#include "version.h" #include #include #include "common.h" #include "char_base.h" #include "char_data.h" #include "item.h" #include "battle.h" #include "magic_base.h" #include "magic.h" #include "magic_field.h" #include "family.h" #include "handletime.h" #include "battle_magic.h" #include "battle_event.h" #include"lssproto_serv.h" #ifdef _ITEM_ATTSKILLMAGIC #include "pet_skill.h" #endif //#include "battle_event.h" // shan add code #define MP_RATE 0.7 int MAGIC_Use( int charaindex, int haveitemindex, int toindex) { int itemindex; int magicid,marray,mp; int ret; MAGIC_CALLFUNC func; itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if( !ITEM_CHECKINDEX( itemindex) ) return FALSE; magicid = ITEM_getInt( itemindex, ITEM_MAGICID); marray = MAGIC_getMagicArray( magicid); if( marray == -1 ) return FALSE; func = MAGIC_getMagicFuncPointer( MAGIC_getChar( marray, MAGIC_FUNCNAME));//MAGIC_NAME if( (mp = ITEM_getInt( itemindex, ITEM_MAGICUSEMP)) < 0 ){ print("err mp:%d -%s-%d\n", mp, ITEM_getChar( itemindex, ITEM_NAME), ITEM_getInt( itemindex, ITEM_ID) ); } if(CHAR_getInt(charaindex,CHAR_LV)<100 && CHAR_getInt(charaindex,CHAR_TRANSMIGRATION)<1){ //CF中指定精灵在0转100级之前不费气 char magictmpbuf[32]; sprintf(magictmpbuf,",%d,",ITEM_getInt( itemindex, ITEM_MAGICID)); if(strstr(getNoMpMagic(),magictmpbuf)!=NULL){ mp = 0; } } // shan add begin if( CHAR_getInt( charaindex, CHAR_FMINDEX ) >= 1 ){ // 光精 if( CHAR_getInt( charaindex, CHAR_FMSPRITE ) == 0){ // if( (marray >=0 && marray <=121) || (marray >= 190 && marray <=300 )){ mp *= atof(getFmMagicMpRate(0)); //printf("\n检测到光明家族!mp=%d",mp); // } //if(strstr(MAGIC_getChar( marray, MAGIC_COMMENT),"[光]")!=NULL){ //mp *= atof(getFmMagicMpRate(0)); // } } // 暗精 if( CHAR_getInt( charaindex, CHAR_FMSPRITE ) == 1){ // if( (marray >=130 && marray <=189) || (marray >= 300 && marray <=500 )){ mp *= atof(getFmMagicMpRate(1)); // printf("\n检测到黑暗家族!mp=%d",mp); // } // if(strstr(MAGIC_getChar( marray, MAGIC_COMMENT),"[暗]")!=NULL){ // mp *= atof(getFmMagicMpRate(1)); // } } } // shan end if( func ) { ret = func( charaindex, toindex, marray, mp ); }else { ret = FALSE; } return ret; } int MAGIC_GetArrayNo( int charaindex, int haveitemindex) { int itemindex; int magicid; itemindex = CHAR_getItemIndex( charaindex, haveitemindex); if( !ITEM_CHECKINDEX( itemindex) ) return FALSE; magicid = ITEM_getInt( itemindex, ITEM_MAGICID); return magicid; } int MAGIC_DirectUse( int charaindex, int magicid, int toindex, int itemnum ) { MAGIC_CALLFUNC func; int mp=0, ret, marray=0; int itemindex=-1; #ifdef _MAGIC_NOCAST//沉默状态无法施法 if( CHAR_getWorkInt( charaindex, CHAR_WORKNOCAST ) > 0 ){ CHAR_talkToCli(charaindex, -1, "沉默中无法吟唱咒术", CHAR_COLORYELLOW); return FALSE; } #endif #ifdef _NO_MAGIC int nomagicmap = CHAR_getInt(charaindex,CHAR_FLOOR); int max; for( max = 0 ; max < 30 ; max++){ if (nomagicmap == getnomagicmap(max)){ CHAR_talkToCli(charaindex, -1, "这里无法使用任何精灵咒术。", CHAR_COLORYELLOW); return FALSE; } } #endif if( CHAR_getInt( charaindex, CHAR_WHICHTYPE) == CHAR_TYPEPLAYER){ itemindex = CHAR_getItemIndex( charaindex, itemnum); if( !ITEM_CHECKINDEX( itemindex) ){ //print("ANDY err MAGIC_DirectUse() itemindex:%d !