skill.c 361 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "clif.h"
  14. #include "pc.h"
  15. #include "status.h"
  16. #include "pet.h"
  17. #include "mercenary.h"
  18. #include "mob.h"
  19. #include "npc.h"
  20. #include "battle.h"
  21. #include "party.h"
  22. #include "itemdb.h"
  23. #include "script.h"
  24. #include "intif.h"
  25. #include "log.h"
  26. #include "chrif.h"
  27. #include "guild.h"
  28. #include "date.h"
  29. #include "unit.h"
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <string.h>
  33. #include <time.h>
  34. #define SKILLUNITTIMER_INVERVAL 100
  35. //Guild Skills are shifted to these to make them stick into the skill array.
  36. #define GD_SKILLRANGEMIN 900
  37. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  38. #define HM_SKILLRANGEMIN 800
  39. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  40. const struct skill_name_db skill_names[] = {
  41. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow Repel" } ,
  42. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve Concentration" } ,
  43. { AC_DOUBLE, "AC_DOUBLE", "Double Strafe" } ,
  44. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow Crafting" } ,
  45. { AC_OWL, "AC_OWL", "Owl's Eye" } ,
  46. { AC_SHOWER, "AC_SHOWER", "Arrow Shower" } ,
  47. { AC_VULTURE, "AC_VULTURE", "Vulture's Eye" } ,
  48. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  49. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  50. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  51. { AL_CRUCIS, "AL_CRUCIS", "Signum Crusis" } ,
  52. { AL_CURE, "AL_CURE", "Cure" } ,
  53. { AL_DECAGI, "AL_DECAGI", "Decrease AGI" } ,
  54. { AL_DEMONBANE, "AL_DEMONBANE", "Demon Bane" } ,
  55. { AL_DP, "AL_DP", "Divine Protection" } ,
  56. { AL_HEAL, "AL_HEAL", "Heal" } ,
  57. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy Light" } ,
  58. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua Benedicta" } ,
  59. { AL_INCAGI, "AL_INCAGI", "Increase AGI" } ,
  60. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  61. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  62. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  63. { AL_WARP, "AL_WARP", "Warp Portal" } ,
  64. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid Terror" } ,
  65. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe Mastery" } ,
  66. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid Berserk Potion" } ,
  67. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  68. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call Homunculus" } ,
  69. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon Flora" } ,
  70. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic Armor" } ,
  71. { AM_CP_HELM, "AM_CP_HELM", "Biochemical Helm" } ,
  72. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized Shield" } ,
  73. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical Weapon" } ,
  74. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  75. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  76. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion Research" } ,
  77. { AM_PHARMACY, "AM_PHARMACY", "Prepare Potion" } ,
  78. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid Potion" } ,
  79. { AM_REST, "AM_REST", "Vaporize" } ,
  80. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus Resurrection" } ,
  81. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon Marine Sphere" } ,
  82. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight Pharmacy 1" } ,
  83. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight Pharmacy 2" } ,
  84. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight Pharmacy 3" } ,
  85. { ASC_BREAKER, "ASC_BREAKER", "Soul Destroyer" } ,
  86. { ASC_CDP, "ASC_CDP", "Create Deadly Poison" } ,
  87. { ASC_EDP, "ASC_EDP", "Enchant Deadly Poison" } ,
  88. { ASC_KATAR, "ASC_KATAR", "Advanced Katar Mastery" } ,
  89. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor Assault" } ,
  90. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  91. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant Poison" } ,
  92. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  93. { AS_KATAR, "AS_KATAR", "Katar Mastery" } ,
  94. { AS_LEFT, "AS_LEFT", "Lefthand Mastery" } ,
  95. { AS_POISONREACT, "AS_POISONREACT", "Poison React" } ,
  96. { AS_RIGHT, "AS_RIGHT", "Righthand Mastery" } ,
  97. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic Acceleration" } ,
  98. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic Blow" } ,
  99. { AS_SPLASHER, "AS_SPLASHER", "Venom Splasher" } ,
  100. { AS_VENOMDUST, "AS_VENOMDUST", "Venom Dust" } ,
  101. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw Venom Knife" } ,
  102. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song of Lutie" } ,
  103. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive Riff" } ,
  104. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained Serenade" } ,
  105. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring Octave" } ,
  106. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music Lessons" } ,
  107. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody Strike" } ,
  108. { BA_PANGVOICE, "BA_PANGVOICE", "Pang Voice" } ,
  109. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic Strings" } ,
  110. { BA_WHISTLE, "BA_WHISTLE", "Perfect Tablature" } ,
  111. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  112. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle Theme" } ,
  113. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  114. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down Tempo" } ,
  115. { BD_INTOABYSS, "BD_INTOABYSS", "Power Cord" } ,
  116. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  117. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental Sensing" } ,
  118. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic Lick" } ,
  119. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical Pluck" } ,
  120. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic Rhythm" } ,
  121. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline Rush" } ,
  122. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced Adrenaline Rush" } ,
  123. { BS_AXE, "BS_AXE", "Smith Axe" } ,
  124. { BS_DAGGER, "BS_DAGGER", "Smith Dagger" } ,
  125. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone Craft" } ,
  126. { BS_FINDINGORE, "BS_FINDINGORE", "Ore Discovery" } ,
  127. { BS_GREED, "BS_GREED", "Greed" } ,
  128. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer Fall" } ,
  129. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt Binding" } ,
  130. { BS_IRON, "BS_IRON", "Iron Tempering" } ,
  131. { BS_KNUCKLE, "BS_KNUCKLE", "Smith Knucklebrace" } ,
  132. { BS_MACE, "BS_MACE", "Smith Mace" } ,
  133. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power Maximize" } ,
  134. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon Research" } ,
  135. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  136. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon Repair" } ,
  137. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin Tempering" } ,
  138. { BS_SPEAR, "BS_SPEAR", "Smith Spear" } ,
  139. { BS_STEEL, "BS_STEEL", "Steel Tempering" } ,
  140. { BS_SWORD, "BS_SWORD", "Smith Sword" } ,
  141. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith Two-handed Sword" } ,
  142. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair Trick" } ,
  143. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon Perfection" } ,
  144. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry Research" } ,
  145. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan Arrow" } ,
  146. { CG_HERMODE, "CG_HERMODE", "Wand of Hermode" } ,
  147. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing for Freedom" } ,
  148. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette Control" } ,
  149. { CG_MOONLIT, "CG_MOONLIT", "Sheltering Bliss" } ,
  150. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot Card of Fate" } ,
  151. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain Crush Combo" } ,
  152. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging Palm Strike" } ,
  153. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  154. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier Fist" } ,
  155. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid Demonstration" } ,
  156. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  157. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  158. { CR_CULTIVATION, "CR_CULTIVATION", "Plant Cultivation" } ,
  159. { CR_DEFENDER, "CR_DEFENDER", "Defending Aura" } ,
  160. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  161. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full Protection" } ,
  162. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand Cross" } ,
  163. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy Cross" } ,
  164. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant Souls" } ,
  165. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield Reflect" } ,
  166. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield Boomerang" } ,
  167. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  168. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  169. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim Pitcher" } ,
  170. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear Quicken" } ,
  171. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion Synthesis" } ,
  172. { CR_TRUST, "CR_TRUST", "Faith" } ,
  173. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance Lessons" } ,
  174. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow Grace" } ,
  175. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady Luck" } ,
  176. { DC_HUMMING, "DC_HUMMING", "Focus Ballet" } ,
  177. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  178. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's Kiss" } ,
  179. { DC_THROWARROW, "DC_THROWARROW", "Slinging Arrow" } ,
  180. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip Shaker" } ,
  181. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy Wink" } ,
  182. { GD_APPROVAL, "GD_APPROVAL", "Official Guild Approval" } ,
  183. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle Command" } ,
  184. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent Development" } ,
  185. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent Call" } ,
  186. { GD_EXTENSION, "GD_EXTENSION", "Guild Extension" } ,
  187. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory of Guild" } ,
  188. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious Wounds" } ,
  189. { GD_GUARDUP, "GD_GUARDUP", "Strengthen Guardian" } ,
  190. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp Gaze" } ,
  191. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract with Kafra" } ,
  192. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great Leadership" } ,
  193. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  194. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  195. { GD_SOULCOLD, "GD_SOULCOLD", "Cold Heart" } ,
  196. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  197. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls Eye" } ,
  198. { GS_CHAINACTION, "GS_CHAINACTION", "Chain Action" } ,
  199. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  200. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  201. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  202. { GS_DUST, "GS_DUST", "Dust" } ,
  203. { GS_FLING, "GS_FLING", "Fling" } ,
  204. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full Buster" } ,
  205. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling Fever" } ,
  206. { GS_GLITTERING, "GS_GLITTERING", "Flip the Coin" } ,
  207. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground Drift" } ,
  208. { GS_INCREASING, "GS_INCREASING", "Increasing Accuracy" } ,
  209. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness Canceler" } ,
  210. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical Bullet" } ,
  211. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing Shot" } ,
  212. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid Shower" } ,
  213. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single Action" } ,
  214. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake Eye" } ,
  215. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread Attack" } ,
  216. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  217. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple Action" } ,
