(bl);
|
||
undead_flag=battle_check_undead(race,elem);
|
||
|
||
if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) )
|
||
return 0;
|
||
|
||
switch(type){
|
||
case SC_STONE:
|
||
case SC_FREEZE:
|
||
scdef=3+battle_get_mdef(bl)+battle_get_luk(bl)/3;
|
||
break;
|
||
case SC_STAN:
|
||
case SC_SILENCE:
|
||
case SC_POISON:
|
||
case SC_DPOISON:
|
||
scdef=3+battle_get_vit(bl)+battle_get_luk(bl)/3;
|
||
break;
|
||
case SC_SLEEP:
|
||
case SC_BLIND:
|
||
scdef=3+battle_get_int(bl)+battle_get_luk(bl)/3;
|
||
break;
|
||
case SC_CURSE:
|
||
scdef=3+battle_get_luk(bl);
|
||
break;
|
||
|
||
// case SC_CONFUSION:
|
||
default:
|
||
scdef=0;
|
||
}
|
||
if(scdef>=100)
|
||
return 0;
|
||
if(bl->type==BL_PC){
|
||
sd=(struct map_session_data *)bl;
|
||
if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
|
||
return 0;
|
||
|
||
if(SC_STONE<=type && type<=SC_BLIND){ /* カ?ドによる耐性 */
|
||
if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
|
||
if(battle_config.battle_log)
|
||
printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id);
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
else if(bl->type == BL_MOB) {
|
||
}
|
||
else {
|
||
if(battle_config.error_log)
|
||
printf("skill_status_change_start: neither MOB nor PC !\n");
|
||
return 0;
|
||
}
|
||
|
||
if(type==SC_FREEZE && undead_flag && !(flag&1))
|
||
return 0;
|
||
|
||
if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
|
||
sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
|
||
return 0;
|
||
|
||
if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
|
||
type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
|
||
(type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
|
||
/* ボスには?かない(ただしカ?ドによる?果は適用される) */
|
||
return 0;
|
||
}
|
||
if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
|
||
battle_stopwalking(bl,1);
|
||
|
||
if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */
|
||
if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
|
||
type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2
|
||
&& type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
|
||
return 0;
|
||
if(type >=SC_STAN && type <= SC_BLIND)
|
||
return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */
|
||
if(type == SC_GRAFFITI){ //異常中にもう一度?態異常になった時に解除してから再度かかる
|
||
skill_status_change_end(bl,type,-1);
|
||
} else {
|
||
(*sc_count)--;
|
||
delete_timer(sc_data[type].timer, skill_status_change_timer);
|
||
sc_data[type].timer = -1;
|
||
}
|
||
}
|
||
|
||
switch(type){ /* 異常の種類ごとの?理 */
|
||
case SC_PROVOKE: /* プロボック */
|
||
calc_flag = 1;
|
||
if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
|
||
break;
|
||
case SC_ENDURE: /* インデュア */
|
||
if(tick <= 0) tick = 1000 * 60;
|
||
calc_flag = 1; // for updating mdef
|
||
val2 = 7; // [Celest]
|
||
break;
|
||
case SC_CONCENTRATE: /* 集中力向上 */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_BLESSING: /* ブレッシング */
|
||
{
|
||
if(bl->type == BL_PC || (!undead_flag && race != 6)) {
|
||
if(sc_data[SC_CURSE].timer!=-1 )
|
||
skill_status_change_end(bl,SC_CURSE,-1);
|
||
if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
|
||
skill_status_change_end(bl,SC_STONE,-1);
|
||
}
|
||
calc_flag = 1;
|
||
}
|
||
break;
|
||
case SC_ANGELUS: /* アンゼルス */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_INCREASEAGI: /* 速度上昇 */
|
||
calc_flag = 1;
|
||
if(sc_data[SC_DECREASEAGI].timer!=-1 )
|
||
skill_status_change_end(bl,SC_DECREASEAGI,-1);
|
||
if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
|
||
skill_status_change_end(bl,SC_WINDWALK,-1);
|
||
break;
|
||
case SC_DECREASEAGI: /* 速度減少 */
|
||
if (bl->type == BL_PC) // Celest
|
||
tick>>=1;
|
||
calc_flag = 1;
|
||
if(sc_data[SC_INCREASEAGI].timer!=-1 )
|
||
skill_status_change_end(bl,SC_INCREASEAGI,-1);
|
||
if(sc_data[SC_ADRENALINE].timer!=-1 )
|
||
skill_status_change_end(bl,SC_ADRENALINE,-1);
|
||
if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
|
||
skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
|
||
if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
|
||
skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
|
||
break;
|
||
case SC_SIGNUMCRUCIS: /* シグナムクルシス */
|
||
calc_flag = 1;
|
||
// val2 = 14 + val1;
|
||
val2 = 10 + val1*2;
|
||
tick = 600*1000;
|
||
clif_emotion(bl,4);
|
||
break;
|
||
case SC_SLOWPOISON:
|
||
if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1)
|
||
return 0;
|
||
break;
|
||
case SC_TWOHANDQUICKEN: /* 2HQ */
|
||
if(sc_data[SC_DECREASEAGI].timer!=-1)
|
||
return 0;
|
||
*opt3 |= 1;
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_ADRENALINE: /* アドレナリンラッシュ */
|
||
if(sc_data[SC_DECREASEAGI].timer!=-1)
|
||
return 0;
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
|
||
if(battle_config.party_skill_penaly && !val2) tick /= 5;
|
||
break;
|
||
case SC_OVERTHRUST: /* オ?バ?スラスト */
|
||
*opt3 |= 2;
|
||
if(battle_config.party_skill_penaly && !val2) tick /= 10;
|
||
break;
|
||
case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */
|
||
if(bl->type == BL_PC)
|
||
val2 = tick;
|
||
else
|
||
tick = 5000*val1;
|
||
break;
|
||
case SC_ENCPOISON: /* エンチャントポイズン */
|
||
calc_flag = 1;
|
||
val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */
|
||
skill_encchant_eremental_end(bl,SC_ENCPOISON);
|
||
break;
|
||
case SC_EDP: // [Celest]
|
||
val2 = val1 + 2; /* 猛毒付?確率(%) */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_POISONREACT: /* ポイズンリアクト */
|
||
val2=val1/2 + val1%2; // [Celest]
|
||
break;
|
||
case SC_IMPOSITIO: /* インポシティオマヌス */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_ASPERSIO: /* アスペルシオ */
|
||
skill_encchant_eremental_end(bl,SC_ASPERSIO);
|
||
break;
|
||
case SC_SUFFRAGIUM: /* サフラギム */
|
||
case SC_BENEDICTIO: /* 聖? */
|
||
case SC_MAGNIFICAT: /* マグニフィカ?ト */
|
||
case SC_AETERNA: /* エ?テルナ */
|
||
break;
|
||
case SC_ENERGYCOAT: /* エナジ?コ?ト */
|
||
*opt3 |= 4;
|
||
break;
|
||
case SC_MAGICROD:
|
||
val2 = val1*20;
|
||
break;
|
||
case SC_KYRIE: /* キリエエレイソン */
|
||
val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
|
||
val3 = (val1 / 2 + 5); /* 回? */
|
||
// -- moonsoul (added to undo assumptio status if target has it)
|
||
if(sc_data[SC_ASSUMPTIO].timer!=-1 )
|
||
skill_status_change_end(bl,SC_ASSUMPTIO,-1);
|
||
break;
|
||
case SC_MINDBREAKER:
|
||
calc_flag = 1;
|
||
if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
|
||
case SC_GLORIA: /* グロリア */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_LOUD: /* ラウドボイス */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_TRICKDEAD: /* 死んだふり */
|
||
break;
|
||
case SC_QUAGMIRE: /* クァグマイア */
|
||
calc_flag = 1;
|
||
if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */
|
||
skill_status_change_end(bl,SC_CONCENTRATE,-1);
|
||
if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
|
||
skill_status_change_end(bl,SC_INCREASEAGI,-1);
|
||
if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
|
||
skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
|
||
if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
|
||
skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
|
||
if(sc_data[SC_ADRENALINE].timer!=-1 )
|
||
skill_status_change_end(bl,SC_ADRENALINE,-1);
|
||
if(sc_data[SC_LOUD].timer!=-1 )
|
||
skill_status_change_end(bl,SC_LOUD,-1);
|
||
if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
|
||
skill_status_change_end(bl,SC_TRUESIGHT,-1);
|
||
if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
|
||
skill_status_change_end(bl,SC_WINDWALK,-1);
|
||
if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
|
||
skill_status_change_end(bl,SC_CARTBOOST,-1);
|
||
break;
|
||
case SC_FLAMELAUNCHER: /* フレ?ムランチャ? */
|
||
skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER);
|
||
break;
|
||
case SC_FROSTWEAPON: /* フロストウェポン */
|
||
skill_encchant_eremental_end(bl,SC_FROSTWEAPON);
|
||
break;
|
||
case SC_LIGHTNINGLOADER: /* ライトニングロ?ダ? */
|
||
skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER);
|
||
break;
|
||
case SC_SEISMICWEAPON: /* サイズミックウェポン */
|
||
skill_encchant_eremental_end(bl,SC_SEISMICWEAPON);
|
||
break;
|
||
case SC_DEVOTION: /* ディボ?ション */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_PROVIDENCE: /* プロヴィデンス */
|
||
calc_flag = 1;
|
||
val2=val1*5;
|
||
break;
|
||
case SC_REFLECTSHIELD:
|
||
val2=10+val1*3;
|
||
break;
|
||
case SC_STRIPWEAPON:
|
||
case SC_STRIPSHIELD:
|
||
case SC_STRIPARMOR:
|
||