\n", itemindex); return FALSE; } }else{ itemindex = itemnum; } marray = MAGIC_getMagicArray( magicid ); func = MAGIC_getMagicFuncPointer( MAGIC_getChar( marray, MAGIC_FUNCNAME ) ); if( (mp = ITEM_getInt( itemindex, ITEM_MAGICUSEMP )) < 0 ){ //return FALSE; } // shan add begin if(CHAR_getInt(charaindex,CHAR_LV)<100 && CHAR_getInt(charaindex,CHAR_TRANSMIGRATION)<1){ //CF中指定精灵在0转100级之前不费气 char magictmpbuf[32]; sprintf(magictmpbuf,",%d,",ITEM_getInt( itemindex, ITEM_MAGICID)); //print("\nid=%s\n",magictmpbuf); if(strstr(getNoMpMagic(),magictmpbuf)!=NULL){ mp = 0; } } if( CHAR_getInt( charaindex, CHAR_FMINDEX ) >= 1 ){ if( CHAR_getInt( charaindex, CHAR_FMSPRITE ) == 0){ mp *= atof(getFmMagicMpRate(0)); } if( CHAR_getInt( charaindex, CHAR_FMSPRITE ) == 1){ mp *= atof(getFmMagicMpRate(1)); } } /* if( CHAR_getInt( charaindex, CHAR_FMINDEX ) >= 1 ){ // 光精 if( CHAR_getInt( charaindex, CHAR_FMSPRITE ) == 0){ //if( (marray >=0 && marray <=31) ){ //mp *= MP_RATE; // } if(strstr(MAGIC_getChar( marray, MAGIC_COMMENT),"[光]")!=NULL){ mp *= atof(getFmMagicMpRate(0)); } } // 暗精 if( CHAR_getInt( charaindex, CHAR_FMSPRITE ) == 1){ //if( marray >=32 && marray <=81 ){ //mp *= MP_RATE; // } if(strstr(MAGIC_getChar( marray, MAGIC_COMMENT),"[暗]")!=NULL){ mp *= atof(getFmMagicMpRate(1)); } } } */ if( func ) { ret = func( charaindex, toindex, marray, mp ); } else { ret = FALSE; } return ret; } int MAGIC_Recovery( int charaindex, int toindex, int marray, int mp ) { int battlemode; if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); if( IsBATTLING( charaindex ) == TRUE ){ #ifdef _PREVENT_TEAMATTACK //恩惠不得 使用敌方 int battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER && BattleArray[battleindex].type != BATTLE_TYPE_P_vs_P ){ if( BATTLE_CheckSameSide( charaindex, toindex) == 0 ){//不同边 int battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); BATTLE_NoAction( battleindex, BATTLE_Index2No( battleindex, charaindex) ); CHAR_talkToCli( charaindex, -1, "恩惠精灵..不得施予非玩家敌方。", CHAR_COLORYELLOW); return FALSE; } } #endif if (toindex==22){print("jinchao err\n");return FALSE;} // shan(对全体使用魔法的bug),修改者jinchao+2001/12/07 MAGIC_Recovery_Battle( charaindex, toindex, marray, mp ); }else{ if( CHAR_CHECKINDEX( toindex ) == FALSE )return FALSE; // shan(对全体使用魔法的bug),修改者jinchao+2001/12/07 MAGIC_Recovery_Field( charaindex, marray); } return TRUE; } int MAGIC_OtherRecovery( int charaindex, int toindex, int marray, int mp ) { int battlemode; if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; //{撩 battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; // 井匀凶日母丢 CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); if( IsBATTLING( charaindex ) == TRUE ){ #ifdef _PREVENT_TEAMATTACK //滋润 不得使用敌方 int battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER && BattleArray[battleindex].type != BATTLE_TYPE_P_vs_P ){ if( BATTLE_CheckSameSide( charaindex, toindex) == 0 ){//不同边 int battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); BATTLE_NoAction( battleindex, BATTLE_Index2No( battleindex, charaindex) ); CHAR_talkToCli( charaindex, -1, "滋润精灵..