  218. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  219. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  220. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana Recharge" } ,
  221. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  222. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle Snare" } ,
  223. { HT_BEASTBANE, "HT_BEASTBANE", "Beast Bane" } ,
  224. { HT_BLASTMINE, "HT_BLASTMINE", "Blast Mine" } ,
  225. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz Beat" } ,
  226. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore Trap" } ,
  227. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  228. { HT_FALCON, "HT_FALCON", "Falconry Mastery" } ,
  229. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  230. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing Trap" } ,
  231. { HT_LANDMINE, "HT_LANDMINE", "Land Mine" } ,
  232. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic Arrow" } ,
  233. { HT_POWER, "HT_POWER", "Beast Strafing" } ,
  234. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove Trap" } ,
  235. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  236. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave Trap" } ,
  237. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid Trap" } ,
  238. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring Trap" } ,
  239. { HT_STEELCROW, "HT_STEELCROW", "Steel Crow" } ,
  240. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie Box" } ,
  241. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  242. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation Field" } ,
  243. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave Crasher" } ,
  244. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical Amplification" } ,
  245. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm Vulcan" } ,
  246. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul Drain" } ,
  247. { ITEM_ENCHANTARMS, "ITEM_ENCHANTARMS", "Weapon Enchantment" },
  248. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk Throwing" } ,
  249. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter Attack" } ,
  250. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling Bash" } ,
  251. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish Spear" } ,
  252. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier Mastery" } ,
  253. { KN_CHARGEATK, "KN_CHARGEATK", "Charge Attack" } ,
  254. { KN_ONEHAND, "KN_ONEHAND", "Onehand Quicken" } ,
  255. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  256. { KN_RIDING, "KN_RIDING", "Peco Peco Ride" } ,
  257. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear Boomerang" } ,
  258. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear Mastery" } ,
  259. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear Stab" } ,
  260. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand Quicken" } ,
  261. { LK_AURABLADE, "LK_AURABLADE", "Aura Blade" } ,
  262. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  263. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear Dynamo" } ,
  264. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic Blow" } ,
  265. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital Strike" } ,
  266. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  267. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing Spiral" } ,
  268. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  269. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart Revolution" } ,
  270. { MC_CHANGECART, "MC_CHANGECART", "Change Cart" } ,
  271. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  272. { MC_IDENTIFY, "MC_IDENTIFY", "Item Appraisal" } ,
  273. { MC_INCCARRY, "MC_INCCARRY", "Enlarge Weight Limit" } ,
  274. { MC_LOUD, "MC_LOUD", "Crazy Uproar" } ,
  275. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  276. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  277. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  278. { MC_VENDING, "MC_VENDING", "Vending" } ,
  279. { MG_COLDBOLT, "MG_COLDBOLT", "Cold Bolt" } ,
  280. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy Coat" } ,
  281. { MG_FIREBALL, "MG_FIREBALL", "Fire Ball" } ,
  282. { MG_FIREBOLT, "MG_FIREBOLT", "Fire Bolt" } ,
  283. { MG_FIREWALL, "MG_FIREWALL", "Fire Wall" } ,
  284. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost Diver" } ,
  285. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening Bolt" } ,
  286. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm Beat" } ,
  287. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety Wall" } ,
  288. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  289. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul Strike" } ,
  290. { MG_SRECOVERY, "MG_SRECOVERY", "Increase SP Recovery" } ,
  291. { MG_STONECURSE, "MG_STONECURSE", "Stone Curse" } ,
  292. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  293. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual Sphere Absorption" } ,
  294. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki Explosion" } ,
  295. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  296. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  297. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon Spirit Sphere" } ,
  298. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging Quadruple Blow" } ,
  299. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging Thrust" } ,
  300. { MO_DODGE, "MO_DODGE", "Flee" } ,
  301. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  302. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine Fist" } ,
  303. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw Spirit Sphere" } ,
  304. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult Impaction" } ,
  305. { MO_IRONHAND, "MO_IRONHAND", "Iron Fists" } ,
  306. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki Translation" } ,
  307. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual Cadence" } ,
  308. { MO_STEELBODY, "MO_STEELBODY", "Mental Strength" } ,
  309. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging Trifecta Blow" } ,
  310. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "Raging Fire Dragon" } ,
  311. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "Mirror Image" } ,
  312. { NJ_HUUJIN, "NJ_HUUJIN", "Wind Blade" } ,
  313. { NJ_HUUMA, "NJ_HUUMA", "Throw Huuma Shuriken" } ,
  314. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "Spear of Ice" } ,
  315. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "Ice Meteor" } ,
  316. { NJ_ISSEN, "NJ_ISSEN", "Final Strike" } ,
  317. { NJ_KAENSIN, "NJ_KAENSIN", "Crimson Fire Formation" } ,
  318. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "Kamaitachi" } ,
  319. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "Vanishing Slash" } ,
  320. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "Shadow Slash" } ,
  321. { NJ_KOUENKA, "NJ_KOUENKA", "Crimson Fire Petal" } ,
  322. { NJ_KUNAI, "NJ_KUNAI", "Throw Kunai" } ,
  323. { NJ_NEN, "NJ_NEN", "Soul" } ,
  324. { NJ_NINPOU, "NJ_NINPOU", "Spirit of the Blade" } ,
  325. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "Lightning Strike of Destruction" } ,
  326. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "Shadow Leap" } ,
  327. { NJ_SUITON, "NJ_SUITON", "Hidden Water" } ,
  328. { NJ_SYURIKEN, "NJ_SYURIKEN", "Throw Shuriken" } ,
  329. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "Improvised Defense" } ,
  330. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "Shuriken Training" } ,
  331. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "Cicada Skin Sheeding" } ,
  332. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "Zeny Nage" } ,
  333. { NPC_ACIDBREATH, "NPC_ACIDBREATH", "Acid Breath" } ,
  334. { NPC_AGIUP, "NPC_AGIUP", "Agility UP" } ,
  335. { NPC_ANTIMAGIC, "NPC_ANTIMAGIC", "Anti Magic" } ,
  336. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "Attribute Change" } ,
  337. { NPC_BARRIER, "NPC_BARRIER", "Barrier" } ,
  338. { NPC_BLEEDING, "NPC_BLEEDING", "Bleeding" } ,
  339. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "Blind Attack" } ,
  340. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "Blood Drain" } ,
  341. { NPC_ARMORBRAKE, "NPC_ARMORBRAKE", "Break Armor" } ,
  342. { NPC_HELMBRAKE, "NPC_HELMBRAKE", "Break Helm" } ,
  343. { NPC_SHIELDBRAKE, "NPC_SHIELDBRAKE", "Break Shield" } ,
  344. { NPC_WEAPONBRAKER, "NPC_WEAPONBRAKER", "Break Weapon" } ,
  345. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "Recall Slaves" } ,
  346. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "Darkness Change" } ,
  347. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "Fire Change" } ,
  348. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "Earth Change" } ,
  349. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "Holy Change" } ,
  350. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "Poison Change" } ,
  351. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "Ghost Change" } ,
  352. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "Undead Change" } ,
  353. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "Water Change" } ,
  354. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "Wind Change" } ,
  355. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "Combo Attack" } ,
  356. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "Critical Slash" } ,
  357. { NPC_CRITICALWOUND, "NPC_CRITICALWOUND", "Critical Wounds" } ,
  358. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "Curse Attack" } ,
  359. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "Dark Blessing" } ,
  360. { NPC_DARKBREATH, "NPC_DARKBREATH", "Dark Breath" } ,
  361. { NPC_DARKCROSS, "NPC_DARKCROSS", "Dark Cross" } ,
  362. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "Shadow Attack" } ,
  363. { NPC_DARKNESSBREATH, "NPC_DARKNESSBREATH", "Darkness Breath" } ,
  364. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "DarkStrike" } ,
  365. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "DarkThunder" } ,
  366. { NPC_DEFENDER, "NPC_DEFENDER", "Defender" } ,
  367. { NPC_DRAGONFEAR, "NPC_DRAGONFEAR", "Dragon Fear" } ,
  368. { NPC_EARTHQUAKE, "NPC_EARTHQUAKE", "Earthquake" } ,
  369. { NPC_EMOTION, "NPC_EMOTION", "Emotion" } ,
  370. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "Emotion ON" } ,
  371. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "Energy Drain" } ,
  372. { NPC_EVILLAND, "NPC_EVILLAND", "Evil Land" } ,
  373. { NPC_EXPULSION, "NPC_EXPULSION", "Expulsion" } ,
  374. { NPC_FIREATTACK, "NPC_FIREATTACK", "Fire Attack" } ,
  375. { NPC_FIREBREATH, "NPC_FIREBREATH", "Fire Breath" } ,
  376. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "Grand Dark Cross" } ,
  377. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "Earth Attack" } ,
  378. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "Guided Attack" } ,
  379. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "Hallucination" } ,
  380. { NPC_HELLJUDGEMENT, "NPC_HELLJUDGEMENT", "Hell's Judgement" } ,
  381. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "Holy Attack" } ,
  382. { NPC_ICEBREATH, "NPC_ICEBREATH", "Ice Breath" } ,
  383. { NPC_INVISIBLE, "NPC_INVISIBLE", "Invisible" } ,
  384. { NPC_KEEPING, "NPC_KEEPING", "Keeping" } ,
  385. { NPC_LICK, "NPC_LICK", "Lick" } ,
  386. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "Magical Attack" } ,
  387. { NPC_MAGICMIRROR, "NPC_MAGICMIRROR", "Magic Mirror" } ,
  388. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "Mental Breaker" } ,
  389. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "Metamorphosis" } ,
  390. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "Petrify Attack" } ,
  391. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "Piercing Attack" } ,
  392. { NPC_POISON, "NPC_POISON", "Poisoning" } ,
  393. { NPC_POISONATTACK, "NPC_POISONATTACK", "Poison Attack" } ,
  394. { NPC_POWERUP, "NPC_POWERUP", "Power Up" } ,
  395. { NPC_PROVOCATION, "NPC_PROVOCATION", "Provocation" } ,
  396. { NPC_PULSESTRIKE, "NPC_PULSESTRIKE", "Pulse Strike" } ,
  397. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "Random Attack" } ,
  398. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "Random Move" } ,
  399. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "Ranged attack" } ,
  400. { NPC_REBIRTH, "NPC_REBIRTH", "Rebirth" } ,
  401. { NPC_REVENGE, "NPC_REVENGE", "Revenge" } ,
  402. { NPC_RUN, "NPC_RUN", "Run" } ,
  403. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Self Destruction" } ,
  404. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "Siege Mode" } ,