case SC_STRIPHELM:
|
||
case SC_CP_WEAPON:
|
||
case SC_CP_SHIELD:
|
||
case SC_CP_ARMOR:
|
||
case SC_CP_HELM:
|
||
break;
|
||
|
||
case SC_AUTOSPELL: /* オ?トスペル */
|
||
val4 = 5 + val1*2;
|
||
break;
|
||
|
||
case SC_VOLCANO:
|
||
calc_flag = 1;
|
||
val3 = val1*10;
|
||
val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
|
||
break;
|
||
case SC_DELUGE:
|
||
calc_flag = 1;
|
||
val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) );
|
||
val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
|
||
break;
|
||
case SC_VIOLENTGALE:
|
||
calc_flag = 1;
|
||
val3 = val1*3;
|
||
val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
|
||
break;
|
||
|
||
case SC_SPEARSQUICKEN: /* スピアクイッケン */
|
||
calc_flag = 1;
|
||
val2 = 20+val1;
|
||
*opt3 |= 1;
|
||
break;
|
||
case SC_COMBO:
|
||
break;
|
||
case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
|
||
break;
|
||
case SC_BLADESTOP: /* 白刃取り */
|
||
if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
|
||
*opt3 |= 32;
|
||
break;
|
||
|
||
case SC_LULLABY: /* 子守唄 */
|
||
val2 = 11;
|
||
break;
|
||
case SC_RICHMANKIM:
|
||
break;
|
||
case SC_ETERNALCHAOS: /* エタ?ナルカオス */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_DRUMBATTLE: /* ?太鼓の響き */
|
||
calc_flag = 1;
|
||
val2 = (val1+1)*25;
|
||
val3 = (val1+1)*2;
|
||
break;
|
||
case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
|
||
calc_flag = 1;
|
||
val2 = (val1+2)*50;
|
||
val3 = (val1+2)*25;
|
||
break;
|
||
case SC_ROKISWEIL: /* ロキの叫び */
|
||
break;
|
||
case SC_INTOABYSS: /* 深淵の中に */
|
||
break;
|
||
case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
|
||
calc_flag = 1;
|
||
val2 = 40 + val1*5;
|
||
val3 = val1*10;
|
||
break;
|
||
case SC_DISSONANCE: /* 不協和音 */
|
||
val2 = 10;
|
||
break;
|
||
case SC_WHISTLE: /* 口笛 */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_ASSNCROS: /* 夕陽のアサシンクロス */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_POEMBRAGI: /* ブラギの詩 */
|
||
break;
|
||
case SC_APPLEIDUN: /* イドゥンの林檎 */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_UGLYDANCE: /* 自分勝手なダンス */
|
||
val2 = 10;
|
||
break;
|
||
case SC_HUMMING: /* ハミング */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_DONTFORGETME: /* 私を忘れないで */
|
||
calc_flag = 1;
|
||
if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
|
||
skill_status_change_end(bl,SC_INCREASEAGI,-1);
|
||
if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
|
||
skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
|
||
if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
|
||
skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
|
||
if(sc_data[SC_ADRENALINE].timer!=-1 )
|
||
skill_status_change_end(bl,SC_ADRENALINE,-1);
|
||
if(sc_data[SC_ASSNCROS].timer!=-1 )
|
||
skill_status_change_end(bl,SC_ASSNCROS,-1);
|
||
if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
|
||
skill_status_change_end(bl,SC_TRUESIGHT,-1);
|
||
if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
|
||
skill_status_change_end(bl,SC_WINDWALK,-1);
|
||
if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
|
||
skill_status_change_end(bl,SC_CARTBOOST,-1);
|
||
break;
|
||
case SC_FORTUNE: /* 幸運のキス */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
|
||
calc_flag = 1;
|
||
break;
|
||
case SC_DANCING: /* ダンス/演奏中 */
|
||
calc_flag = 1;
|
||
val3= tick / 1000;
|
||
tick = 1000;
|
||
break;
|
||
|
||
case SC_EXPLOSIONSPIRITS: // 爆裂波動
|
||
calc_flag = 1;
|
||
val2 = 75 + 25*val1;
|
||
*opt3 |= 8;
|
||
break;
|
||
case SC_STEELBODY: // 金剛
|
||
calc_flag = 1;
|
||
*opt3 |= 16;
|
||
break;
|
||
case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
|
||
break;
|
||
case SC_AUTOCOUNTER:
|
||
val3 = val4 = 0;
|
||
break;
|
||
|
||
case SC_SPEEDPOTION0: /* ?速ポ?ション */
|
||
case SC_SPEEDPOTION1:
|
||
case SC_SPEEDPOTION2:
|
||
calc_flag = 1;
|
||
tick = 1000 * tick;
|
||
val2 = 5*(2+type-SC_SPEEDPOTION0);
|
||
break;
|
||
|
||
/* atk & matk potions [Valaris] */
|
||
case SC_ATKPOT:
|
||
case SC_MATKPOT:
|
||
calc_flag = 1;
|
||
tick = 1000 * tick;
|
||
break;
|
||
case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
|
||
{
|
||
time_t timer;
|
||
|
||
calc_flag = 1;
|
||
tick = 10000;
|
||
if(!val2)
|
||
val2 = time(&timer);
|
||
}
|
||
break;
|
||
case SC_NOCHAT: //チャット禁止?態
|
||
{
|
||
time_t timer;
|
||
|
||
if(!battle_config.muting_players)
|
||
break;
|
||
|
||
tick = 60000;
|
||
if(!val2)
|
||
val2 = time(&timer);
|
||
updateflag = SP_MANNER;
|
||
save_flag = 1; // celest
|
||
}
|
||
break;
|
||
case SC_SELFDESTRUCTION: //自爆
|
||
clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
|
||
val3 = tick / 1000;
|
||
tick = 1000;
|
||
break;
|
||
|
||
/* option1 */
|
||
case SC_STONE: /* 石化 */
|
||
if(!(flag&2)) {
|
||
int sc_def = battle_get_mdef(bl)*200;
|
||
tick = tick - sc_def;
|
||
}
|
||
val3 = tick/1000;
|
||
if(val3 < 1) val3 = 1;
|
||
tick = 5000;
|
||
val2 = 1;
|
||
break;
|
||
case SC_SLEEP: /* 睡眠 */
|
||
if(!(flag&2)) {
|
||
// int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3);
|
||
// tick = tick * sc_def / 100;
|
||
// if(tick < 1000) tick = 1000;
|
||
tick = 30000;//睡眠はステ?タス耐性に?わらず30秒
|
||
}
|
||
break;
|
||
case SC_FREEZE: /* 凍結 */
|
||
if(!(flag&2)) {
|
||
int sc_def = 100 - battle_get_mdef(bl);
|
||
tick = tick * sc_def / 100;
|
||
}
|
||
break;
|
||
case SC_STAN: /* スタン(val2にミリ秒セット) */
|
||
if(!(flag&2)) {
|
||
int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/3);
|
||
tick = tick * sc_def / 100;
|
||
}
|
||
break;
|
||
|
||
/* option2 */
|
||
case SC_POISON: /* 毒 */
|
||
case SC_DPOISON: /* 猛毒 */
|
||
calc_flag = 1;
|
||
if(!(flag&2)) {
|
||
int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/5);
|
||
tick = tick * sc_def / 100;
|
||
}
|
||
val3 = tick/1000;
|
||
if(val3 < 1) val3 = 1;
|
||
tick = 1000;
|
||
break;
|
||
case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
|
||
if(!(flag&2)) {
|
||
int sc_def = 100 - battle_get_vit(bl);
|
||
tick = tick * sc_def / 100;
|
||
}
|
||
break;
|
||
case SC_BLIND: /* 暗? */
|
||
calc_flag = 1;
|
||
if(!(flag&2)) {
|
||
int sc_def = battle_get_lv(bl)/10 + battle_get_int(bl)/15;
|
||
tick = 30000 - sc_def;
|
||
}
|
||
break;
|
||
case SC_CURSE:
|
||
calc_flag = 1;
|
||
if(!(flag&2)) {
|
||
int sc_def = 100 - battle_get_vit(bl);
|
||
tick = tick * sc_def / 100;
|
||
}
|
||
break;
|
||
|
||
/* option */
|
||
case SC_HIDING: /* ハイディング */
|
||
calc_flag = 1;
|
||
if(bl->type == BL_PC) {
|
||
val2 = tick / 1000; /* 持?時間 */
|
||
tick = 1000;
|
||
}
|
||
break;
|
||
case SC_CHASEWALK:
|
||
case SC_CLOAKING: /* クロ?キング */
|
||
if(bl->type == BL_PC) {
|
||
calc_flag = 1; // [Celest]
|
||
val2 = tick;
|
||
val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
|
||
}
|
||
else
|
||
tick = 5000*val1;
|
||
break;
|
||
case SC_SIGHT: /* サイト/ルアフ */
|
||
case SC_RUWACH:
|
||
val2 = tick/250;
|
||
tick = 10;
|
||
break;
|
||
|
||
/* セ?フティウォ?ル、ニュ?マ */
|
||
case SC_SAFETYWALL: case SC_PNEUMA:
|
||
tick=((struct skill_unit *)val2)->group->limit;
|
||
break;
|
||
|
||
/* アンクル */
|
||
case SC_ANKLE:
|
||
break;
|
||
|
||
/* ウォ?タ?ボ?ル */
|
||
case SC_WATERBALL:
|
||
tick=150;
|
||
if(val1>5) //レベルが5以上の場合は25?に制限(1?目はすでに打ってるので-1)
|
||
val3=5*5-1;
|
||
else
|
||
val3= (val1|1)*(val1|1)-1;
|
||
break;
|
||
|
||
/* スキルじゃない/時間に?係しない */
|
||
case SC_RIDING:
|
||
calc_flag = 1;
|
||
tick = 600*1000;
|
||
break;
|
||
case SC_FALCON:
|
||
case SC_WEIGHT50:
|
||
case SC_WEIGHT90:
|
||
case SC_BROKNWEAPON:
|
||
case SC_BROKNARMOR:
|
||
tick=600*1000;
|
||
break;
|
||
|
||
case SC_AUTOGUARD:
|
||
{
|
||
int i,t;
|
||
for(i=val2=0;i<val1;i++) {
|
||
t = 5-(i>>1);
|
||
val2 += (t < 0)? 1:t;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SC_DEFENDER:
|
||
calc_flag = 1;
|
||
val2 = 5 + val1*15;
|
||
break;
|
||
|
||
case SC_KEEPING:
|
||
case SC_BARRIER:
|
||
calc_flag = 1;
|
||
|
||
case SC_HALLUCINATION:
|
||
break;
|
||
|
||
case SC_CONCENTRATION: /* コンセントレ?ション */
|
||
*opt3 |= 1;
|
||
calc_flag = 1;
|
||
break;
|
||
|
||
case SC_TENSIONRELAX: /* テンションリラックス */
|
||
calc_flag = 1;
|
||
if(bl->type == BL_PC) {
|
||
tick = 10000;
|
||
}
|
||
break;
|
||
|
||
case SC_AURABLADE: /* オ?ラブレ?ド */
|
||
case SC_PARRYING: /* パリイング */
|
||
// case SC_ASSUMPTIO: /* */
|
||
case SC_HEADCRUSH: /* ヘッドクラッシュ */
|
||
case SC_JOINTBEAT: /* ジョイントビ?ト */
|
||
// case SC_MARIONETTE: /* マリオネットコントロ?ル */
|
||
|
||
//とりあえず手?き
|
||
break;
|
||
|
||