不得施予非玩家敌方。", CHAR_COLORYELLOW); return FALSE; } } #endif MAGIC_Recovery_Battle( charaindex, toindex, marray, mp ); }else{ if( CHAR_CHECKINDEX( toindex ) == FALSE )return FALSE; //失敗 MAGIC_OtherRecovery_Field( charaindex, toindex, marray); } return TRUE; } // フィールドの属性を変化させる魔法 int MAGIC_FieldAttChange( int charaindex, int toindex, int marray, int mp ) { int battlemode; // INDEXチェック if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; //失敗 battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); // 戦闘開始時は無視する if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } // MP消費チェック if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; // 無かったらダメ // この魔法は普通にMP消費して良い。マイナスになることは無い CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); // 戦闘中だったら if( IsBATTLING( charaindex ) == TRUE ){ return MAGIC_FieldAttChange_Battle( charaindex, toindex, marray, mp ); }else{ // 戦闘中でなかったら return FALSE; } } int MAGIC_StatusChange( int charaindex, int toindex, int marray, int mp ) { int battlemode; if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); if( IsBATTLING( charaindex ) == TRUE ){ #ifdef _PREVENT_TEAMATTACK //异常状态不得使用友方 int battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER && BattleArray[battleindex].type != BATTLE_TYPE_P_vs_P ){ if( BATTLE_CheckSameSide( charaindex, toindex) == 1 ){//同边 int battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); BATTLE_NoAction( battleindex, BATTLE_Index2No( battleindex, charaindex) ); CHAR_talkToCli( charaindex, -1, "异常状态..不得施予友方。", CHAR_COLORYELLOW); return FALSE; } } #endif return MAGIC_StatusChange_Battle( charaindex, toindex, marray, mp ); }else{ return FALSE; } } #ifdef _OTHER_MAGICSTAUTS int MAGIC_MagicStatusChange( int charaindex, int toindex, int marray, int mp ) { int battlemode; if( CHAR_CHECKINDEX( charaindex ) == FALSE ) return FALSE; battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); if( IsBATTLING( charaindex ) == TRUE ){ return MAGIC_MagicStatusChange_Battle( charaindex, toindex, marray, mp ); }else{ return FALSE; } } #endif #ifdef _MAGIC_DEEPPOISON//新增ver2,主要设定毒状态5回未解时人物会阵亡 // ステータス異常を与える魔法 int MAGIC_StatusChange2( int charaindex, int toindex, int marray, int mp ) { int battlemode; // INDEXチェック if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; //{撩 battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); // 戦闘開始時は無視する if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } //扣气 if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); //call func if( IsBATTLING( charaindex ) == TRUE ){ return MAGIC_StatusChange_Battle2( charaindex, toindex, marray, mp ); }else{ return FALSE; } } #endif // ステータス異常回復させる魔法 int MAGIC_StatusRecovery( int charaindex, int toindex, int marray, int mp ) { int battlemode; // INDEXチェック if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; //{撩 battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); // 戦闘開始時は無視する if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } // MP消費チェック if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; // 無かったらダメ // この魔法は普通にMP消費して良い。