  405. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "Silence Attack" } ,
  406. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "Sleep Attack" } ,
  407. { NPC_SLOWCAST, "NPC_SLOWCAST", "Slow Cast" } ,
  408. { NPC_SMOKING, "NPC_SMOKING", "Smoking" } ,
  409. { NPC_SPEEDUP, "NPC_SPEEDUP", "Speed UP" } ,
  410. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "Splash Attack" } ,
  411. { NPC_STONESKIN, "NPC_STONESKIN", "Stone Skin" } ,
  412. { NPC_STOP, "NPC_STOP", "Stop" } ,
  413. { NPC_STUNATTACK, "NPC_STUNATTACK", "Stun Attack" } ,
  414. { NPC_SUICIDE, "NPC_SUICIDE", "Suicide" } ,
  415. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "Summon Monster" } ,
  416. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "Summon :Slave" } ,
  417. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "Ghost Attack" } ,
  418. { NPC_THUNDERBREATH, "NPC_THUNDERBREATH", "Thunder Breath" } ,
  419. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "Transformation" } ,
  420. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "Undead Attack" } ,
  421. { NPC_VAMPIRE_GIFT, "NPC_VAMPIRE_GIFT", "Vampire Gift" } ,
  422. { NPC_WATERATTACK, "NPC_WATERATTACK", "Water Attack" } ,
  423. { NPC_WIDEBLEEDING, "NPC_WIDEBLEEDING", "Wide Bleeding" } ,
  424. { NPC_WIDECONFUSE, "NPC_WIDECONFUSE", "Wide Confusion" } ,
  425. { NPC_WIDECURSE, "NPC_WIDECURSE", "Wide Curse" } ,
  426. { NPC_WIDEFREEZE, "NPC_WIDEFREEZE", "Wide Freeze" } ,
  427. { NPC_WIDESLEEP, "NPC_WIDESLEEP", "Wide Sleep" } ,
  428. { NPC_WIDESIGHT, "NPC_WIDESIGHT", "Wide Sight" } ,
  429. { NPC_WIDESILENCE, "NPC_WIDESILENCE", "Wide Silence" } ,
  430. { NPC_WIDESOULDRAIN, "NPC_WIDESOULDRAIN", "Wide Soul Drain" } ,
  431. { NPC_WIDESTONE, "NPC_WIDESTONE", "Wide Petrify" } ,
  432. { NPC_WIDESTUN, "NPC_WIDESTUN", "Wide Stun" } ,
  433. { NPC_WINDATTACK, "NPC_WINDATTACK", "Wind Attack" } ,
  434. { NV_BASIC, "NV_BASIC", "Basic Skill" } ,
  435. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  436. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play Dead" } ,
  437. { PA_GOSPEL, "PA_GOSPEL", "Battle Chant" } ,
  438. { PA_PRESSURE, "PA_PRESSURE", "Gloria Domini" } ,
  439. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's Reckoning" } ,
  440. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield Chain" } ,
  441. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double Casting" } ,
  442. { PF_FOGWALL, "PF_FOGWALL", "Blinding Mist" } ,
  443. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  444. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  445. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind Breaker" } ,
  446. { PF_SOULBURN, "PF_SOULBURN", "Soul Siphon" } ,
  447. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul Exhale" } ,
  448. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber Lock" } ,
  449. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  450. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S. Sacramenti" } ,
  451. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  452. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio Manus" } ,
  453. { PR_KYRIE, "PR_KYRIE", "Kyrie Eleison" } ,
  454. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex Aeterna" } ,
  455. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex Divina" } ,
  456. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace Mastery" } ,
  457. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  458. { PR_MAGNUS, "PR_MAGNUS", "Magnus Exorcismus" } ,
  459. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  460. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  461. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow Poison" } ,
  462. { PR_STRECOVERY, "PR_STRECOVERY", "Status Recovery" } ,
  463. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  464. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn Undead" } ,
  465. { RG_BACKSTAP, "RG_BACKSTAP", "Back Stab" } ,
  466. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  467. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close Confine"} ,
  468. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  469. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  470. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  471. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  472. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  473. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  474. { RG_RAID, "RG_RAID", "Sightless Mind" } ,
  475. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  476. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  477. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest Armor" } ,
  478. { RG_STRIPHELM, "RG_STRIPHELM", "Divest Helm" } ,
  479. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest Shield" } ,
  480. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest Weapon" } ,
  481. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  482. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  483. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced Book" } ,
  484. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  485. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast Cancel" } ,
  486. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class Change" } ,
  487. { SA_COMA, "SA_COMA", "Coma" } ,
  488. { SA_CREATECON, "SA_CREATECON", "Create Elemental Converter" } ,
  489. { SA_DEATH, "SA_DEATH", "Grim Reaper" } ,
  490. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  491. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  492. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  493. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental Change Fire" } ,
  494. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental Change Earth" } ,
  495. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental Change Water" } ,
  496. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental Change Wind" } ,
  497. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow Blaze" } ,
  498. { SA_FORTUNE, "SA_FORTUNE", "Gold Digger" } ,
  499. { SA_FREECAST, "SA_FREECAST", "Free Cast" } ,
  500. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow Tsunami" } ,
  501. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  502. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  503. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  504. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic Earth" } ,
  505. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  506. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow Tornado" } ,
  507. { SA_MAGICROD, "SA_MAGICROD", "Magic Rod" } ,
  508. { SA_MONOCELL, "SA_MONOCELL", "Mono Cell" } ,
  509. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  510. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus Morph" } ,
  511. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow Quake" } ,
  512. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell Breaker" } ,
  513. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster Chant" } ,
  514. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly Hypnosis" } ,
  515. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  516. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  517. { SG_DEVIL, "SG_DEVIL", "Devil of the Sun, Moon and Stars" } ,
  518. { SG_FEEL, "SG_FEEL", "Feeling of the Sun, Moon and Star" } ,
  519. { SG_FRIEND, "SG_FRIEND", "Companion of the Sun and Moon" } ,
  520. { SG_FUSION, "SG_FUSION", "Union of the Sun, Moon and Stars" } ,
  521. { SG_HATE, "SG_HATE", "Hatred of the Sun, Moon and Stars" } ,
  522. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge of the Sun, Moon and Stars" } ,
  523. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury of the Moon" } ,
  524. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless of the Moon" } ,
  525. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort of the Moon" } ,
  526. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth of the Moon" } ,
  527. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury of the Stars" } ,
  528. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless of the Stars" } ,
  529. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort of the Stars" } ,
  530. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth of the Stars" } ,
  531. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury of the Sun" } ,
  532. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless of the Sun" } ,
  533. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort of the Sun" } ,
  534. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth of the Sun" } ,
  535. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit of Alchemist" } ,
  536. { SL_ASSASIN, "SL_ASSASIN", "Spirit of Assassin" } ,
  537. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit of Bard and Dancer" } ,
  538. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit of Blacksmith" } ,
  539. { SL_CRUSADER, "SL_CRUSADER", "Spirit of Crusader" } ,
  540. { SL_HIGH, "SL_HIGH", "Spirit of Advanced 1st Class" } ,
  541. { SL_HUNTER, "SL_HUNTER", "Spirit of Hunter" } ,
  542. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  543. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  544. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  545. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  546. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  547. { SL_KNIGHT, "SL_KNIGHT", "Spirit of Knight" } ,
  548. { SL_MONK, "SL_MONK", "Spirit of Monk" } ,
  549. { SL_PRIEST, "SL_PRIEST", "Spirit of Priest" } ,
  550. { SL_ROGUE, "SL_ROGUE", "Spirit of Rogue" } ,
  551. { SL_SAGE, "SL_SAGE", "Spirit of Sage" } ,
  552. { SL_SKA, "SL_SKA", "Eska" } ,
  553. { SL_SKE, "SL_SKE", "Eske" } ,
  554. { SL_SMA, "SL_SMA", "Esma" } ,
  555. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit of Soul Linker" } ,
  556. { SL_STAR, "SL_STAR", "Spirit of Stars" } ,
  557. { SL_STIN, "SL_STIN", "Estin" } ,
  558. { SL_STUN, "SL_STUN", "Estun" } ,
  559. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit of Super Novice" } ,
  560. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  561. { SL_WIZARD, "SL_WIZARD", "Spirit of Wizard" } ,
  562. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  563. { SM_BASH, "SM_BASH", "Bash" } ,
  564. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  565. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal Blow" } ,
  566. { SM_MAGNUM, "SM_MAGNUM", "Magnum Break" } ,
  567. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP Recovery While Moving" } ,
  568. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  569. { SM_RECOVERY, "SM_RECOVERY", "Increase HP Recovery" } ,
  570. { SM_SWORD, "SM_SWORD", "Sword Mastery" } ,
  571. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed Sword Mastery" } ,
  572. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon Assault" } ,
  573. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused Arrow Strike" } ,
  574. { SN_SIGHT, "SN_SIGHT", "Falcon Eyes" } ,
  575. { SN_WINDWALK, "SN_WINDWALK", "Wind Walker" } ,
  576. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  577. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full Divestment" } ,
  578. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  579. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter Instinct" } ,
  580. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back Slide" } ,
  581. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  582. { TF_DOUBLE, "TF_DOUBLE", "Double Attack" } ,
  583. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  584. { TF_MISS, "TF_MISS", "Improve Dodge" } ,
  585. { TF_PICKSTONE, "TF_PICKSTONE", "Find Stone" } ,
  586. { TF_POISON, "TF_POISON", "Envenom" } ,
  587. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand Attack" } ,
  588. { TF_STEAL, "TF_STEAL", "Steal" } ,
  589. { TF_THROWSTONE, "TF_THROWSTONE", "Stone Fling" } ,
  590. { TK_COUNTER, "TK_COUNTER", "Spin Kick" } ,
  591. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  592. { TK_DOWNKICK, "TK_DOWNKICK", "Heel Drop" } ,
  593. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon Jump" } ,
  594. { TK_HPTIME, "TK_HPTIME", "Peaceful Break" } ,
  595. { TK_JUMPKICK, "TK_JUMPKICK", "Flying Kick" } ,
  596. { TK_MISSION, "TK_MISSION", "Mission" } ,
  597. { TK_POWER, "TK_POWER", "Kihop" } ,
  598. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin Kick Stance" } ,
  599. { TK_READYDOWN, "TK_READYDOWN", "Heel Drop Stance" } ,
  600. { TK_READYSTORM, "TK_READYSTORM", "Tornado Stance" } ,
  601. { TK_READYTURN, "TK_READYTURN", "Roundhouse Stance" } ,