// -- moonsoul (for new upper class related skill status effects)
|
||
/*
|
||
case SC_AURABLADE:
|
||
val2 = val1*10;
|
||
break;
|
||
case SC_PARRYING:
|
||
val2=val1*3;
|
||
break;
|
||
case SC_CONCENTRATION:
|
||
calc_flag=1;
|
||
val2=val1*10;
|
||
val3=val1*5;
|
||
break;
|
||
case SC_TENSIONRELAX:
|
||
// val2 = 10;
|
||
// val3 = 15;
|
||
break;
|
||
case SC_BERSERK:
|
||
calc_flag=1;
|
||
break;
|
||
case SC_ASSUMPTIO:
|
||
if(sc_data[SC_KYRIE].timer!=-1 )
|
||
skill_status_change_end(bl,SC_KYRIE,-1);
|
||
break;
|
||
*/
|
||
case SC_WINDWALK: /* ウインドウォ?ク */
|
||
calc_flag = 1;
|
||
val2 = (val1 / 2); //Flee上昇率
|
||
break;
|
||
|
||
case SC_BERSERK: /* バ?サ?ク */
|
||
if(sd){
|
||
sd->status.hp = sd->status.max_hp * 3;
|
||
sd->status.sp = 0;
|
||
clif_updatestatus(sd,SP_HP);
|
||
clif_updatestatus(sd,SP_SP);
|
||
clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */
|
||
}
|
||
*opt3 |= 128;
|
||
tick = 10000;
|
||
calc_flag = 1;
|
||
break;
|
||
|
||
case SC_ASSUMPTIO: /* アスムプティオ */
|
||
*opt3 |= 2048;
|
||
break;
|
||
|
||
case SC_BASILICA: // [celest]
|
||
break;
|
||
|
||
case SC_MARIONETTE: /* マリオネットコントロ?ル */
|
||
case SC_MARIONETTE2:
|
||
calc_flag = 1;
|
||
*opt3 |= 1024;
|
||
break;
|
||
|
||
case SC_MELTDOWN: /* メルトダウン */
|
||
case SC_CARTBOOST: /* カ?トブ?スト */
|
||
case SC_TRUESIGHT: /* トゥル?サイト */
|
||
case SC_SPIDERWEB: /* スパイダ?ウェッブ */
|
||
case SC_MAGICPOWER: /* 魔法力?幅 */
|
||
calc_flag = 1;
|
||
break;
|
||
|
||
case SC_REJECTSWORD: /* リジェクトソ?ド */
|
||
val2 = 3; //3回攻?を跳ね返す
|
||
break;
|
||
|
||
case SC_MEMORIZE: /* メモライズ */
|
||
val2 = 3; //3回詠唱を1/3にする
|
||
break;
|
||
|
||
case SC_GRAFFITI: /* グラフィティ */
|
||
{
|
||
struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
|
||
if(sg)
|
||
val4 = (int)sg;
|
||
}
|
||
break;
|
||
|
||
case SC_SPLASHER: /* ベナムスプラッシャ? */
|
||
break;
|
||
|
||
case SC_FOGWALL:
|
||
val2 = 75;
|
||
// calc_flag = 1; // not sure of effects yet [celest]
|
||
break;
|
||
|
||
case SC_BLOCKSKILL:
|
||
if (!tick) tick = 60000;
|
||
if (!val3) val3 = -1;
|
||
break;
|
||
|
||
case SC_SLOWDOWN:
|
||
calc_flag = 1;
|
||
break;
|
||
|
||
case SC_LEADERSHIP:
|
||
case SC_GLORYWOUNDS:
|
||
case SC_SOULCOLD:
|
||
case SC_HAWKEYES:
|
||
tick = 1000;
|
||
calc_flag = 1;
|
||
//val4 = 1;
|
||
break;
|
||
|
||
case SC_REGENERATION:
|
||
val1 = 2;
|
||
case SC_BATTLEORDERS:
|
||
tick = 60000; // 1 minute
|
||
calc_flag = 1;
|
||
break;
|
||
|
||
default:
|
||
if(battle_config.error_log)
|
||
printf("UnknownStatusChange [%d]\n", type);
|
||
return 0;
|
||
}
|
||
|
||
if(bl->type==BL_PC && type<SC_SENDMAX)
|
||
clif_status_change(bl,type,1); /* アイコン表示 */
|
||
|
||
/* optionの?更 */
|
||
switch(type){
|
||
case SC_STONE:
|
||
case SC_FREEZE:
|
||
case SC_STAN:
|
||
case SC_SLEEP:
|
||
battle_stopattack(bl); /* 攻?停止 */
|
||
skill_stop_dancing(bl,0); /* 演奏/ダンスの中? */
|
||
{ /* 同時に掛からないステ?タス異常を解除 */
|
||
int i;
|
||
for(i = SC_STONE; i <= SC_SLEEP; i++){
|
||
if(sc_data[i].timer != -1){
|
||
(*sc_count)--;
|
||
delete_timer(sc_data[i].timer, skill_status_change_timer);
|
||
sc_data[i].timer = -1;
|
||
}
|
||
}
|
||
}
|
||
if(type == SC_STONE)
|
||
*opt1 = 6;
|
||
else
|
||
*opt1 = type - SC_STONE + 1;
|
||
opt_flag = 1;
|
||
break;
|
||
case SC_POISON:
|
||
case SC_CURSE:
|
||
case SC_SILENCE:
|
||
case SC_BLIND:
|
||
*opt2 |= 1<<(type-SC_POISON);
|
||
opt_flag = 1;
|
||
break;
|
||
case SC_DPOISON: // 暫定で毒のエフェクトを使用
|
||
*opt2 |= 1;
|
||
opt_flag = 1;
|
||
break;
|
||
case SC_SIGNUMCRUCIS:
|
||
*opt2 |= 0x40;
|
||
opt_flag = 1;
|
||
break;
|
||
case SC_HIDING:
|
||
case SC_CLOAKING:
|
||
battle_stopattack(bl); /* 攻?停止 */
|
||
*option |= ((type==SC_HIDING)?2:4);
|
||
opt_flag =1 ;
|
||
break;
|
||
case SC_CHASEWALK:
|
||
battle_stopattack(bl); /* 攻?停止 */
|
||
*option |= 16388;
|
||
opt_flag =1 ;
|
||
break;
|
||
case SC_SIGHT:
|
||
*option |= 1;
|
||
opt_flag = 1;
|
||
break;
|
||
case SC_RUWACH:
|
||
*option |= 8192;
|
||
opt_flag = 1;
|
||
break;
|
||
case SC_WEDDING:
|
||
*option |= 4096;
|
||
opt_flag = 1;
|
||
}
|
||
|
||
if(opt_flag) /* optionの?更 */
|
||
clif_changeoption(bl);
|
||
|
||
(*sc_count)++; /* ステ?タス異常の? */
|
||
|
||
sc_data[type].val1 = val1;
|
||
sc_data[type].val2 = val2;
|
||
sc_data[type].val3 = val3;
|
||
sc_data[type].val4 = val4;
|
||
/* タイマ?設定 */
|
||
sc_data[type].timer = add_timer(
|
||
gettick() + tick, skill_status_change_timer, bl->id, type);
|
||
|
||
if(bl->type==BL_PC && calc_flag)
|
||
pc_calcstatus(sd,0); /* ステ?タス再計算 */
|
||
|
||
if(bl->type==BL_PC && save_flag)
|
||
chrif_save(sd); // save the player status
|
||
|
||
if(bl->type==BL_PC && updateflag)
|
||
clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */
|
||
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* ステ?タス異常全解除
|
||
*------------------------------------------
|
||
*/
|
||
int skill_status_change_clear(struct block_list *bl, int type)
|
||
{
|
||
struct status_change* sc_data;
|
||
short *sc_count, *option, *opt1, *opt2, *opt3;
|
||
int i;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, sc_data = battle_get_sc_data(bl));
|
||
nullpo_retr(0, sc_count = battle_get_sc_count(bl));
|
||
nullpo_retr(0, option = battle_get_option(bl));
|
||
nullpo_retr(0, opt1 = battle_get_opt1(bl));
|
||
nullpo_retr(0, opt2 = battle_get_opt2(bl));
|
||
nullpo_retr(0, opt3 = battle_get_opt3(bl));
|
||
|
||
if (*sc_count == 0)
|
||
return 0;
|
||
for(i = 0; i < MAX_STATUSCHANGE; i++){
|
||
if(sc_data[i].timer != -1){ /* 異常があるならタイマ?を削除する */
|
||
/*
|
||
delete_timer(sc_data[i].timer, skill_status_change_timer);
|
||
sc_data[i].timer = -1;
|
||
|
||
if (!type && i < SC_SENDMAX)
|
||
clif_status_change(bl, i, 0);
|
||
*/
|
||
|
||
skill_status_change_end(bl, i, -1);
|
||
}
|
||
}
|
||
*sc_count = 0;
|
||
*opt1 = 0;
|
||
*opt2 = 0;
|
||
*opt3 = 0;
|
||
*option &= OPTION_MASK;
|
||
|
||
if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor]
|
||
!map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest]
|
||
*opt2 |= STATE_BLIND;
|
||
|
||
if(!type || type&2)
|
||
clif_changeoption(bl);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/* クロ?キング?査(周りに移動不可能地?があるか) */
|
||
int skill_check_cloaking(struct block_list *bl)
|
||
{
|
||
static int dx[]={-1, 0, 1,-1, 1,-1, 0, 1};
|
||
static int dy[]={-1,-1,-1, 0, 0, 1, 1, 1};
|
||
int end=1,i;
|
||
|
||
//missing sd [Found by Celest, commited by Aria]
|
||
struct map_session_data *sd=(struct map_session_data *)bl;
|
||
|
||
nullpo_retr(0, bl);
|
||
|
||
if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked
|
||
return 0;
|
||
else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type)
|
||
return 0;
|
||
for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
|
||
int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
|
||
if(c==1 || c==5) end=0;
|
||
}
|
||
if(end){
|
||
if ((bl->type == BL_PC && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) {
|
||
skill_status_change_end(bl, SC_CLOAKING, -1);
|
||
*battle_get_option(bl)&=~4; /* 念のための?理 */
|
||
}
|
||
else if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 130) {
|
||
sd->sc_data[SC_CLOAKING].val3 = 130;
|
||
pc_calcspeed (sd);
|
||
}
|
||
}
|
||
else {
|
||
if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 103) {
|
||
sd->sc_data[SC_CLOAKING].val3 = 103;
|
||
pc_calcspeed (sd);
|
||
}
|
||
}
|
||
return end;
|
||
}
|
||
|
||
int skill_type_cloaking(struct block_list *bl)
|
||
{
|
||
static int dx[]={-1, 0, 1,-1, 1,-1, 0, 1};
|
||
static int dy[]={-1,-1,-1, 0, 0, 1, 1, 1};
|
||
int end=1,i;
|
||
|
||
nullpo_retr(0, bl);
|
||
if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
|
||
return 0;
|
||
else if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1)
|
||
return 0;
|
||
for(i=0; i<sizeof(dx)/sizeof(dx[0]); i++)
|
||
{
|
||
int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
|
||
if(c==1 || c==5) end=0;
|
||
}
|
||
return end;
|
||
}
|
||
|
||
/*
|
||
*----------------------------------------------------------------------------
|
||
* スキルユニット
|
||
*----------------------------------------------------------------------------
|
||
*/
|
||
|
||
/*==========================================
|
||
* 演奏/ダンススキルかどうか判定
|
||
* 引? スキルID
|
||
* ?り ダンスじゃない=0 合奏=2 それ以外のダンス=1
|
||
*------------------------------------------
|
||
*/
|
||
int skill_is_danceskill(int id)
|
||
{
|
||
int i;
|
||
switch(id){
|
||
case BD_LULLABY: /* 子守歌 */
|
||
case BD_RICHMANKIM: /* ニヨルドの宴 */
|
||