マイナスになることは無い CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); // 戦闘中だったら if( IsBATTLING( charaindex ) == TRUE ){ return MAGIC_StatusRecovery_Battle( charaindex, toindex, marray, mp ); }else{ // 戦闘中でなかったら return FALSE; } } int MAGIC_MagicDef( int charaindex, int toindex, int marray, int mp ) { int battlemode; if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); if( IsBATTLING( charaindex ) == TRUE ){ #ifdef _PREVENT_TEAMATTACK //光镜守..不得使用敌方 #ifdef _GJS_TYPE if(getGjsType()==0){ #endif if( CHAR_getInt( charaindex, CHAR_WHICHTYPE ) == CHAR_TYPEPLAYER /*&& BattleArray[battleindex].type != BATTLE_TYPE_P_vs_P*/ ){ if( BATTLE_CheckSameSide( charaindex, toindex) == 0 ){//不同边 int battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); BATTLE_NoAction( battleindex, BATTLE_Index2No( battleindex, charaindex) ); CHAR_talkToCli( charaindex, -1, "光镜守..不得施予敌方。", CHAR_COLORYELLOW); return FALSE; } } #ifdef _GJS_TYPE } #endif #endif return MAGIC_MagicDef_Battle( charaindex, toindex, marray, mp ); }else{ return FALSE; } } // 気絶から復活させる魔法 int MAGIC_Ressurect( int charaindex, int toindex, int marray, int mp ) { int battlemode; // INDEXチェック if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; //{撩 battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); // 戦闘開始時は無視する if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } // MP消費チェック if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; // 無かったらダメ // この魔法は普通にMP消費して良い。マイナスになることは無い CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); // 戦闘中だったら if( IsBATTLING( charaindex ) == TRUE ){ return MAGIC_Ressurect_Battle( charaindex, toindex, marray, mp ); }else{ // 戦闘中でなかったら return FALSE; } } // 属性を反転させる魔法 int MAGIC_AttReverse( int charaindex, int toindex, int marray, int mp ) { int battlemode; // INDEXチェック if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; //{撩 battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); // 戦闘開始時は無視する if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } // MP消費チェック if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; // 無かったらダメ // この魔法は普通にMP消費して良い。マイナスになることは無い CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); // 戦闘中だったら if( IsBATTLING( charaindex ) == TRUE ){ return MAGIC_AttReverse_Battle( charaindex, toindex, marray, mp ); }else{ // 戦闘中でなかったら return FALSE; } } // 気絶から復活+魔法防御 int MAGIC_ResAndDef( int charaindex, int toindex, int marray, int mp ) { int battlemode; // INDEXチェック if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; //{撩 battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); // 戦闘開始時は無視する if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } // MP消費チェック if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; // 無かったらダメ // この魔法は普通にMP消費して良い。マイナスになることは無い CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); // 戦闘中だったら if( IsBATTLING( charaindex ) == TRUE ){ return MAGIC_ResAndDef_Battle( charaindex, toindex, marray, mp ); }else{ // 戦闘中でなかったら return FALSE; } } #ifdef _ATTACK_MAGIC int MAGIC_AttMagic( int charaindex , int toindex , int marray , int mp ) { int battlemode; if( FALSE == CHAR_CHECKINDEX( charaindex ) ) return FALSE; battlemode = CHAR_getWorkInt( charaindex , CHAR_WORKBATTLEMODE ); if( BATTLE_CHARMODE_INIT == battlemode ) return