  602. { TK_RUN, "TK_RUN", "Sprint" } ,
  603. { TK_SEVENWIND, "TK_SEVENWIND", "Mild Wind" } ,
  604. { TK_SPTIME, "TK_SPTIME", "Happy Break" } ,
  605. { TK_STORMKICK, "TK_STORMKICK", "Storm Kick" } ,
  606. { TK_TURNKICK, "TK_TURNKICK", "Turn Kick" } ,
  607. { WE_BABY, "WE_BABY", "Mom, Dad, I love you!" } ,
  608. { WE_CALLBABY, "WE_CALLBABY", "Come to me, honey~" } ,
  609. { WE_CALLPARENT, "WE_CALLPARENT", "Mom, Dad, I miss you!" } ,
  610. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic Rendezvous" } ,
  611. { WE_FEMALE, "WE_FEMALE", "Loving Touch" } ,
  612. { WE_MALE, "WE_MALE", "Undying Love" } ,
  613. { WS_CARTBOOST, "WS_CARTBOOST", "Cart Boost" } ,
  614. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart Termination" } ,
  615. { WS_CREATECOIN, "WS_CREATECOIN", "Coin Craft" } ,
  616. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget Craft" } ,
  617. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering Strike" } ,
  618. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max Power-Thust" } ,
  619. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto Attacking Machine Craft" } ,
  620. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon Refine" } ,
  621. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth Spike" } ,
  622. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  623. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire Pillar" } ,
  624. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost Nova" } ,
  625. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's Drive" } ,
  626. { WZ_ICEWALL, "WZ_ICEWALL", "Ice Wall" } ,
  627. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel Thunder" } ,
  628. { WZ_METEOR, "WZ_METEOR", "Meteor Storm" } ,
  629. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  630. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight Blaster" } ,
  631. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  632. { WZ_STORMGUST, "WZ_STORMGUST", "Storm Gust" } ,
  633. { WZ_VERMILION, "WZ_VERMILION", "Lord of Vermilion" } ,
  634. { WZ_WATERBALL, "WZ_WATERBALL", "Water Ball" } ,
  635. //[blackhole89]
  636. { HLIF_HEAL, "HLIF_HEAL", "Healing Touch" },
  637. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  638. { HLIF_BRAIN, "HLIF_BRAIN", "Brain Surgery" },
  639. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  640. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  641. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  642. { HAMI_SKIN, "HAMI_SKIN", "Adamantium Skin" },
  643. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  644. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  645. { HFLI_FLEET, "HFLI_FLEET", "Fleeting Move" },
  646. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  647. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  648. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  649. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction of Chaos" },
  650. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  651. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio Explosion" },
  652. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  653. };
  654. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  655. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  656. struct s_skill_db skill_db[MAX_SKILL_DB];
  657. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  658. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  659. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  660. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  661. int firewall_unit_pos;
  662. int icewall_unit_pos;
  663. //Since only mob-casted splash skills can hit ice-walls
  664. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  665. // macros to check for out of bounds errors [celest]
  666. // i: Skill ID, l: Skill Level, var: Value to return after checking
  667. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  668. // for values that might need to use a different function just skill_chk would suffice.
  669. #define skill_chk(i, l) \
  670. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  671. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  672. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  673. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  674. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  675. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  676. #define skill_get(var, i, l) \
  677. { skill_chk(i, l); return var; }
  678. // Skill DB
  679. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  680. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  681. int skill_get_pl( int id , int lv ){ skill_get (skill_db[id].pl[lv-1], id, lv); }
  682. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  683. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  684. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  685. int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  686. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  687. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  688. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  689. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  690. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  691. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  692. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  693. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  694. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  695. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  696. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  697. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  698. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  699. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  700. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  701. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  702. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  703. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  704. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  705. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  706. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  707. int skill_get_maxcount( int id ,int lv ){ skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  708. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  709. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  710. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  711. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  712. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  713. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  714. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  715. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  716. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  717. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  718. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  719. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  720. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  721. const char* skill_get_name( int id ){
  722. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  723. return "UNKNOWN_SKILL";
  724. if (id >= GD_SKILLBASE)
  725. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  726. if (id >= HM_SKILLBASE) //[orn]
  727. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  728. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  729. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  730. return skill_db[id].name;
  731. }
  732. const char* skill_get_desc( int id ){
  733. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  734. return "Unknown Skill";
  735. if (id >= GD_SKILLBASE)
  736. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  737. if (id >= HM_SKILLBASE) //[orn]
  738. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  739. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].desc==NULL)
  740. return "Unknown Skill"; //Can't use skill_chk because we return a string.
  741. return skill_db[id].desc;
  742. }
  743. int skill_tree_get_max(int id, int b_class)
  744. {
  745. int i, skillid;
  746. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  747. if (id == skillid) return skill_tree[b_class][i].max;
  748. return skill_get_max (id);
  749. }
  750. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  751. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  752. int status_change_timer_sub(struct block_list *bl, va_list ap);
  753. int skill_attack_area(struct block_list *bl,va_list ap);
  754. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  755. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  756. int skill_greed(struct block_list *bl, va_list ap);
  757. int skill_cell_overlap(struct block_list *bl, va_list ap);
  758. int skill_ganbatein(struct block_list *bl, va_list ap);
  759. int skill_trap_splash(struct block_list *bl, va_list ap);
  760. int skill_count_target(struct block_list *bl, va_list ap);
  761. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  762. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  763. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  764. static int skill_unit_effect(struct block_list *bl,va_list ap);
  765. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  766. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  767. int skill_get_casttype (int id)
  768. {
  769. int inf = skill_get_inf(id);
  770. if (inf&(INF_GROUND_SKILL))
  771. return CAST_GROUND;
  772. if (inf&INF_SUPPORT_SKILL)
  773. return CAST_NODAMAGE;
  774. if (inf&INF_SELF_SKILL) {
  775. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  776. return CAST_DAMAGE; //Combo skill.
  777. return CAST_NODAMAGE;
  778. }
  779. if (skill_get_nk(id)&NK_NO_DAMAGE)
  780. return CAST_NODAMAGE;
  781. return CAST_DAMAGE;
  782. };
  783. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  784. int skill_get_range2 (struct block_list *bl, int id, int lv)
  785. {
  786. int range;
  787. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  788. return 9; //Mobs have a range of 9 regardless of skill used.
  789. range = skill_get_range(id, lv);
  790. if(range < 0) {
  791. if (battle_config.use_weapon_skill_range&bl->type)
  792. return status_get_range(bl);
  793. range *=-1;
  794. }
  795. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  796. switch (id) {
  797. case AC_SHOWER:
  798. case AC_DOUBLE:
  799. case HT_BLITZBEAT:
  800. case AC_CHARGEARROW:
  801. case SN_FALCONASSAULT:
  802. case SN_SHARPSHOOTING:
  803. case HT_POWER:
  804. if (bl->type == BL_PC)
  805. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  806. else
  807. range += 10; //Assume level 10?
  808. break;
  809. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  810. case GS_RAPIDSHOWER:
  811. case GS_PIERCINGSHOT:
  812. case GS_FULLBUSTER:
  813. case GS_SPREADATTACK:
  814. case GS_GROUNDDRIFT:
  815. if (bl->type == BL_PC)
  816. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  817. else
  818. range += 10; //Assume level 10?
  819. break;
  820. case NJ_KIRIKAGE:
  821. if (bl->type == BL_PC)
  822. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  823. break;
  824. }
  825. if(!range && bl->type != BL_PC)
  826. return 9; // Enable non players to use self skills on others. [Skotlex]
  827. return range;
  828. }
  829. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  830. {
  831. int skill, heal;
  832. struct status_change* sc;
  833. if (skill_lv >= battle_config.max_heal_lv)
  834. return battle_config.max_heal;
  835. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  836. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  837. heal += heal * skill * 2 / 100;
  838. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  839. heal += heal * skill * 2 / 100;
  840. sc = status_get_sc(target);
  841. if (sc && sc->count && sc->data[SC_CRITICALWOUND].timer!=-1)
  842. heal -= heal * sc->data[SC_CRITICALWOUND].val2/100;
  843. return heal;
  844. }
  845. // Making plagiarize check its own function [Aru]
  846. int can_copy (struct map_session_data *sd, int skillid)
  847. {
  848. // Never copy NPC/Wedding Skills
  849. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  850. return 0;
  851. // High-class skills
  852. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  853. {
  854. if(battle_config.copyskill_restrict == 2)
  855. return 0;
  856. else if(battle_config.copyskill_restrict)
  857. return (sd->status.class_ == JOB_STALKER);
  858. }
  859. return 1;
  860. }
  861. // [MouseJstr] - skill ok to cast? and when?