case BD_ETERNALCHAOS: /* 永遠の混沌 */
|
||
case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
|
||
case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
|
||
case BD_ROKISWEIL: /* ロキの叫び */
|
||
case BD_INTOABYSS: /* 深淵の中に */
|
||
case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
|
||
case BD_RAGNAROK: /* 神?の?昏 */
|
||
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
|
||
i=2;
|
||
break;
|
||
case BA_DISSONANCE: /* 不協和音 */
|
||
case BA_FROSTJOKE: /* 寒いジョ?ク */
|
||
case BA_WHISTLE: /* 口笛 */
|
||
case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
|
||
case BA_POEMBRAGI: /* ブラギの詩 */
|
||
case BA_APPLEIDUN: /* イドゥンの林檎 */
|
||
case DC_UGLYDANCE: /* 自分勝手なダンス */
|
||
case DC_SCREAM: /* スクリ?ム */
|
||
case DC_HUMMING: /* ハミング */
|
||
case DC_DONTFORGETME: /* 私を忘れないで… */
|
||
case DC_FORTUNEKISS: /* 幸運のキス */
|
||
case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
|
||
i=1;
|
||
break;
|
||
default:
|
||
i=0;
|
||
}
|
||
return i;
|
||
}
|
||
|
||
/*==========================================
|
||
* 演奏/ダンスをやめる
|
||
* flag 1で合奏中なら相方にユニットを任せる
|
||
*
|
||
*------------------------------------------
|
||
*/
|
||
void skill_stop_dancing(struct block_list *src, int flag)
|
||
{
|
||
struct status_change* sc_data;
|
||
struct skill_unit_group* group;
|
||
|
||
nullpo_retv(src);
|
||
|
||
sc_data=battle_get_sc_data(src);
|
||
if(sc_data && sc_data[SC_DANCING].timer != -1) {
|
||
group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる
|
||
if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //合奏中?
|
||
struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得
|
||
if(flag){ //ログアウトなど片方が落ちても演奏が??される
|
||
if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが落ちる
|
||
group->src_id=sc_data[SC_DANCING].val4; //相方にグル?プを任せる
|
||
if(flag&1) //ログアウト
|
||
dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス?態
|
||
if(flag&2) //ハエ飛びなど
|
||
return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり
|
||
}else if(dsd && dsd->bl.id == group->src_id){ //相方がグル?プを持っているPCが落ちる(自分はグル?プを持っていない)
|
||
if(flag&1) //ログアウト
|
||
dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス?態
|
||
if(flag&2) //ハエ飛びなど
|
||
return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり
|
||
}
|
||
skill_status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
|
||
//そしてグル?プは消さない&消さないのでステ?タス計算もいらない?
|
||
return;
|
||
}else{
|
||
if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが止める
|
||
skill_status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステ?タスを終了させる
|
||
}
|
||
if(dsd && dsd->bl.id == group->src_id){ //相方がグル?プを持っているPCが止める(自分はグル?プを持っていない)
|
||
skill_status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
|
||
}
|
||
}
|
||
}
|
||
if(flag&2 && group && src->type==BL_PC){ //ハエで飛んだときとかはユニットも飛ぶ
|
||
struct map_session_data *sd = (struct map_session_data *)src;
|
||
skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y));
|
||
return;
|
||
}
|
||
skill_delunitgroup(group);
|
||
if(src->type==BL_PC)
|
||
pc_calcstatus((struct map_session_data *)src,0);
|
||
}
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニット初期化
|
||
*------------------------------------------
|
||
*/
|
||
struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
|
||
{
|
||
struct skill_unit *unit;
|
||
|
||
nullpo_retr(NULL, group);
|
||
nullpo_retr(NULL, unit=&group->unit[idx]);
|
||
|
||
if(!unit->alive)
|
||
group->alive_count++;
|
||
|
||
unit->bl.id=map_addobject(&unit->bl);
|
||
unit->bl.type=BL_SKILL;
|
||
unit->bl.m=group->map;
|
||
unit->bl.x=x;
|
||
unit->bl.y=y;
|
||
unit->group=group;
|
||
unit->val1=unit->val2=0;
|
||
unit->alive=1;
|
||
|
||
map_addblock(&unit->bl);
|
||
clif_skill_setunit(unit);
|
||
return unit;
|
||
}
|
||
|
||
int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap );
|
||
/*==========================================
|
||
* スキルユニット削除
|
||
*------------------------------------------
|
||
*/
|
||
int skill_delunit(struct skill_unit *unit)
|
||
{
|
||
struct skill_unit_group *group;
|
||
int range;
|
||
|
||
nullpo_retr(0, unit);
|
||
if(!unit->alive)
|
||
return 0;
|
||
nullpo_retr(0, group=unit->group);
|
||
|
||
/* onlimitイベント呼び出し */
|
||
skill_unit_onlimit( unit,gettick() );
|
||
|
||
/* ondeleteイベント呼び出し */
|
||
range=group->range;
|
||
map_foreachinarea( skill_unit_timer_sub_ondelete, unit->bl.m,
|
||
unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
|
||
&unit->bl,gettick() );
|
||
|
||
clif_skill_delunit(unit);
|
||
|
||
unit->group=NULL;
|
||
unit->alive=0;
|
||
map_delobjectnofree(unit->bl.id);
|
||
if(group->alive_count>0 && (--group->alive_count)<=0)
|
||
skill_delunitgroup(group);
|
||
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* スキルユニットグル?プ初期化
|
||
*------------------------------------------
|
||
*/
|
||
static int skill_unit_group_newid=10;
|
||
struct skill_unit_group *skill_initunitgroup(struct block_list *src,
|
||
int count,int skillid,int skilllv,int unit_id)
|
||
{
|
||
int i;
|
||
struct skill_unit_group *group=NULL, *list=NULL;
|
||
int maxsug=0;
|
||
|
||
if(skilllv <= 0) return 0;
|
||
|
||
nullpo_retr(NULL, src);
|
||
|
||
if(src->type==BL_PC){
|
||
list=((struct map_session_data *)src)->skillunit;
|
||
maxsug=MAX_SKILLUNITGROUP;
|
||
}else if(src->type==BL_MOB){
|
||
list=((struct mob_data *)src)->skillunit;
|
||
maxsug=MAX_MOBSKILLUNITGROUP;
|
||
}else if(src->type==BL_PET){
|
||
list=((struct pet_data *)src)->skillunit;
|
||
maxsug=MAX_MOBSKILLUNITGROUP;
|
||
}
|
||
if(list){
|
||
for(i=0;i<maxsug;i++) /* 空いているもの?索 */
|
||
if(list[i].group_id==0){
|
||
group=&list[i];
|
||
break;
|
||
}
|
||
|
||
if(group==NULL){ /* 空いてないので古いもの?索 */
|
||
int j=0;
|
||
unsigned maxdiff=0,x,tick=gettick();
|
||
for(i=0;i<maxsug;i++)
|
||
if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
|
||
maxdiff=x;
|
||
j=i;
|
||
}
|
||
skill_delunitgroup(&list[j]);
|
||
group=&list[j];
|
||
}
|
||
}
|
||
|
||
if(group==NULL){
|
||
printf("skill_initunitgroup: error unit group !\n");
|
||
exit(1);
|
||
}
|
||
|
||
group->src_id=src->id;
|
||
group->party_id=battle_get_party_id(src);
|
||
group->guild_id=battle_get_guild_id(src);
|
||
group->group_id=skill_unit_group_newid++;
|
||
if(skill_unit_group_newid<=0)
|
||
skill_unit_group_newid=10;
|
||
group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
|
||
group->unit_count=count;
|
||
group->val1=group->val2=0;
|
||
group->skill_id=skillid;
|
||
group->skill_lv=skilllv;
|
||
group->unit_id=unit_id;
|
||
group->map=src->m;
|
||
group->range=0;
|
||
group->limit=10000;
|
||
group->interval=1000;
|
||
group->tick=gettick();
|
||
group->valstr=NULL;
|
||
|
||
if( skill_is_danceskill(skillid) ){
|
||
struct map_session_data *sd = NULL;
|
||
if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
|
||
sd->skillid_dance=skillid;
|
||
sd->skilllv_dance=skilllv;
|
||
}
|
||
skill_status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
|
||
switch(skillid){ //合奏スキルは相方をダンス?態にする
|
||
case BD_LULLABY: /* 子守歌 */
|
||
case BD_RICHMANKIM: /* ニヨルドの宴 */
|
||
case BD_ETERNALCHAOS: /* 永遠の混沌 */
|
||
case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
|
||
case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
|
||
case BD_ROKISWEIL: /* ロキの叫び */
|
||
case BD_INTOABYSS: /* 深淵の中に */
|
||
case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
|
||
case BD_RAGNAROK: /* 神?の?昏 */
|
||
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
|
||
{
|
||
int range=1;
|
||
int c=0;
|
||
if(sd){
|
||
map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
|
||
sd->bl.x-range,sd->bl.y-range,
|
||
sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return group;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニットグル?プ削除
|
||
*------------------------------------------
|
||
*/
|
||
int skill_delunitgroup(struct skill_unit_group *group)
|
||
{
|
||
struct block_list *src;
|
||
int i;
|
||
|
||
nullpo_retr(0, group);
|
||
if(group->unit_count<=0)
|
||
return 0;
|
||
|
||
src=map_id2bl(group->src_id);
|
||
if( skill_is_danceskill(group->skill_id) ){ //ダンススキルはダンス?態を解除する
|
||
if(src)
|
||
skill_status_change_end(src,SC_DANCING,-1);
|
||
}
|
||
|
||
group->alive_count=0;
|
||
if(group->unit!=NULL){
|
||
for(i=0;i<group->unit_count;i++)
|
||
if(group->unit[i].alive)
|
||
skill_delunit(&group->unit[i]);
|
||
}
|
||
if(group->valstr!=NULL){
|
||
map_freeblock(group->valstr);
|
||
group->valstr=NULL;
|
||
}
|
||
|
||
map_freeblock(group->unit); /* free()の替わり */