FALSE; // 若是宠物魔法,不扣mp if(CHAR_getInt(charaindex,CHAR_WHICHTYPE) == CHAR_TYPEPLAYER) { if( CHAR_getInt( charaindex , CHAR_MP ) < mp ) return FALSE; CHAR_setInt( charaindex , CHAR_MP , CHAR_getInt( charaindex , CHAR_MP ) - mp ); } if( TRUE == IsBATTLING( charaindex ) ) return MAGIC_AttMagic_Battle( charaindex , toindex , marray , mp ); return FALSE; } #endif #ifdef _ITEM_METAMO int MAGIC_Metamo( int charaindex, int toindex, int marray, int mp ) { int battlemode, haveindex, power, i; char msg[128]; if( CHAR_CHECKINDEX( charaindex ) == FALSE ) return FALSE; battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); // 戦闘開始時は無視する if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } // 戦闘中だったら if( IsBATTLING( charaindex ) == TRUE ){ //MAGIC_Recovery_Battle( charaindex, toindex, marray, mp ); //return FALSE; toindex = BATTLE_No2Index( CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ), toindex ); //print(" battle_metamo:%d ", toindex); } if( CHAR_CHECKINDEX( toindex ) == FALSE ) return FALSE; if( CHAR_getInt( charaindex, CHAR_RIDEPET ) != -1 ){ CHAR_talkToCli( charaindex, -1, "无法变身,骑乘中不能变身!", CHAR_COLORWHITE ); return FALSE; } #ifdef _FIX_METAMORIDE if( CHAR_CHECKJOINENEMY( charaindex) == TRUE ){ CHAR_talkToCli( charaindex, -1, "无法变身,搭乘中不能变身!", CHAR_COLORYELLOW ); return FALSE; } #else if( CHAR_getInt( charaindex, CHAR_BASEIMAGENUMBER) == 100259 ){ CHAR_talkToCli( charaindex, -1, "无法变身,搭乘中不能变身!", CHAR_COLORWHITE ); return FALSE; } #endif #ifdef _FIXBUG_ATTACKBOW { int armindex = CHAR_getItemIndex( charaindex, CHAR_ARM); if( ITEM_CHECKINDEX( armindex) == TRUE ) { int armtype = BATTLE_GetWepon( charaindex); if( armtype == ITEM_BOW || armtype == ITEM_BOUNDTHROW || armtype == ITEM_BREAKTHROW || armtype == ITEM_BOOMERANG) { CHAR_talkToCli( charaindex, -1, "使用远距离武器无法变身!", CHAR_COLORYELLOW ); return FALSE; } } } #endif haveindex = -1; for( i = 0; i < 5; i++ ) { if( CHAR_getCharPet( charaindex, i) == toindex ) { haveindex = i; break; } } if( haveindex == -1 && charaindex != toindex ) { CHAR_talkToCli( charaindex, -1, "无法变身,只能变成自己的宠物!", CHAR_COLORWHITE ); return FALSE; } if( CHAR_getInt( toindex, CHAR_BASEIMAGENUMBER) == 100259 ){ CHAR_talkToCli( charaindex, -1, "不能变身成加美!", CHAR_COLORWHITE ); return FALSE; } power = atoi(MAGIC_getChar( marray, MAGIC_OPTION )); if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); CHAR_send_P_StatusString( charaindex , CHAR_P_STRING_MP); if( toindex != charaindex ) { CHAR_setWorkInt( charaindex, CHAR_WORKITEMMETAMO, NowTime.tv_sec +power); sprintf( msg, "变身成%s!", CHAR_getChar( toindex, CHAR_NAME) ); } else { CHAR_setWorkInt( charaindex, CHAR_WORKITEMMETAMO, 0); sprintf( msg, "变回自己!"); } CHAR_talkToCli( charaindex, -1, msg, CHAR_COLORWHITE ); CHAR_setInt( charaindex, CHAR_BASEIMAGENUMBER, CHAR_getInt( toindex, CHAR_BASEBASEIMAGENUMBER) ); CHAR_complianceParameter( charaindex); CHAR_sendCToArroundCharacter( CHAR_getWorkInt( charaindex , CHAR_WORKOBJINDEX )); CHAR_send_P_StatusString( charaindex , CHAR_P_STRING_BASEBASEIMAGENUMBER); //#endif return TRUE; } #endif #ifdef _ITEM_ATTSKILLMAGIC int MAGIC_AttSkill( int charaindex, int