  862. int skillnotok (int skillid, struct map_session_data *sd)
  863. {
  864. int i = skillid,m;
  865. nullpo_retr (1, sd);
  866. m = sd->bl.m;
  867. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  868. return 1;
  869. if (i >= GD_SKILLBASE)
  870. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  871. if (i >= HM_SKILLBASE) //[orn]
  872. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  873. if (i > MAX_SKILL || i < 0)
  874. return 1;
  875. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  876. return 0; // GMs can do any damn thing they want
  877. if (sd->blockskill[i] > 0)
  878. return 1;
  879. // Check skill restrictions [Celest]
  880. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  881. return 1;
  882. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  883. return 1;
  884. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  885. return 1;
  886. if(agit_flag && skill_get_nocast (skillid) & 8)
  887. return 1;
  888. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  889. return 1;
  890. switch (skillid) {
  891. case AL_WARP:
  892. if(map[m].flag.nowarp) {
  893. clif_skill_teleportmessage(sd,0);
  894. return 1;
  895. }
  896. return 0;
  897. break;
  898. case AL_TELEPORT:
  899. if(map[m].flag.noteleport) {
  900. clif_skill_teleportmessage(sd,0);
  901. return 1;
  902. }
  903. return 0;
  904. case WE_CALLPARTNER:
  905. case WE_CALLPARENT:
  906. case WE_CALLBABY:
  907. if (map[m].flag.nomemo) {
  908. clif_skill_teleportmessage(sd,1);
  909. return 1;
  910. }
  911. break;
  912. case MC_VENDING:
  913. case MC_IDENTIFY:
  914. return 0; // always allowed
  915. case WZ_ICEWALL:
  916. // noicewall flag [Valaris]
  917. if (map[m].flag.noicewall) {
  918. clif_skill_fail(sd,skillid,0,0);
  919. return 1;
  920. }
  921. break;
  922. case GD_EMERGENCYCALL:
  923. if (
  924. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  925. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  926. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  927. ) {
  928. clif_skill_fail(sd,skillid,0,0);
  929. return 1;
  930. }
  931. break;
  932. }
  933. return (map[m].flag.noskill);
  934. }
  935. // [orn] - skill ok to cast? and when? //homunculus
  936. int skillnotok_hom (int skillid, struct homun_data *hd)
  937. {
  938. int i = skillid;
  939. nullpo_retr (1, hd);
  940. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  941. return 1;
  942. if (i >= GD_SKILLBASE)
  943. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  944. if (i >= HM_SKILLBASE) //[orn]
  945. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  946. if (i > MAX_SKILL || i < 0)
  947. return 1;
  948. if (hd->blockskill[i] > 0)
  949. return 1;
  950. //Use master's criteria.
  951. return skillnotok(skillid, hd->master);
  952. }
  953. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  954. {
  955. int pos = skill_get_unit_layout_type(skillid,skilllv);
  956. int dir;
  957. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  958. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  959. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  960. }
  961. if (pos != -1) // simple single-definition layout
  962. return &skill_unit_layout[pos];
  963. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  964. if (skillid == MG_FIREWALL)
  965. return &skill_unit_layout [firewall_unit_pos + dir];
  966. else if (skillid == WZ_ICEWALL)
  967. return &skill_unit_layout [icewall_unit_pos + dir];
  968. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  969. return &skill_unit_layout[0]; // default 1x1 layout
  970. }
  971. /*==========================================
  972. *
  973. *------------------------------------------*/
  974. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  975. {
  976. struct map_session_data *sd=NULL, *dstsd=NULL;
  977. struct mob_data *md=NULL, *dstmd=NULL;
  978. struct status_data *sstatus, *tstatus;
  979. struct status_change *sc, *tsc;
  980. int skill;
  981. int rate;
  982. nullpo_retr(0, src);
  983. nullpo_retr(0, bl);
  984. if(skillid < 0)
  985. { // remove the debug print when this case is finished
  986. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  987. src, bl,skillid,skilllv,attack_type,tick);
  988. return 0;
  989. }
  990. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  991. switch (src->type) {
  992. case BL_PC:
  993. sd = (struct map_session_data *)src;
  994. break;
  995. case BL_MOB:
  996. md = (struct mob_data *)src;
  997. break;
  998. }
  999. switch (bl->type) {
  1000. case BL_PC:
  1001. dstsd=(struct map_session_data *)bl;
  1002. break;
  1003. case BL_MOB:
  1004. dstmd=(struct mob_data *)bl;
  1005. break;
  1006. }
  1007. sc = status_get_sc(src);
  1008. tsc = status_get_sc(bl);
  1009. sstatus = status_get_status_data(src);
  1010. tstatus = status_get_status_data(bl);
  1011. if (!tsc) //skill additional effect is about adding effects to the target...
  1012. //So if the target can't be inflicted with statuses, this is pointless.
  1013. return 0;
  1014. if (sc && !sc->count)
  1015. sc = NULL;
  1016. switch(skillid){
  1017. case 0: // Normal attacks (no skill used)
  1018. {
  1019. if(sd) {
  1020. // Automatic trigger of Blitz Beat
  1021. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1022. rand()%1000 <= sstatus->luk*10/3+1 ) {
  1023. rate=(sd->status.job_level+9)/10;
  1024. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1025. }
  1026. // Gank
  1027. if(dstmd && sd->status.weapon != W_BOW &&
  1028. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1029. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  1030. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1031. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1032. else
  1033. clif_skill_fail(sd,RG_SNATCHER,0,0);
  1034. }
  1035. // Chance to trigger Taekwon kicks [Dralnu]
  1036. if(sc && sc->data[SC_COMBO].timer == -1) {
  1037. if(sc->data[SC_READYSTORM].timer != -1 &&
  1038. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  1039. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1040. ; //Stance triggered
  1041. else if(sc->data[SC_READYDOWN].timer != -1 &&
  1042. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  1043. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1044. ; //Stance triggered
  1045. else if(sc->data[SC_READYTURN].timer != -1 &&
  1046. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  1047. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1048. ; //Stance triggered
  1049. else if(sc->data[SC_READYCOUNTER].timer != -1)
  1050. { //additional chance from SG_FRIEND [Komurka]
  1051. rate = 20;
  1052. if (sc->data[SC_SKILLRATE_UP].timer != -1 && sc->data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1053. rate += rate*sc->data[SC_SKILLRATE_UP].val2/100;
  1054. status_change_end(src,SC_SKILLRATE_UP,-1);
  1055. }
  1056. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1057. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1058. }
  1059. }
  1060. if (sd->special_state.bonus_coma) {
  1061. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1062. rate += sd->weapon_coma_race[tstatus->race];
  1063. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1064. if (rate)
  1065. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  1066. }
  1067. }
  1068. if (sc) {
  1069. // Enchant Poison gives a chance to poison attacked enemies
  1070. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1071. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1072. sc->data[SC_ENCPOISON].val1,0,0,0,
  1073. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1074. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1075. if(sc->data[SC_EDP].timer != -1)
  1076. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1077. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1078. }
  1079. }
  1080. break;
  1081. case SM_BASH:
  1082. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1083. //TODO: How much % per base level it actually is?
  1084. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1085. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1086. }
  1087. break;
  1088. case AS_VENOMKNIFE:
  1089. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1090. skilllv = pc_checkskill(sd, TF_POISON);
  1091. case TF_POISON:
  1092. case AS_SPLASHER:
  1093. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1094. && sd && skillid==TF_POISON
  1095. )
  1096. clif_skill_fail(sd,skillid,0,0);
  1097. break;
  1098. case AS_SONICBLOW:
  1099. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1100. break;
  1101. case AS_GRIMTOOTH:
  1102. skill = dstsd?SC_SLOWDOWN:SC_STOP;
  1103. if (tsc->data[skill].timer == -1)
  1104. sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
  1105. break;
  1106. case MG_FROSTDIVER:
  1107. case WZ_FROSTNOVA:
  1108. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1109. break;
  1110. case WZ_STORMGUST:
  1111. //Use two since the counter is increased AFTER the attack.
  1112. if(tsc->data[SC_FREEZE].val3 >= 2) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1113. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1114. break;
  1115. case WZ_METEOR:
  1116. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1117. break;
  1118. case WZ_VERMILION:
  1119. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1120. break;
  1121. case HT_FREEZINGTRAP:
  1122. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1123. break;
  1124. case HT_FLASHER:
  1125. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1126. break;
  1127. case HT_LANDMINE:
  1128. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1129. break;
  1130. case HT_SHOCKWAVE:
  1131. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1132. break;
  1133. case HT_SANDMAN:
  1134. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1135. break;
  1136. case TF_SPRINKLESAND:
  1137. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1138. break;
  1139. case TF_THROWSTONE:
  1140. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1141. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1142. break;
  1143. case NPC_DARKCROSS:
  1144. case CR_HOLYCROSS:
  1145. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1146. break;
  1147. case CR_GRANDCROSS:
  1148. case NPC_GRANDDARKNESS:
  1149. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1150. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1151. break;
  1152. case AM_ACIDTERROR:
  1153. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1154. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1155. clif_emotion(bl,23);
  1156. break;
  1157. case AM_DEMONSTRATION:
  1158. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1159. break;
  1160. case CR_SHIELDCHARGE:
  1161. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1162. break;
  1163. case PA_PRESSURE:
  1164. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1165. break;
  1166. case RG_RAID:
  1167. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1168. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1169. break;
  1170. case BA_FROSTJOKE:
  1171. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1172. break;
  1173. case DC_SCREAM:
  1174. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1175. break;
  1176. case BD_LULLABY:
  1177. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1178. break;
  1179. case DC_UGLYDANCE:
  1180. rate = 5+5*skilllv;
  1181. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1182. rate += 5+skill;
  1183. status_zap(bl, 0, rate);
  1184. break;
  1185. case SL_STUN:
  1186. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1187. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1188. break;
  1189. case NPC_PETRIFYATTACK:
  1190. sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
  1191. skilllv,0,0,skill_get_time(skillid,skilllv),
  1192. skill_get_time2(skillid,skilllv));
  1193. break;
  1194. case NPC_CURSEATTACK:
  1195. case NPC_SLEEPATTACK:
  1196. case NPC_BLINDATTACK:
  1197. case NPC_POISON:
  1198. case NPC_SILENCEATTACK:
  1199. case NPC_STUNATTACK:
  1200. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1201. break;
  1202. case NPC_ACIDBREATH:
  1203. case NPC_ICEBREATH:
  1204. sc_start(bl,SkillStatusChangeTable(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  1205. break;
  1206. case NPC_BLEEDING:
  1207. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1208. break;
  1209. case NPC_MENTALBREAKER:
  1210. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1211. //equal to Matk*skLevel.