|
||
group->unit=NULL;
|
||
group->src_id=0;
|
||
group->group_id=0;
|
||
group->unit_count=0;
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニットグル?プ全削除
|
||
*------------------------------------------
|
||
*/
|
||
int skill_clear_unitgroup(struct block_list *src)
|
||
{
|
||
struct skill_unit_group *group=NULL;
|
||
int maxsug=0;
|
||
|
||
nullpo_retr(0, src);
|
||
|
||
if(src->type==BL_PC){
|
||
group=((struct map_session_data *)src)->skillunit;
|
||
maxsug=MAX_SKILLUNITGROUP;
|
||
}else if(src->type==BL_MOB){
|
||
group=((struct mob_data *)src)->skillunit;
|
||
maxsug=MAX_MOBSKILLUNITGROUP;
|
||
}else if(src->type==BL_PET){ // [Valaris]
|
||
group=((struct pet_data *)src)->skillunit;
|
||
maxsug=MAX_MOBSKILLUNITGROUP;
|
||
}
|
||
if(group){
|
||
int i;
|
||
for(i=0;i<maxsug;i++)
|
||
if(group[i].group_id>0 && group[i].src_id == src->id)
|
||
skill_delunitgroup(&group[i]);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニットグル?プの被影響tick?索
|
||
*------------------------------------------
|
||
*/
|
||
struct skill_unit_group_tickset *skill_unitgrouptickset_search(
|
||
struct block_list *bl,int group_id)
|
||
{
|
||
int i,j=0,k,s=group_id%MAX_SKILLUNITGROUPTICKSET;
|
||
struct skill_unit_group_tickset *set=NULL;
|
||
|
||
nullpo_retr(0, bl);
|
||
|
||
if(bl->type==BL_PC){
|
||
set=((struct map_session_data *)bl)->skillunittick;
|
||
}else{
|
||
set=((struct mob_data *)bl)->skillunittick;
|
||
}
|
||
if(set==NULL)
|
||
return 0;
|
||
for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++)
|
||
if( set[(k=(i+s)%MAX_SKILLUNITGROUPTICKSET)].group_id == group_id )
|
||
return &set[k];
|
||
else if( set[k].group_id==0 )
|
||
j=k;
|
||
|
||
return &set[j];
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニットグル?プの被影響tick削除
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unitgrouptickset_delete(struct block_list *bl,int group_id)
|
||
{
|
||
int i,s=group_id%MAX_SKILLUNITGROUPTICKSET;
|
||
struct skill_unit_group_tickset *set=NULL,*ts;
|
||
|
||
nullpo_retr(0, bl);
|
||
|
||
if(bl->type==BL_PC){
|
||
set=((struct map_session_data *)bl)->skillunittick;
|
||
}else{
|
||
set=((struct mob_data *)bl)->skillunittick;
|
||
}
|
||
|
||
if(set!=NULL){
|
||
|
||
for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++)
|
||
if( (ts=&set[(i+s)%MAX_SKILLUNITGROUPTICKSET])->group_id == group_id )
|
||
ts->group_id=0;
|
||
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニットタイマ??動?理用(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
|
||
{
|
||
struct block_list *src;
|
||
struct skill_unit *su;
|
||
unsigned int tick;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
src=va_arg(ap,struct block_list*);
|
||
|
||
tick=va_arg(ap,unsigned int);
|
||
su = (struct skill_unit *)src;
|
||
|
||
if( su && su->alive ) {
|
||
struct skill_unit_group *sg;
|
||
sg = su->group;
|
||
if(sg && battle_check_target(src,bl,sg->target_flag )>0)
|
||
skill_unit_onplace( su, bl, tick );
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニットタイマ?削除?理用(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap )
|
||
{
|
||
struct block_list *src;
|
||
struct skill_unit *su;
|
||
unsigned int tick;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
src=va_arg(ap,struct block_list*);
|
||
|
||
tick=va_arg(ap,unsigned int);
|
||
su = (struct skill_unit *)src;
|
||
|
||
if( su && su->alive ){
|
||
struct skill_unit_group *sg;
|
||
sg = su->group;
|
||
if( sg && battle_check_target(src,bl,sg->target_flag )>0 )
|
||
skill_unit_ondelete( su, bl, tick );
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニットタイマ??理用(foreachobject)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_timer_sub( struct block_list *bl, va_list ap )
|
||
{
|
||
struct skill_unit *unit;
|
||
struct skill_unit_group *group;
|
||
int range;
|
||
unsigned int tick;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, unit=(struct skill_unit *)bl);
|
||
nullpo_retr(0, group=unit->group);
|
||
tick=va_arg(ap,unsigned int);
|
||
|
||
if(!unit->alive)
|
||
return 0;
|
||
|
||
range=(unit->range!=0)?unit->range:group->range;
|
||
|
||
/* onplaceイベント呼び出し */
|
||
if(unit->alive && unit->range>=0){
|
||
map_foreachinarea( skill_unit_timer_sub_onplace, bl->m,
|
||
bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,
|
||
bl,tick);
|
||
if(group->unit_id == 0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val2){
|
||
map_foreachinarea( skill_idun_heal, bl->m,
|
||
bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,unit);
|
||
group->val2++;
|
||
}
|
||
}
|
||
/* 時間切れ削除 */
|
||
if(unit->alive &&
|
||
(DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit) ){
|
||
switch(group->unit_id){
|
||
case 0x8f: /* ブラストマイン */
|
||
group->unit_id = 0x8c;
|
||
clif_changelook(bl,LOOK_BASE,group->unit_id);
|
||
group->limit=DIFF_TICK(tick+1500,group->tick);
|
||
unit->limit=DIFF_TICK(tick+1500,group->tick);
|
||
break;
|
||
case 0x90: /* スキッドトラップ */
|
||
case 0x91: /* アンクルスネア */
|
||
case 0x93: /* ランドマイン */
|
||
case 0x94: /* ショックウェ?ブトラップ */
|
||
case 0x95: /* サンドマン */
|
||
case 0x96: /* フラッシャ? */
|
||
case 0x97: /* フリ?ジングトラップ */
|
||
case 0x98: /* クレイモア?トラップ */
|
||
case 0x99: /* ト?キ?ボックス */
|
||
{
|
||
struct block_list *src=map_id2bl(group->src_id);
|
||
if(group->unit_id == 0x91 && group->val2);
|
||
else{
|
||
if(src && src->type==BL_PC){
|
||
struct item item_tmp;
|
||
memset(&item_tmp,0,sizeof(item_tmp));
|
||
item_tmp.nameid=1065;
|
||
item_tmp.identify=1;
|
||
map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
|
||
}
|
||
}
|
||
}
|
||
default:
|
||
skill_delunit(unit);
|
||
}
|
||
}
|
||
|
||
if(group->unit_id == 0x8d) {
|
||
unit->val1 -= 5;
|
||
if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
|
||
unit->limit = DIFF_TICK(tick+700,group->tick);
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* スキルユニットタイマ??理
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_timer( int tid,unsigned int tick,int id,int data)
|
||
{
|
||
map_freeblock_lock();
|
||
|
||
map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
|
||
|
||
map_freeblock_unlock();
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニット移動時?理用(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_out_all_sub( struct block_list *bl, va_list ap )
|
||
{
|
||
struct skill_unit *unit;
|
||
struct skill_unit_group *group;
|
||
struct block_list *src;
|
||
int range;
|
||
unsigned int tick;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, src=va_arg(ap,struct block_list*));
|
||
nullpo_retr(0, unit=(struct skill_unit *)bl);
|
||
nullpo_retr(0, group=unit->group);
|
||
|
||
tick=va_arg(ap,unsigned int);
|
||
|
||
if(!unit->alive || src->prev==NULL)
|
||
return 0;
|
||
|
||
range=(unit->range!=0)?unit->range:group->range;
|
||
|
||
if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
|
||
return 0;
|
||
|
||
if( src->x >= bl->x-range && src->x <= bl->x+range &&
|
||
src->y >= bl->y-range && src->y <= bl->y+range )
|
||
skill_unit_onout( unit, src, tick );
|
||
|
||
return 0;
|
||
}
|
||
|
||
|
||
/*==========================================
|
||
* スキルユニット移動時?理
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range)
|
||
{
|
||
nullpo_retr(0, bl);
|
||
|
||
if( bl->prev==NULL )
|
||
return 0;
|
||
|
||
if(range<7)
|
||
range=7;
|
||
map_foreachinarea( skill_unit_out_all_sub,
|
||
bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
|
||
bl,tick );
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニット移動時?理用(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_move_sub( struct block_list *bl, va_list ap )
|
||
{
|
||
struct skill_unit *unit;
|
||
struct skill_unit_group *group;
|
||
struct block_list *src;
|
||
int range;
|
||
unsigned int tick;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, unit=(struct skill_unit *)bl);
|
||
nullpo_retr(0, src=va_arg(ap,struct block_list*));
|
||
|
||
tick=va_arg(ap,unsigned int);
|
||
|
||
if(!unit->alive || src->prev==NULL)
|
||
return 0;
|
||
|
||
if((group=unit->group) == NULL)
|
||
return 0;
|
||
range=(unit->range!=0)?unit->range:group->range;
|
||
|
||
if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
|
||
return 0;
|
||
|
||
if( src->x >= bl->x-range && src->x <= bl->x+range &&
|
||
src->y >= bl->y-range && src->y <= bl->y+range )
|
||
skill_unit_onplace( unit, src, tick );
|
||
else
|
||
skill_unit_onout( unit, src, tick );
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニット移動時?理