toindex,int marray, int mp ) { int battlemode; int battleindex=-1; char *magicarg, funName[256]; int skillID=-1; PETSKILL_CALLFUNC func; if( CHAR_CHECKINDEX( charaindex ) == FALSE ) return FALSE; if( IsBATTLING( charaindex ) == FALSE ) return FALSE; battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); if( BATTLE_CHECKINDEX( battleindex ) == FALSE ) return FALSE; battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); if( battlemode == BATTLE_CHARMODE_INIT ) return FALSE; if( toindex < 0 || toindex > 19 ) return FALSE; if( CHAR_getInt( charaindex, CHAR_MP ) < mp ) return FALSE; memset( funName, 0, sizeof( char)*256 ); //MAGIC_Recovery_Battle( charaindex, toindex, marray, mp ); magicarg = MAGIC_getChar( marray, MAGIC_OPTION ); if ( magicarg == "\0") return FALSE; if( strstr( magicarg, ";" ) != NULL ) { char buff1[256]; if( getStringFromIndexWithDelim( magicarg, ";", 1, buff1, sizeof( buff1)) == FALSE ) return FALSE; snprintf( funName, sizeof(funName), buff1); if( getStringFromIndexWithDelim( magicarg, ";", 2, buff1, sizeof( buff1)) == FALSE ) return FALSE; skillID = atoi( buff1); }else return FALSE; func = PETSKILL_getPetskillFuncPointer( funName); if( !func ){ print("\n *func not FOUND !!"); return FALSE; } if( func( charaindex, toindex, skillID, "MAGICSKILL" ) == FALSE ) return FALSE; CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); return TRUE; } #endif #ifdef _MAGIC_BARRIER// vincent 精灵:魔障 int MAGIC_Barrier( int charaindex, int toindex, int marray, int mp ) { int battlemode; int i,turn,perStatus; int ToList[SIDE_OFFSET*2+1]; char *magicarg; int attackNo=0; int battleindex,Success = 0; char szTurn[] = "turn"; char szSuccess[] = "成"; char *pszP; //check index if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); // 戦闘開始時は無視する//?? if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } //mp不足 if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; //消耗mp CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); //魔法名称 magicarg = MAGIC_getChar( marray, MAGIC_OPTION ); if( magicarg == "\0" ) { print("\n magicarg == NULL "); return FALSE; } pszP = magicarg; //读取作用回合数 if( ( pszP = strstr( pszP, szTurn ) ) != NULL){ pszP += sizeof( szTurn ); sscanf( pszP, "%d", &turn ); } // 成功率設定//命中率 if( ( pszP = strstr( pszP, szSuccess ) ) != NULL){ pszP += sizeof( szSuccess ); sscanf( pszP, "%d", &Success ); } battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); attackNo = BATTLE_Index2No( battleindex, charaindex ); BATTLE_MultiList( battleindex, toindex, ToList ); //施魔法动画效果 BATTLE_MagicEffect(battleindex, attackNo, ToList, MAGIC_EFFECT_USER, SPR_hoshi); charaindex = BATTLE_No2Index( battleindex, attackNo ); //check是否战斗中 if( IsBATTLING( charaindex ) == TRUE ) { for( i = 0; ToList[i] != -1; i ++ ) { toindex = BATTLE_No2Index( battleindex, ToList[i] ); if( BATTLE_StatusAttackCheck( charaindex,toindex, BATTLE_ST_BARRIER, Success, 30, 1.0, &perStatus ) == TRUE ) { CHAR_setWorkInt( toindex, CHAR_WORKBARRIER, turn+1 ); // BATTLE_BadStatusString( ToList[i], BATTLE_ST_BARRIER ); } } return TRUE; }else{ return FALSE; } } #endif #ifdef _MAGIC_NOCAST// vincent 精灵:沉默 int