  1212. rate = sstatus->matk_min;
  1213. if (rate < sstatus->matk_max)
  1214. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  1215. rate*=skilllv;
  1216. status_zap(bl, 0, rate);
  1217. break;
  1218. }
  1219. // Equipment breaking monster skills [Celest]
  1220. case NPC_WEAPONBRAKER:
  1221. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1222. break;
  1223. case NPC_ARMORBRAKE:
  1224. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1225. break;
  1226. case NPC_HELMBRAKE:
  1227. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1228. break;
  1229. case NPC_SHIELDBRAKE:
  1230. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1231. break;
  1232. case CH_TIGERFIST:
  1233. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1234. break;
  1235. case LK_SPIRALPIERCE:
  1236. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1237. break;
  1238. case ST_REJECTSWORD:
  1239. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1240. break;
  1241. case PF_FOGWALL:
  1242. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1243. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1244. break;
  1245. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1246. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1247. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1248. break;
  1249. case LK_JOINTBEAT:
  1250. skill = SkillStatusChangeTable(skillid);
  1251. if (tsc->data[skill].val4) {
  1252. sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->data[skill].val4&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  1253. tsc->data[skill].val4 = 0;
  1254. }
  1255. break;
  1256. case ASC_METEORASSAULT:
  1257. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1258. switch(rand()%3) {
  1259. case 0:
  1260. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1261. break;
  1262. case 1:
  1263. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1264. break;
  1265. default:
  1266. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1267. }
  1268. break;
  1269. case HW_NAPALMVULCAN:
  1270. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1271. break;
  1272. case WS_CARTTERMINATION: // Cart termination
  1273. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1274. break;
  1275. case CR_ACIDDEMONSTRATION:
  1276. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1277. break;
  1278. case TK_DOWNKICK:
  1279. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1280. break;
  1281. case TK_JUMPKICK:
  1282. //Cancel out Soul Linker status of the target. [Skotlex]
  1283. if (tsc->count) {
  1284. //Remove NORMAL potions effect.
  1285. if (tsc->data[SC_ASPDPOTION0].timer != -1 && !tsc->data[SC_ASPDPOTION0].val4)
  1286. status_change_end(bl, SC_ASPDPOTION0, -1);
  1287. if (tsc->data[SC_ASPDPOTION1].timer != -1 && !tsc->data[SC_ASPDPOTION1].val4)
  1288. status_change_end(bl, SC_ASPDPOTION1, -1);
  1289. if (tsc->data[SC_ASPDPOTION2].timer != -1 && !tsc->data[SC_ASPDPOTION2].val4)
  1290. status_change_end(bl, SC_ASPDPOTION2, -1);
  1291. if (tsc->data[SC_ASPDPOTION3].timer != -1 && !tsc->data[SC_ASPDPOTION3].val4)
  1292. status_change_end(bl, SC_ASPDPOTION3, -1);
  1293. if (tsc->data[SC_SPEEDUP0].timer != -1 && !tsc->data[SC_SPEEDUP0].val4)
  1294. status_change_end(bl, SC_SPEEDUP0, -1);
  1295. if (tsc->data[SC_SPEEDUP1].timer != -1 && !tsc->data[SC_SPEEDUP1].val4)
  1296. status_change_end(bl, SC_SPEEDUP1, -1);
  1297. if (tsc->data[SC_SPIRIT].timer != -1)
  1298. status_change_end(bl, SC_SPIRIT, -1);
  1299. if (tsc->data[SC_ONEHAND].timer != -1)
  1300. status_change_end(bl, SC_ONEHAND, -1);
  1301. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1302. status_change_end(bl, SC_ADRENALINE2, -1);
  1303. }
  1304. break;
  1305. case TK_TURNKICK:
  1306. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1307. if(attack_type&BF_MISC) //70% base stun chance...
  1308. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1309. break;
  1310. case GS_BULLSEYE: //0.1% coma rate.
  1311. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1312. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1313. break;
  1314. case GS_PIERCINGSHOT:
  1315. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1316. break;
  1317. case NJ_HYOUSYOURAKU:
  1318. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1319. break;
  1320. case GS_FLING:
  1321. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1322. break;
  1323. case GS_DISARM:
  1324. rate = 3*skilllv;
  1325. if (sstatus->dex > tstatus->dex)
  1326. rate += (sstatus->dex - tstatus->dex)/5;
  1327. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  1328. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1329. break;
  1330. case NPC_EVILLAND:
  1331. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1332. break;
  1333. case NPC_HELLJUDGEMENT:
  1334. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  1335. break;
  1336. case NPC_CRITICALWOUND:
  1337. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  1338. break;
  1339. }
  1340. if(sd && attack_type&BF_WEAPON &&
  1341. skillid != WS_CARTTERMINATION &&
  1342. skillid != AM_DEMONSTRATION &&
  1343. skillid != CR_REFLECTSHIELD
  1344. ){ //Trigger status effects
  1345. int i, type;
  1346. for(i=0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++)
  1347. {
  1348. rate = sd->addeff[i].rate;
  1349. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1350. rate += sd->addeff[i].arrow_rate;
  1351. if (!rate) continue;
  1352. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1353. { //Trigger has range consideration.
  1354. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1355. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1356. continue; //Range Failed.
  1357. }
  1358. type = sd->addeff[i].id;
  1359. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1360. if (sd->addeff[i].flag&ATF_TARGET)
  1361. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1362. if (sd->addeff[i].flag&ATF_SELF)
  1363. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1364. }
  1365. }
  1366. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1367. { //Pass heritage to Master for status causing effects. [Skotlex]
  1368. sd = map_id2sd(md->master_id);
  1369. src = sd?&sd->bl:src;
  1370. }
  1371. // Autospell when attacking
  1372. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  1373. struct block_list *tbl;
  1374. struct unit_data *ud;
  1375. int i, skilllv;
  1376. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1377. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1378. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1379. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1380. continue; // one or more trigger conditions were not fulfilled
  1381. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1382. if (skillnotok(skill, sd))
  1383. continue;
  1384. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1385. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1386. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1387. if (rand()%1000 > rate)
  1388. continue;
  1389. if (sd->autospell[i].id < 0)
  1390. tbl = src;
  1391. else
  1392. tbl = bl;
  1393. switch (skill_get_casttype(skill)) {
  1394. case CAST_GROUND:
  1395. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1396. break;
  1397. case CAST_NODAMAGE:
  1398. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1399. break;
  1400. case CAST_DAMAGE:
  1401. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1402. break;
  1403. }
  1404. //Set canact delay. [Skotlex]
  1405. ud = unit_bl2ud(src);
  1406. if (ud) {
  1407. rate = skill_delayfix(src, skill, skilllv);
  1408. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1409. ud->canact_tick = tick+rate;
  1410. }
  1411. break; //Only one auto skill comes off at a time.
  1412. }
  1413. }
  1414. //Polymorph
  1415. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1416. dstmd && !(tstatus->mode&MD_BOSS) &&
  1417. (rand()%10000 < sd->classchange))
  1418. {
  1419. struct mob_db *mob;
  1420. int class_;
  1421. skill = 0;
  1422. do {
  1423. do {
  1424. class_ = rand() % MAX_MOB_DB;
  1425. } while (!mobdb_checkid(class_));
  1426. rate = rand() % 1000000;
  1427. mob = mob_db(class_);
  1428. } while (
  1429. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1430. (skill++) < 2000);
  1431. if (skill < 2000)
  1432. mob_class_change(dstmd,class_);
  1433. }
  1434. return 0;
  1435. }
  1436. /* Splitted off from skill_additional_effect, which is never called when the
  1437. * attack skill kills the enemy. Place in this function counter status effects
  1438. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1439. * from cards) that will take effect on the source, not the target. [Skotlex]
  1440. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1441. * type of skills, so not every instance of skill_additional_effect needs a call
  1442. * to this one.
  1443. */
  1444. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1445. {
  1446. int rate;
  1447. struct map_session_data *sd=NULL;
  1448. struct map_session_data *dstsd=NULL;
  1449. struct status_change *tsc;
  1450. nullpo_retr(0, src);
  1451. nullpo_retr(0, bl);
  1452. if(skillid < 0)
  1453. { // remove the debug print when this case is finished
  1454. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1455. src, bl,skillid,skilllv,attack_type,tick);
  1456. return 0;
  1457. }
  1458. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1459. tsc = status_get_sc(bl);
  1460. if (tsc && !tsc->count)
  1461. tsc = NULL;
  1462. BL_CAST(BL_PC, src, sd);
  1463. BL_CAST(BL_PC, bl, dstsd);
  1464. switch(skillid){
  1465. case 0: //Normal Attack
  1466. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1467. tsc->data[SC_KAAHI].val4 = add_timer(
  1468. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1469. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1470. break;
  1471. case MO_EXTREMITYFIST:
  1472. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1473. break;
  1474. case GS_FULLBUSTER:
  1475. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1476. break;
  1477. case HFLI_SBR44: //[orn]
  1478. case HVAN_EXPLOSION:
  1479. if(src->type == BL_HOM){
  1480. TBL_HOM *hd = (TBL_HOM*)src;
  1481. hd->homunculus.intimacy = 200;
  1482. if (hd->master)
  1483. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1484. }
  1485. break;
  1486. }
  1487. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1488. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1489. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1490. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1491. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1492. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1493. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1494. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1495. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1496. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1497. }
  1498. if(dstsd && attack_type&BF_WEAPON)
  1499. { //Counter effects.
  1500. int i, type, time;
  1501. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1502. {
  1503. rate = dstsd->addeff2[i].rate;
  1504. if (attack_type&BF_LONG)
  1505. rate+=dstsd->addeff2[i].arrow_rate;
  1506. if (!rate) continue;
  1507. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1508. { //Trigger has range consideration.