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_move( struct block_list *bl,unsigned int tick,int range)
|
||
{
|
||
nullpo_retr(0, bl);
|
||
|
||
if( bl->prev==NULL )
|
||
return 0;
|
||
|
||
if(range<7)
|
||
range=7;
|
||
map_foreachinarea( skill_unit_move_sub,
|
||
bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
|
||
bl,tick );
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニット自?の移動時?理(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap )
|
||
{
|
||
struct skill_unit *unit;
|
||
struct skill_unit_group *group;
|
||
struct block_list *src;
|
||
int range;
|
||
unsigned int tick;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, src=va_arg(ap,struct block_list*));
|
||
nullpo_retr(0, unit=(struct skill_unit *)src);
|
||
nullpo_retr(0, group=unit->group);
|
||
|
||
tick=va_arg(ap,unsigned int);
|
||
|
||
if(!unit->alive || bl->prev==NULL)
|
||
return 0;
|
||
|
||
range=(unit->range!=0)?unit->range:group->range;
|
||
|
||
if( range<0 || battle_check_target(src,bl,group->target_flag )<=0 )
|
||
return 0;
|
||
if( bl->x >= src->x-range && bl->x <= src->x+range &&
|
||
bl->y >= src->y-range && bl->y <= src->y+range )
|
||
skill_unit_onplace( unit, bl, tick );
|
||
else
|
||
skill_unit_onout( unit, bl, tick );
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* スキルユニット自?の移動時?理
|
||
* 引?はグル?プと移動量
|
||
*------------------------------------------
|
||
*/
|
||
int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
|
||
{
|
||
nullpo_retr(0, group);
|
||
|
||
if( group->unit_count<=0)
|
||
return 0;
|
||
|
||
if(group->unit!=NULL){
|
||
if(!battle_config.unit_movement_type){
|
||
int i;
|
||
for(i=0;i<group->unit_count;i++){
|
||
struct skill_unit *unit=&group->unit[i];
|
||
if(unit->alive && !(m==unit->bl.m && dx==0 && dy==0)){
|
||
int range=unit->range;
|
||
map_delblock(&unit->bl);
|
||
unit->bl.m = m;
|
||
unit->bl.x += dx;
|
||
unit->bl.y += dy;
|
||
map_addblock(&unit->bl);
|
||
clif_skill_setunit(unit);
|
||
if(range>0){
|
||
if(range<7)
|
||
range=7;
|
||
map_foreachinarea( skill_unit_move_unit_group_sub, unit->bl.m,
|
||
unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
|
||
&unit->bl,gettick() );
|
||
}
|
||
}
|
||
}
|
||
}else{
|
||
int i,j, *r_flag, *s_flag, *m_flag;
|
||
struct skill_unit *unit1;
|
||
struct skill_unit *unit2;
|
||
r_flag = (int *) malloc(sizeof(int) * group->unit_count);
|
||
s_flag = (int *) malloc(sizeof(int) * group->unit_count);
|
||
m_flag = (int *) malloc(sizeof(int) * group->unit_count);
|
||
memset(r_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
|
||
memset(s_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
|
||
memset(m_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
|
||
|
||
//先にフラグを全部決める
|
||
for(i=0;i<group->unit_count;i++){
|
||
int move_check=0;// かぶりフラグ
|
||
unit1=&group->unit[i];
|
||
for(j=0;j<group->unit_count;j++){
|
||
unit2=&group->unit[j];
|
||
if(unit1->bl.m==m && unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
|
||
//移動先にユニットがかぶってたら
|
||
s_flag[i]=1;// 移動前のユニットナンバ?の?承フラグon
|
||
r_flag[j]=1;// かぶるユニットナンバ?の?留フラグon
|
||
move_check=1;//ユニットがかぶった。
|
||
break;
|
||
}
|
||
}
|
||
if(!move_check)// ユニットがかぶってなかったら
|
||
m_flag[i]=1;// 移動前ユニットナンバ?の移動フラグon
|
||
}
|
||
|
||
//フラグに基づいてユニット移動
|
||
for(i=0;i<group->unit_count;i++){
|
||
unit1=&group->unit[i];
|
||
if(m_flag[i]){// 移動フラグがonで
|
||
if(!r_flag[i]){// ?留フラグがoffなら
|
||
//?純移動(rangeも?承の必要無し)
|
||
int range=unit1->range;
|
||
map_delblock(&unit1->bl);
|
||
unit1->bl.m = m;
|
||
unit1->bl.x += dx;
|
||
unit1->bl.y += dy;
|
||
map_addblock(&unit1->bl);
|
||
clif_skill_setunit(unit1);
|
||
if(range > 0){
|
||
if(range < 7)
|
||
range = 7;
|
||
map_foreachinarea( skill_unit_move_unit_group_sub, unit1->bl.m,
|
||
unit1->bl.x-range,unit1->bl.y-range,unit1->bl.x+range,unit1->bl.y+range,0,
|
||
&unit1->bl,gettick() );
|
||
}
|
||
}else{// ?留フラグがonなら
|
||
//空ユニットになるので、?承可能なユニットを探す
|
||
for(j=0;j<group->unit_count;j++){
|
||
unit2=&group->unit[j];
|
||
if(s_flag[j] && !r_flag[j]){
|
||
// ?承移動(range?承付き)
|
||
int range=unit1->range;
|
||
map_delblock(&unit2->bl);
|
||
unit2->bl.m = m;
|
||
unit2->bl.x = unit1->bl.x + dx;
|
||
unit2->bl.y = unit1->bl.y + dy;
|
||
unit2->range = unit1->range;
|
||
map_addblock(&unit2->bl);
|
||
clif_skill_setunit(unit2);
|
||
if(range > 0){
|
||
if(range < 7)
|
||
range = 7;
|
||
map_foreachinarea( skill_unit_move_unit_group_sub, unit2->bl.m,
|
||
unit2->bl.x-range,unit2->bl.y-range,unit2->bl.x+range,unit2->bl.y+range,0,
|
||
&unit2->bl,gettick() );
|
||
}
|
||
s_flag[j]=0;// ?承完了したのでoff
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
free(r_flag);
|
||
free(s_flag);
|
||
free(m_flag);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*----------------------------------------------------------------------------
|
||
* アイテム合成
|
||
*----------------------------------------------------------------------------
|
||
*/
|
||
|
||
/*==========================================
|
||
* アイテム合成可能判定
|
||
*------------------------------------------
|
||
*/
|
||
int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger )
|
||
{
|
||
int i,j;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if(nameid<=0)
|
||
return 0;
|
||
|
||
for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
|
||
if(skill_produce_db[i].nameid == nameid )
|
||
break;
|
||
}
|
||
if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
|
||
return 0;
|
||
|
||
if(trigger>=0){
|
||
if(trigger == 32 || trigger == 16 || trigger==64 || trigger == 256) {
|
||
if(skill_produce_db[i].itemlv!=trigger) /* ファ?マシ?*ポ?ション類と溶??*?石以外はだめ */
|
||
return 0;
|
||
}else{
|
||
if(skill_produce_db[i].itemlv>=16) /* 武器以外はだめ */
|
||
return 0;
|
||
if( itemdb_wlv(nameid)>trigger ) /* 武器Lv判定 */
|
||
return 0;
|
||
}
|
||
}
|
||
if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
|
||
return 0; /* スキルが足りない */
|
||
|
||
for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
|
||
int id,x,y;
|
||
if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以上は材料要らない */
|
||
continue;
|
||
if(skill_produce_db[i].mat_amount[j] <= 0) {
|
||
if(pc_search_inventory(sd,id) < 0)
|
||
return 0;
|
||
}
|
||
else {
|
||
for(y=0,x=0;y<MAX_INVENTORY;y++)
|
||
if( sd->status.inventory[y].nameid == id )
|
||
x+=sd->status.inventory[y].amount;
|
||
if(x<skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
|
||
return 0;
|
||
}
|
||
}
|
||
return i+1;
|
||
}
|
||
|
||
/*==========================================
|
||
* アイテム合成可能判定
|
||
*------------------------------------------
|
||
*/
|
||
int skill_produce_mix( struct map_session_data *sd,
|
||
int nameid, int slot1, int slot2, int slot3 )
|
||
{
|
||
int slot[3];
|
||
int i,sc,ele,idx,equip,wlv,make_per,flag;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if( !(idx=skill_can_produce_mix(sd,nameid,-1)) ) /* ?件不足 */
|
||
return 0;
|
||
idx--;
|
||
slot[0]=slot1;
|
||
slot[1]=slot2;
|
||
slot[2]=slot3;
|
||
|
||
/* 埋め?み?理 */
|
||
for(i=0,sc=0,ele=0;i<3;i++){
|
||
int j;
|
||
if( slot[i]<=0 )
|
||
continue;
|
||
j = pc_search_inventory(sd,slot[i]);
|
||
if(j < 0) /* 不正パケット(アイテム存在)チェック */
|
||
continue;
|
||
if(slot[i]==1000){ /* 星のかけら */
|
||
pc_delitem(sd,j,1,1);
|
||
sc++;
|
||
}
|
||
if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* ?性石 */
|
||
static const int ele_table[4]={3,1,4,2};
|
||
pc_delitem(sd,j,1,1);
|
||
ele=ele_table[slot[i]-994];
|
||
}
|
||
}
|
||
|
||
/* 材料消費 */
|
||
for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
|
||
int j,id,x;
|
||
if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
|
||
continue;
|
||
x=skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
|
||
do{ /* 2つ以上のインデックスにまたがっているかもしれない */
|
||
int y=0;
|
||
j = pc_search_inventory(sd,id);
|
||
|
||
if(j >= 0){
|
||
y = sd->status.inventory[j].amount;
|
||
if(y>x)y=x; /* 足りている */
|
||
pc_delitem(sd,j,y,0);
|
||
}else {
|
||
if(battle_config.error_log)
|
||
printf("skill_produce_mix: material item error\n");
|
||
}
|
||
|
||
x-=y; /* まだ足りない個?を計算 */
|
||
}while( j>=0 && x>0 ); /* 材料を消費するか、エラ?になるまで繰り返す */
|
||
}
|
||
|
||
/* 確率判定 */
|
||
equip = itemdb_isequip(nameid);
|
||
if(!equip) {
|
||
if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
|
||
if((nameid >= 501 && nameid <= 506) || (nameid >= 545 && nameid <= 547) || nameid == 525)
|
||
make_per = 2000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_POTIONPITCHER)*100;
|
||