MAGIC_Nocast( int charaindex, int toindex, int marray, int mp ) { int battlemode; int i,turn,perStatus; int ToList[SIDE_OFFSET*2+1]; char *magicarg; int attackNo=0; int battleindex,Success = 0; char szTurn[] = "turn"; char szSuccess[] = "成"; char *pszP; //check index if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); // 戦闘開始時は無視する//?? if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } //mp不足 if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; //消耗mp CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); //魔法名称 magicarg = MAGIC_getChar( marray, MAGIC_OPTION ); if( magicarg == "\0" ) { print("\n magicarg == NULL "); return FALSE; } pszP = magicarg; //读取作用回合数 if( ( pszP = strstr( pszP, szTurn ) ) != NULL){ pszP += sizeof( szTurn ); sscanf( pszP, "%d", &turn ); } // 成功率設定//命中率 if( ( pszP = strstr( pszP, szSuccess ) ) != NULL){ pszP += sizeof( szSuccess ); sscanf( pszP, "%d", &Success ); } // print("\nvincent-->MAGIC_Nocast use"); battleindex = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEINDEX ); attackNo = BATTLE_Index2No( battleindex, charaindex ); BATTLE_MultiList( battleindex, toindex, ToList ); //施魔法动画效果 BATTLE_MagicEffect(battleindex, attackNo, ToList, MAGIC_EFFECT_USER, SPR_hoshi); charaindex = BATTLE_No2Index( battleindex, attackNo ); //check是否战斗中 if( IsBATTLING( charaindex ) == TRUE ) { for( i = 0; ToList[i] != -1; i ++ ) { toindex = BATTLE_No2Index( battleindex, ToList[i] ); if( BATTLE_StatusAttackCheck( charaindex,toindex, BATTLE_ST_NOCAST, Success, 30, 1.0, &perStatus ) == TRUE && CHAR_getInt( toindex, CHAR_WHICHTYPE) != CHAR_TYPEPET) { CHAR_setWorkInt( toindex, CHAR_WORKNOCAST, turn ); //无法展开咒术页 lssproto_NC_send( getfdFromCharaIndex( toindex ), 1); //print("\nvincent-->NOCASTING2"); // BATTLE_BadStatusString( ToList[i], BATTLE_ST_NOCAST ); } } return TRUE; }else{ return FALSE; } } #endif #ifdef _MAGIC_WEAKEN// vincent 精灵:虚弱 int MAGIC_Weaken( int charaindex, int toindex, int marray, int mp ) { int battlemode; //check index if( CHAR_CHECKINDEX( charaindex ) == FALSE )return FALSE; battlemode = CHAR_getWorkInt( charaindex, CHAR_WORKBATTLEMODE ); // 戦闘開始時は無視する//?? if( battlemode == BATTLE_CHARMODE_INIT ){ return FALSE; } //mp不足 if( CHAR_getInt( charaindex, CHAR_MP ) < mp )return FALSE; //消耗mp CHAR_setInt( charaindex, CHAR_MP, CHAR_getInt( charaindex, CHAR_MP ) - mp ); //check是否战斗中 if( IsBATTLING( charaindex ) == TRUE ){ return MAGIC_ParamChange_Turn_Battle( charaindex, toindex, marray, mp ); }else{ return FALSE; } } #endif #ifdef _MAGIC_TOCALL int MAGIC_ToCallDragon( int charaindex, int toindex,int marray, int mp ) { int battlemode; //print("MAGIC_ToCallDragon in .................\n"); if( FALSE == CHAR_CHECKINDEX( charaindex ) ) return FALSE; battlemode = CHAR_getWorkInt( charaindex , CHAR_WORKBATTLEMODE ); if( BATTLE_CHARMODE_INIT == battlemode ) return FALSE; if( CHAR_getInt( charaindex , CHAR_MP ) < mp ) return FALSE; CHAR_setInt( charaindex , CHAR_MP , CHAR_getInt( charaindex , CHAR_MP ) - mp ); if( TRUE == IsBATTLING( charaindex ) ) return MAGIC_ToCallDragon_Battle( charaindex , toindex , marray , mp ); return FALSE; } #endif