  1509. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1510. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1511. continue; //Range Failed.
  1512. }
  1513. type = dstsd->addeff2[i].id;
  1514. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1515. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1516. status_change_start(src,type,rate,7,0,0,0,time,0);
  1517. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1518. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1519. }
  1520. }
  1521. // Trigger counter-spells to retaliate against damage causing skills.
  1522. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  1523. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1524. {
  1525. struct block_list *tbl;
  1526. struct unit_data *ud;
  1527. int i, skillid, skilllv, rate;
  1528. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1529. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1530. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1531. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1532. continue; // one or more trigger conditions were not fulfilled
  1533. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1534. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1535. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1536. rate = dstsd->autospell2[i].rate;
  1537. if (attack_type&BF_LONG)
  1538. rate>>=1;
  1539. if (skillnotok(skillid, dstsd))
  1540. continue;
  1541. if (rand()%1000 > rate)
  1542. continue;
  1543. if (dstsd->autospell2[i].id < 0)
  1544. tbl = bl;
  1545. else
  1546. tbl = src;
  1547. switch (skill_get_casttype(skillid)) {
  1548. case CAST_GROUND:
  1549. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1550. break;
  1551. case CAST_NODAMAGE:
  1552. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1553. break;
  1554. case CAST_DAMAGE:
  1555. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1556. break;
  1557. }
  1558. //Set canact delay. [Skotlex]
  1559. ud = unit_bl2ud(bl);
  1560. if (ud) {
  1561. rate = skill_delayfix(bl, skillid, skilllv);
  1562. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1563. ud->canact_tick = tick+rate;
  1564. }
  1565. break; //trigger only one auto-spell per hit.
  1566. }
  1567. }
  1568. return 0;
  1569. }
  1570. /*=========================================================================
  1571. Breaks equipment. On-non players causes the corresponding strip effect.
  1572. - rate goes from 0 to 10000 (100.00%)
  1573. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1574. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1575. --------------------------------------------------------------------------*/
  1576. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1577. {
  1578. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1579. const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1580. const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1581. struct status_change *sc = status_get_sc(bl);
  1582. int i,j;
  1583. TBL_PC *sd;
  1584. BL_CAST(BL_PC, bl, sd);
  1585. if (sc && !sc->count)
  1586. sc = NULL;
  1587. if (sd) {
  1588. if (sd->unbreakable_equip)
  1589. where &= ~sd->unbreakable_equip;
  1590. if (sd->unbreakable)
  1591. rate -= rate*sd->unbreakable/100;
  1592. if (where&EQP_WEAPON) {
  1593. switch (sd->status.weapon) {
  1594. case W_FIST: //Bare fists should not break :P
  1595. case W_1HAXE:
  1596. case W_2HAXE:
  1597. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1598. case W_STAFF:
  1599. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1600. case W_HUUMA:
  1601. where &= ~EQP_WEAPON;
  1602. }
  1603. }
  1604. }
  1605. if (flag&BCT_ENEMY) {
  1606. if (battle_config.equip_skill_break_rate != 100)
  1607. rate = rate*battle_config.equip_skill_break_rate/100;
  1608. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1609. if (battle_config.equip_self_break_rate != 100)
  1610. rate = rate*battle_config.equip_self_break_rate/100;
  1611. }
  1612. for (i = 0; i < 4; i++) {
  1613. if (where&where_list[i]) {
  1614. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1615. where&=~where_list[i];
  1616. else if (rand()%10000 >= rate)
  1617. where&=~where_list[i];
  1618. else if (!sd) //Cause Strip effect.
  1619. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1620. }
  1621. }
  1622. if (!where) //Nothing to break.
  1623. return 0;
  1624. if (sd) {
  1625. for (i = 0; i < EQI_MAX; i++) {
  1626. j = sd->equip_index[i];
  1627. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1628. continue;
  1629. flag = 0;
  1630. switch(i) {
  1631. case EQI_HEAD_TOP: //Upper Head
  1632. flag = (where&EQP_HELM);
  1633. break;
  1634. case EQI_ARMOR: //Body
  1635. flag = (where&EQP_ARMOR);
  1636. break;
  1637. case EQI_HAND_R: //Left/Right hands
  1638. case EQI_HAND_L:
  1639. flag = (
  1640. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1641. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1642. break;
  1643. default:
  1644. continue;
  1645. }
  1646. if (flag) {
  1647. sd->status.inventory[j].attribute = 1;
  1648. pc_unequipitem(sd, j, 3);
  1649. }
  1650. }
  1651. clif_equiplist(sd);
  1652. }
  1653. return where; //Return list of pieces broken.
  1654. }
  1655. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1656. {
  1657. struct status_change *sc;
  1658. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1659. const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1660. const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1661. int i;
  1662. if (rand()%100 >= rate)
  1663. return 0;
  1664. sc = status_get_sc(bl);
  1665. if (!sc)
  1666. return 0;
  1667. for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) {
  1668. if (where&pos[i] && sc->data[sc_def[i]].timer != -1)
  1669. where&=~pos[i];
  1670. }
  1671. if (!where) return 0;
  1672. for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) {
  1673. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1674. where&=~pos[i];
  1675. }
  1676. return where?1:0;
  1677. }
  1678. /*=========================================================================
  1679. Used to knock back players, monsters, traps, etc
  1680. - 'count' is the number of squares to knock back
  1681. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1682. - if 'flag&0x1', position update packets must not be sent.
  1683. -------------------------------------------------------------------------*/
  1684. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1685. {
  1686. int dx = 0, dy = 0, nx, ny;
  1687. int ret;
  1688. struct skill_unit* su = NULL;
  1689. nullpo_retr(0, src);
  1690. if (src != target && map_flag_gvg(target->m))
  1691. return 0; //No knocking back in WoE
  1692. if (count == 0)
  1693. return 0; //Actual knockback distance is 0.
  1694. switch (target->type)
  1695. {
  1696. case BL_MOB:
  1697. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1698. return 0;
  1699. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1700. return 0;
  1701. break;
  1702. case BL_PC:
  1703. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1704. return 0;
  1705. break;
  1706. case BL_SKILL:
  1707. su = (struct skill_unit *)target;
  1708. break;
  1709. }
  1710. if (direction == -1) // <optimized>: do the computation here instead of outside
  1711. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1712. if (direction >= 0 && direction < 8)
  1713. { // take the reversed 'direction' and reverse it
  1714. dx = -dirx[direction];
  1715. dy = -diry[direction];
  1716. }
  1717. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1718. nx = ret>>16;
  1719. ny = ret&0xffff;
  1720. if (!su)
  1721. unit_stop_walking(target,0);
  1722. dx = nx - target->x;
  1723. dy = ny - target->y;
  1724. if (!dx && !dy) //Could not knockback.
  1725. return 0;
  1726. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1727. if(su)
  1728. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1729. else
  1730. map_moveblock(target, nx, ny, gettick());
  1731. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1732. if(!(flag&0x1))
  1733. clif_blown(target);
  1734. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1735. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1736. return count; //Return amount of knocked back cells.
  1737. }
  1738. //Checks if bl should reflect back a spell.
  1739. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1740. static int skill_magic_reflect(struct block_list *bl, int type)
  1741. {
  1742. struct status_change *sc = status_get_sc(bl);
  1743. struct map_session_data *sd;
  1744. BL_CAST(BL_PC, bl, sd);
  1745. if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
  1746. return 1;
  1747. if(sc && sc->count)
  1748. {
  1749. if(sc->data[SC_MAGICMIRROR].timer != -1 && rand()%100 < sc->data[SC_MAGICMIRROR].val2)
  1750. return 1;
  1751. if(sc->data[SC_KAITE].timer != -1 && (sd || status_get_lv(bl) <= 80))
  1752. { //Works on players or mobs with level under 80.
  1753. clif_specialeffect(bl, 438, AREA);
  1754. if (--sc->data[SC_KAITE].val2 <= 0)
  1755. status_change_end(bl, SC_KAITE, -1);
  1756. return 1;
  1757. }
  1758. }
  1759. return 0;
  1760. }
  1761. /*
  1762. * =========================================================================
  1763. * Does a skill attack with the given properties.
  1764. * src is the master behind the attack (player/mob/pet)
  1765. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1766. * bl is the target to be attacked.
  1767. * flag can hold a bunch of information:
  1768. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1769. * (usually holds number of targets, or just 1 for simple splash attacks)
  1770. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1771. * packet shouldn't display a skill animation)
  1772. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1773. * client (causes player characters to not scream skill name)
  1774. *-------------------------------------------------------------------------*/
  1775. 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)
  1776. {
  1777. struct Damage dmg;
  1778. struct status_data *sstatus, *tstatus;
  1779. struct status_change *sc;
  1780. struct map_session_data *sd, *tsd;
  1781. int type,damage,rdamage=0;
  1782. if(skillid > 0 && skilllv <= 0) return 0;
  1783. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1784. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1785. nullpo_retr(0, bl); //Target to be attacked.
  1786. if (src != dsrc) {
  1787. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1788. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1789. return 0;
  1790. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1791. //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
  1792. if (!status_check_skilluse(src, bl, skillid, 2))
  1793. return 0;
  1794. }
  1795. BL_CAST(BL_PC, src, sd);
  1796. BL_CAST(BL_PC, bl, tsd);
  1797. sstatus = status_get_status_data(src);
  1798. tstatus = status_get_status_data(bl);
  1799. sc= status_get_sc(bl);
  1800. if (sc && !sc->count) sc = NULL; //Don't need it.