else if(nameid == 970)
|
||
make_per = 1500 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
|
||
else if(nameid == 7135)
|
||
make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_DEMONSTRATION)*100;
|
||
else if(nameid == 7136)
|
||
make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_ACIDTERROR)*100;
|
||
else if(nameid == 7137)
|
||
make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CANNIBALIZE)*100;
|
||
else if(nameid == 7138)
|
||
make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_SPHEREMINE)*100;
|
||
else if(nameid == 7139)
|
||
make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CP_WEAPON)*100 +
|
||
pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100;
|
||
else
|
||
make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
|
||
} else if (skill_produce_db[idx].req_skill == ASC_CDP) {
|
||
make_per = 2000 + 40*sd->paramc[4] + 20*sd->paramc[5];
|
||
//make_per = 20 + (20*sd->paramc[4])/50 + (20*sd->paramc[5])/100;
|
||
} else {
|
||
if(nameid == 998)
|
||
make_per = 2000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600;
|
||
else if(nameid == 985)
|
||
make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + (pc_checkskill(sd,skill_produce_db[idx].req_skill)-1)*500;
|
||
else
|
||
make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500;
|
||
}
|
||
}
|
||
else {
|
||
int add_per;
|
||
if(pc_search_inventory(sd,989) >= 0) add_per = 750;
|
||
else if(pc_search_inventory(sd,988) >= 0) add_per = 500;
|
||
else if(pc_search_inventory(sd,987) >= 0) add_per = 250;
|
||
else if(pc_search_inventory(sd,986) >= 0) add_per = 0;
|
||
else add_per = -500;
|
||
if(ele) add_per -= 500;
|
||
add_per -= sc*500;
|
||
wlv = itemdb_wlv(nameid);
|
||
make_per = ((250 + sd->status.base_level*15 + sd->paramc[4]*10 + sd->paramc[5]*5 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500 +
|
||
add_per) * (100 - (wlv - 1)*20))/100 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 + ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0);
|
||
}
|
||
|
||
if(make_per < 1) make_per = 1;
|
||
|
||
if(skill_produce_db[idx].req_skill==AM_PHARMACY ||
|
||
skill_produce_db[idx].req_skill==ASC_CDP) {
|
||
if( battle_config.pp_rate!=100 )
|
||
make_per=make_per*battle_config.pp_rate/100;
|
||
}
|
||
else {
|
||
if( battle_config.wp_rate!=100 ) /* 確率補正 */
|
||
make_per=make_per*battle_config.wp_rate/100;
|
||
}
|
||
|
||
// if(battle_config.etc_log)
|
||
// printf("make rate = %d\n",make_per);
|
||
|
||
if(rand()%10000 < make_per){
|
||
/* 成功 */
|
||
struct item tmp_item;
|
||
memset(&tmp_item,0,sizeof(tmp_item));
|
||
tmp_item.nameid=nameid;
|
||
tmp_item.amount=1;
|
||
tmp_item.identify=1;
|
||
if(equip){ /* 武器の場合 */
|
||
tmp_item.card[0]=0x00ff; /* 製造武器フラグ */
|
||
tmp_item.card[1]=((sc*5)<<8)+ele; /* ?性とつよさ */
|
||
*((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
|
||
}
|
||
else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) ||
|
||
(battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) {
|
||
tmp_item.card[0]=0x00fe;
|
||
tmp_item.card[1]=0;
|
||
*((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
|
||
}
|
||
|
||
#ifndef TXT_ONLY
|
||
if(log_config.produce > 0)
|
||
log_produce(sd,nameid,slot1,slot2,slot3,1);
|
||
#endif //USE_SQL
|
||
|
||
switch (skill_produce_db[idx].req_skill) {
|
||
case AM_PHARMACY:
|
||
clif_produceeffect(sd,2,nameid);/* 製?エフェクト */
|
||
clif_misceffect(&sd->bl,5); /* 他人にも成功を通知 */
|
||
break;
|
||
case ASC_CDP:
|
||
clif_produceeffect(sd,2,nameid);/* 暫定で製?エフェクト */
|
||
clif_misceffect(&sd->bl,5);
|
||
break;
|
||
default: /* 武器製造、コイン製造 */
|
||
clif_produceeffect(sd,0,nameid); /* 武器製造エフェクト */
|
||
clif_misceffect(&sd->bl,3);
|
||
break;
|
||
}
|
||
|
||
if((flag = pc_additem(sd,&tmp_item,1))) {
|
||
clif_additem(sd,0,0,flag);
|
||
map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
|
||
}
|
||
}
|
||
else {
|
||
#ifndef TXT_ONLY
|
||
if(log_config.produce > 0)
|
||
log_produce(sd,nameid,slot1,slot2,slot3,0);
|
||
#endif //USE_SQL
|
||
|
||
switch (skill_produce_db[idx].req_skill) {
|
||
case AM_PHARMACY:
|
||
clif_produceeffect(sd,3,nameid);/* 製?失敗エフェクト */
|
||
clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
|
||
break;
|
||
case ASC_CDP:
|
||
{
|
||
clif_produceeffect(sd,3,nameid); /* 暫定で製?エフェクト */
|
||
clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
|
||
pc_heal(sd, -(sd->status.max_hp>>2), 0);
|
||
}
|
||
break;
|
||
default:
|
||
clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクト */
|
||
clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */
|
||
break;
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
int skill_arrow_create( struct map_session_data *sd,int nameid)
|
||
{
|
||
int i,j,flag,index=-1;
|
||
struct item tmp_item;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if(nameid <= 0)
|
||
return 1;
|
||
|
||
for(i=0;i<MAX_SKILL_ARROW_DB;i++)
|
||
if(nameid == skill_arrow_db[i].nameid) {
|
||
index = i;
|
||
break;
|
||
}
|
||
|
||
if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
|
||
return 1;
|
||
|
||
pc_delitem(sd,j,1,0);
|
||
for(i=0;i<5;i++) {
|
||
memset(&tmp_item,0,sizeof(tmp_item));
|
||
tmp_item.identify = 1;
|
||
tmp_item.nameid = skill_arrow_db[index].cre_id[i];
|
||
tmp_item.amount = skill_arrow_db[index].cre_amount[i];
|
||
if(battle_config.making_arrow_name_input) {
|
||
tmp_item.card[0]=0x00fe;
|
||
tmp_item.card[1]=0;
|
||
*((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
|
||
}
|
||
if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
|
||
continue;
|
||
if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
|
||
clif_additem(sd,0,0,flag);
|
||
map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*----------------------------------------------------------------------------
|
||
* 初期化系
|
||
*/
|
||
|
||
/*==========================================
|
||
* スキル?係ファイル?み?み
|
||
* skill_db.txt スキルデ?タ
|
||
* skill_cast_db.txt スキルの詠唱時間とディレイデ?タ
|
||
* produce_db.txt アイテム作成スキル用デ?タ
|
||
* create_arrow_db.txt 矢作成スキル用デ?タ
|
||
* abra_db.txt アブラカダブラ?動スキルデ?タ
|
||
*------------------------------------------
|
||
*/
|
||
int skill_readdb(void)
|
||
{
|
||
int i,j,k,l,m;
|
||
FILE *fp;
|
||
char line[1024],*p;
|
||
char *filename[]={"db/produce_db.txt","db/produce_db2.txt"};
|
||
|
||
/* スキルデ?タベ?ス */
|
||
memset(skill_db,0,sizeof(skill_db));
|
||
fp=fopen("db/skill_db.txt","r");
|
||
if(fp==NULL){
|
||
printf("can't read db/skill_db.txt\n");
|
||
return 1;
|
||
}
|
||
while(fgets(line,1020,fp)){
|
||
char *split[50], *split2[MAX_SKILL_LEVEL];
|
||
if(line[0]=='/' && line[1]=='/')
|
||
continue;
|
||
for(j=0,p=line;j<14 && p;j++){
|
||
split[j]=p;
|
||
p=strchr(p,',');
|
||
if(p) *p++=0;
|
||
}
|
||
if(split[13]==NULL || j<14)
|
||
continue;
|
||
|
||
i=atoi(split[0]);
|
||
if (i>=10000 && i<10015) // for guild skills [Celest]
|
||
i -= 9500;
|
||
else if(i<0 || i>MAX_SKILL_DB)
|
||
continue;
|
||
|
||
/* printf("skill id=%d\n",i); */
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].range[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
skill_db[i].hit=atoi(split[2]);
|
||
skill_db[i].inf=atoi(split[3]);
|
||
skill_db[i].pl=atoi(split[4]);
|
||
skill_db[i].nk=atoi(split[5]);
|
||
skill_db[i].max=atoi(split[6]);
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[7];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].num[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
|
||
if(strcmpi(split[8],"yes") == 0)
|
||
skill_db[i].castcancel=1;
|
||
else
|
||
skill_db[i].castcancel=0;
|
||
skill_db[i].cast_def_rate=atoi(split[9]);
|
||
skill_db[i].inf2=atoi(split[10]);
|
||
skill_db[i].maxcount=atoi(split[11]);
|
||
if(strcmpi(split[12],"weapon") == 0)
|
||
skill_db[i].skill_type=BF_WEAPON;
|
||
else if(strcmpi(split[12],"magic") == 0)
|
||
skill_db[i].skill_type=BF_MAGIC;
|
||
else if(strcmpi(split[12],"misc") == 0)
|
||
skill_db[i].skill_type=BF_MISC;
|
||
else
|
||
skill_db[i].skill_type=0;
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[13];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].blewcount[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
}
|
||
fclose(fp);
|
||
printf("read db/skill_db.txt done\n");
|
||
|
||
fp=fopen("db/skill_require_db.txt","r");
|
||
if(fp==NULL){
|
||
printf("can't read db/skill_require_db.txt\n");
|
||
return 1;
|
||
}
|
||
while(fgets(line,1020,fp)){
|
||
char *split[51], *split2[MAX_SKILL_LEVEL];
|
||
if(line[0]=='/' && line[1]=='/')
|
||
continue;
|
||
for(j=0,p=line;j<30 && p;j++){
|
||
split[j]=p;
|
||
p=strchr(p,',');
|
||
if(p) *p++=0;
|
||
}
|
||
if(split[29]==NULL || j<30)
|
||
continue;
|
||
|
||
i=atoi(split[0]);
|
||
if (i>=10000 && i<10015) // for guild skills [Celest]
|
||
i -= 9500;
|
||
else if(i<0 || i>MAX_SKILL_DB)
|
||
continue;
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].hp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].mhp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].sp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].hp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[5];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].sp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[6];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].zeny[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[7];j<32 && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<32 && split2[k];k++) {
|
||
l = atoi(split2[k]);
|
||
if(l == 99) {
|
||
skill_db[i].weapon = 0xffffffff;
|
||
break;
|
||
}
|
||
else
|
||
skill_db[i].weapon |= 1<<l;
|
||
}
|
||
|
||
if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
|
||
else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
|
||
else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
|
||
else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
|
||
else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
|
||
else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
|
||
else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
|
||
else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
|
||
else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
|
||
else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
|
||
else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
|
||
else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
|
||
else skill_db[i].state=ST_NONE;
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[9];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].spiritball[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
skill_db[i].itemid[0]=atoi(split[10]);
|
||
skill_db[i].amount[0]=atoi(split[11]);
|
||
skill_db[i].itemid[1]=atoi(split[12]);
|
||
skill_db[i].amount[1]=atoi(split[13]);
|
||
skill_db[i].itemid[2]=atoi(split[14]);
|
||
skill_db[i].amount[2]=atoi(split[15]);
|
||
skill_db[i].itemid[3]=atoi(split[16]);
|
||
skill_db[i].amount[3]=atoi(split[17]);
|
||
skill_db[i].itemid[4]=atoi(split[18]);
|
||
skill_db[i].amount[4]=atoi(split[19]);
|
||
skill_db[i].itemid[5]=atoi(split[20]);
|
||
skill_db[i].amount[5]=atoi(split[21]);
|
||
skill_db[i].itemid[6]=atoi(split[22]);
|
||
skill_db[i].amount[6]=atoi(split[23]);
|
||
skill_db[i].itemid[7]=atoi(split[24]);
|
||
skill_db[i].amount[7]=atoi(split[25]);
|
||
skill_db[i].itemid[8]=atoi(split[26]);
|
||
skill_db[i].amount[8]=atoi(split[27]);
|
||
skill_db[i].itemid[9]=atoi(split[28]);
|
||
skill_db[i].amount[9]=atoi(split[29]);
|
||
}
|
||
fclose(fp);
|
||
printf("read db/skill_require_db.txt done\n");
|
||
|
||
/* キャスティングデ?タベ?ス */
|
||
fp=fopen("db/skill_cast_db.txt","r");
|
||
if(fp==NULL){
|
||
printf("can't read db/skill_cast_db.txt\n");
|
||
return 1;
|
||
}
|
||
while(fgets(line,1020,fp)){
|
||
char *split[50], *split2[MAX_SKILL_LEVEL];
|
||
memset(split,0,sizeof(split)); // [Valaris] thanks to fov
|
||
if(line[0]=='/' && line[1]=='/')
|
||
continue;
|
||
for(j=0,p=line;j<5 && p;j++){
|
||
split[j]=p;
|
||
p=strchr(p,',');
|
||
if(p) *p++=0;
|
||
}
|
||
if(split[4]==NULL || j<5)
|
||
continue;
|
||
|
||
i=atoi(split[0]);
|
||
if (i>=10000 && i<10015) // for guild skills [Celest]
|
||
i -= 9500;
|
||
else if(i<0 || i>MAX_SKILL_DB)
|
||
continue;
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].cast[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].delay[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].upkeep_time[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].upkeep_time2[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
}
|
||
fclose(fp);
|
||
printf("read db/skill_cast_db.txt done\n");
|
||
|
||
/* 製造系スキルデ?タベ?ス */
|
||
memset(skill_produce_db,0,sizeof(skill_produce_db));
|
||
for(m=0;m<2;m++){
|
||
fp=fopen(filename[m],"r");
|
||
if(fp==NULL){
|
||
if(m>0)
|
||
continue;
|
||
printf("can't read %s\n",filename[m]);
|
||
return 1;
|
||
}
|
||
k=0;
|
||
while(fgets(line,1020,fp)){
|
||
char *split[6 + MAX_PRODUCE_RESOURCE * 2];
|
||
int x,y;
|
||
if(line[0]=='/' && line[1]=='/')
|
||
continue;
|
||
memset(split,0,sizeof(split));
|
||
for(j=0,p=line;j<3 + MAX_PRODUCE_RESOURCE * 2 && p;j++){
|
||
split[j]=p;
|
||
p=strchr(p,',');
|
||
if(p) *p++=0;
|
||
}
|
||
if(split[0]==NULL)
|
||
continue;
|
||
i=atoi(split[0]);
|
||
if(i<=0)
|
||
continue;
|
||
|
||
skill_produce_db[k].nameid=i;
|
||
skill_produce_db[k].itemlv=atoi(split[1]);
|
||
skill_produce_db[k].req_skill=atoi(split[2]);
|
||
|
||
for(x=3,y=0; split[x] && split[x+1] && y<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);
|
||
printf("read %s done (count=%d)\n",filename[m],k);
|
||
}
|
||
|
||
memset(skill_arrow_db,0,sizeof(skill_arrow_db));
|
||
fp=fopen("db/create_arrow_db.txt","r");
|
||
if(fp==NULL){
|
||
printf("can't read db/create_arrow_db.txt\n");
|
||
return 1;
|
||
}
|
||
k=0;
|
||
while(fgets(line,1020,fp)){
|
||
char *split[16];
|
||
int x,y;
|
||
if(line[0]=='/' && line[1]=='/')
|
||
continue;
|
||
memset(split,0,sizeof(split));
|
||
for(j=0,p=line;j<13 && p;j++){
|
||
split[j]=p;
|
||
p=strchr(p,',');
|
||
if(p) *p++=0;
|
||
}
|
||
if(split[0]==NULL)
|
||
continue;
|
||
i=atoi(split[0]);
|
||
if(i<=0)
|
||
continue;
|
||
|
||
skill_arrow_db[k].nameid=i;
|
||
|
||
for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
|
||
skill_arrow_db[k].cre_id[y]=atoi(split[x]);
|
||
skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
|
||
}
|
||
k++;
|
||
if(k >= MAX_SKILL_ARROW_DB)
|
||
break;
|
||
}
|
||
fclose(fp);
|
||
printf("read db/create_arrow_db.txt done (count=%d)\n",k);
|
||
|
||
memset(skill_abra_db,0,sizeof(skill_abra_db));
|
||
fp=fopen("db/abra_db.txt","r");
|
||
if(fp==NULL){
|
||
printf("can't read db/abra_db.txt\n");
|
||
return 1;
|
||
}
|
||
k=0;
|
||
while(fgets(line,1020,fp)){
|
||
char *split[16];
|
||
if(line[0]=='/' && line[1]=='/')
|
||
continue;
|
||
memset(split,0,sizeof(split));
|
||
for(j=0,p=line;j<13 && p;j++){
|
||
split[j]=p;
|
||
p=strchr(p,',');
|
||
if(p) *p++=0;
|
||
}
|
||
if(split[0]==NULL)
|
||
continue;
|
||
i=atoi(split[0]);
|
||
if(i<=0)
|
||
continue;
|
||
|
||
skill_abra_db[i].req_lv=atoi(split[2]);
|
||
skill_abra_db[i].per=atoi(split[3]);
|
||
|
||
k++;
|
||
if(k >= MAX_SKILL_ABRA_DB)
|
||
break;
|
||
}
|
||
fclose(fp);
|
||
printf("read db/abra_db.txt done (count=%d)\n",k);
|
||
|
||
fp=fopen("db/skill_castnodex_db.txt","r");
|
||
if(fp==NULL){
|
||
printf("can't read db/skill_castnodex_db.txt\n");
|
||
return 1;
|
||
}
|
||
while(fgets(line,1020,fp)){
|
||
char *split[50], *split2[MAX_SKILL_LEVEL];
|
||
memset(split,0,sizeof(split));
|
||
if(line[0]=='/' && line[1]=='/')
|
||
continue;
|
||
for(j=0,p=line;j<2 && p;j++){
|
||
split[j]=p;
|
||
p=strchr(p,',');
|
||
if(p) *p++=0;
|
||
}
|
||
|
||
i=atoi(split[0]);
|
||
if(i<0 || i>MAX_SKILL_DB)
|
||
continue;
|
||
|
||
memset(split2,0,sizeof(split2));
|
||
for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
|
||
split2[j]=p;
|
||
p=strchr(p,':');
|
||
if(p) *p++=0;
|
||
}
|
||
for(k=0;k<MAX_SKILL_LEVEL;k++)
|
||
skill_db[i].castnodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
|
||
}
|
||
fclose(fp);
|
||
printf("read db/skill_castnodex_db.txt done\n");
|
||
|
||
return 0;
|
||
}
|
||
|
||
void skill_reload(void)
|
||
{
|
||
/*
|
||
|
||
<empty skill database>
|
||
<?>
|
||
|
||
*/
|
||
|
||
do_init_skill();
|
||
}
|
||
|
||
/*==========================================
|
||
* スキル?係初期化?理
|
||
*------------------------------------------
|
||
*/
|
||
int do_init_skill(void)
|
||
{
|
||
skill_readdb();
|
||
|
||
add_timer_func_list(skill_unit_timer,"skill_unit_timer");
|
||
add_timer_func_list(skill_castend_id,"skill_castend_id");
|
||
add_timer_func_list(skill_castend_pos,"skill_castend_pos");
|
||
add_timer_func_list(skill_timerskill,"skill_timerskill");
|
||
add_timer_func_list(skill_status_change_timer,"skill_status_change_timer");
|
||
add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
|
||
|
||
return 0;
|
||
}
|