  1801. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1802. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1803. return 0;
  1804. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1805. if (sc && sc->data[SC_TRICKDEAD].timer != -1 && !(sstatus->mode&MD_BOSS))
  1806. return 0;
  1807. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1808. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1809. //Skotlex: Adjusted to the new system
  1810. if(src->type==BL_PET)
  1811. { // [Valaris]
  1812. struct pet_data *pd = (TBL_PET*)src;
  1813. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1814. {
  1815. int element = skill_get_pl(skillid, skilllv);
  1816. if (skillid == -1)
  1817. element = sstatus->rhw.ele;
  1818. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1819. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1820. else
  1821. dmg.damage= skilllv;
  1822. dmg.damage2=0;
  1823. dmg.div_= pd->a_skill->div_;
  1824. }
  1825. }
  1826. if (attack_type&BF_MAGIC) {
  1827. if (!(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) &&
  1828. skill_magic_reflect(bl, src==dsrc))
  1829. { //Magic reflection, switch caster/target
  1830. struct block_list *tbl = bl;
  1831. bl = src;
  1832. src = tbl;
  1833. BL_CAST(BL_PC, src, sd);
  1834. BL_CAST(BL_PC, bl, tsd);
  1835. sc = status_get_sc(bl);
  1836. if (sc && !sc->count)
  1837. sc = NULL; //Don't need it.
  1838. //Spirit of Wizard blocks bounced back spells.
  1839. if (sc && sc->data[SC_SPIRIT].timer != -1 &&
  1840. sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1841. {
  1842. //It should only consume once per skill casted. Val3 is the skill
  1843. //id and val4 is the ID of the damage src, this should account for
  1844. //ground spells (and single target spells will be completed on
  1845. //castend_id) [Skotlex]
  1846. if (tsd && !(
  1847. sc->data[SC_SPIRIT].val3 == skillid &&
  1848. sc->data[SC_SPIRIT].val4 == dsrc->id)
  1849. ) { //Check if you have stone to consume.
  1850. type = pc_search_inventory (tsd, 7321);
  1851. if (type >= 0)
  1852. pc_delitem(tsd, type, 1, 0);
  1853. } else
  1854. type = 0;
  1855. if (type >= 0) {
  1856. dmg.damage = dmg.damage2 = 0;
  1857. dmg.dmg_lv = ATK_FLEE;
  1858. sc->data[SC_SPIRIT].val3 = skillid;
  1859. sc->data[SC_SPIRIT].val4 = dsrc->id;
  1860. }
  1861. }
  1862. }
  1863. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1864. int sp = skill_get_sp(skillid,skilllv);
  1865. dmg.damage = dmg.damage2 = 0;
  1866. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1867. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1868. if(skillid == WZ_WATERBALL && skilllv > 1)
  1869. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1870. status_heal(bl, 0, sp, 2);
  1871. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1872. }
  1873. }
  1874. damage = dmg.damage + dmg.damage2;
  1875. if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc &&
  1876. skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1877. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1878. //Skill hit type
  1879. type=(skillid==0)?5:skill_get_hit(skillid);
  1880. if(damage < dmg.div_
  1881. //Only skills that knockback even when they miss. [Skotlex]
  1882. && skillid != CH_PALMSTRIKE)
  1883. dmg.blewcount = 0;
  1884. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1885. if(battle_config.gx_disptype) dsrc = src;
  1886. if(src == bl) type = 4;
  1887. else flag|=SD_ANIMATION;
  1888. }
  1889. if(skillid == NJ_TATAMIGAESHI) {
  1890. dsrc = src; //For correct knockback.
  1891. flag|=SD_ANIMATION;
  1892. }
  1893. if(sd) {
  1894. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1895. if (sd->sc.data[SC_COMBO].timer!=-1)
  1896. { //End combo state after skill is invoked. [Skotlex]
  1897. switch (skillid) {
  1898. case TK_TURNKICK:
  1899. case TK_STORMKICK:
  1900. case TK_DOWNKICK:
  1901. case TK_COUNTER:
  1902. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1903. { //Extend combo time.
  1904. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1905. sd->skilllv_old = skilllv;
  1906. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1907. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1908. sd->sc.data[SC_COMBO].timer = add_timer(
  1909. tick+sd->sc.data[SC_COMBO].val4,
  1910. status_change_timer, src->id, SC_COMBO);
  1911. break;
  1912. }
  1913. default:
  1914. status_change_end(src,SC_COMBO,-1);
  1915. }
  1916. }
  1917. switch(skillid)
  1918. {
  1919. case MO_TRIPLEATTACK:
  1920. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1921. flag=1;
  1922. break;
  1923. case MO_CHAINCOMBO:
  1924. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1925. flag=1;
  1926. break;
  1927. case MO_COMBOFINISH:
  1928. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1929. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1930. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1931. flag=1;
  1932. case CH_TIGERFIST:
  1933. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1934. flag=1;
  1935. case CH_CHAINCRUSH:
  1936. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1937. flag=1;
  1938. break;
  1939. case AC_DOUBLE:
  1940. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1941. pc_checkskill(sd, HT_POWER))
  1942. {
  1943. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1944. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1945. clif_combo_delay(src,2000);
  1946. }
  1947. break;
  1948. case TK_COUNTER:
  1949. { //bonus from SG_FRIEND [Komurka]
  1950. int level;
  1951. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1952. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1953. }
  1954. break;
  1955. case SL_STIN:
  1956. case SL_STUN:
  1957. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1958. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1959. break;
  1960. case GS_FULLBUSTER:
  1961. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1962. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1963. break;
  1964. } //Switch End
  1965. if (flag) { //Possible to chain
  1966. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1967. if (flag < 0) flag = 0;
  1968. flag += 300 * battle_config.combo_delay_rate/100;
  1969. sc_start(src,SC_COMBO,100,skillid,flag);
  1970. clif_combo_delay(src, flag);
  1971. }
  1972. }
  1973. //Display damage.
  1974. switch(skillid){
  1975. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1976. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1977. break;
  1978. //Skills that need be passed as a normal attack for the client to display correctly.
  1979. case HVAN_EXPLOSION:
  1980. case NPC_SELFDESTRUCTION:
  1981. if(src->type==BL_PC)
  1982. dmg.blewcount = 10;
  1983. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1984. case KN_AUTOCOUNTER:
  1985. case NPC_CRITICALSLASH:
  1986. case NPC_SPLASHATTACK:
  1987. case TF_DOUBLE:
  1988. case GS_CHAINACTION:
  1989. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1990. break;
  1991. default:
  1992. //Disabling skill animation doesn't works on multi-hit.
  1993. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
  1994. damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
  1995. (flag&SD_ANIMATION && dmg.div_ < 2?5:type));
  1996. break;
  1997. }
  1998. map_freeblock_lock();
  1999. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2000. && pc_checkskill(tsd,RG_PLAGIARISM)
  2001. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  2002. && damage < tsd->status.hp)
  2003. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2004. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  2005. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  2006. {
  2007. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  2008. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2009. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2010. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2011. }
  2012. tsd->cloneskill_id = skillid;
  2013. tsd->status.skill[skillid].id = skillid;
  2014. tsd->status.skill[skillid].lv = skilllv;
  2015. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  2016. tsd->status.skill[skillid].lv = type;
  2017. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  2018. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  2019. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  2020. clif_skillinfoblock(tsd);
  2021. }
  2022. }
  2023. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  2024. struct skill_unit* su = (struct skill_unit*)bl;
  2025. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2026. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  2027. }
  2028. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  2029. { //Skills with can't walk delay also stop normal attacking for that
  2030. //duration when the attack connects. [Skotlex]
  2031. struct unit_data *ud = unit_bl2ud(src);
  2032. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2033. ud->attackabletime = tick + type;
  2034. }
  2035. if (!dmg.amotion) {
  2036. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2037. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  2038. if (!status_isdead(bl))
  2039. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  2040. //Counter status effects [Skotlex]
  2041. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  2042. }
  2043. }
  2044. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2045. if (dmg.blewcount > 0 && !status_isdead(bl))
  2046. {
  2047. int direction = -1; // default
  2048. switch(skillid)
  2049. {
  2050. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  2051. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  2052. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  2053. }
  2054. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  2055. }
  2056. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2057. if (dmg.amotion)
  2058. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2059. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2060. int rate = 50 + skilllv * 5;
  2061. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2062. if(rand()%100 < rate)
  2063. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2064. }
  2065. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  2066. if (battle_config.left_cardfix_to_right)
  2067. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2068. else
  2069. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2070. }
  2071. if (rdamage>0) {
  2072. if (dmg.amotion)
  2073. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  2074. else
  2075. status_fix_damage(bl,src,rdamage,0);
  2076. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  2077. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2078. if (tsd && src != bl)
  2079. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2080. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  2081. }
  2082. if (!(flag&2) &&
  2083. (
  2084. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2085. ) &&
  2086. (sc = status_get_sc(src)) &&
  2087. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  2088. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  2089. {
  2090. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2091. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2092. }
  2093. map_freeblock_unlock();
  2094. return damage;
  2095. }
  2096. /*==========================================
  2097. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2098. * flagについて?F16?i?を確認
  2099. * MSB <- 00fTffff ->LSB
  2100. * T =タ?ゲット選?用(BCT_*)
  2101. * ffff=自由に使用可能
  2102. * 0 =予約?B0に固定
  2103. *------------------------------------------*/
  2104. static int skill_area_temp[8];
  2105. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2106. int skill_area_sub (struct block_list *bl, va_list ap)
  2107. {
  2108. struct block_list *src;
  2109. int skill_id,skill_lv,flag;
  2110. unsigned int tick;
  2111. SkillFunc func;
  2112. nullpo_retr(0, bl);
  2113. nullpo_retr(0, ap);
  2114. src=va_arg(ap,struct block_list *);
  2115. skill_id=va_arg(ap,int);
  2116. skill_lv=va_arg(ap,int);
  2117. tick=va_arg(ap,unsigned int);
  2118. flag=va_arg(ap,int);
  2119. func=va_arg(ap,SkillFunc);
  2120. if(battle_check_target(src,bl,flag) > 0)
  2121. func(src,bl,skill_id,skill_lv,tick,flag);
  2122. return 0;
  2123. }
  2124. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2125. {
  2126. struct skill_unit *unit;
  2127. int skillid,g_skillid;
  2128. unit = (struct skill_unit *)bl;
  2129. if(bl->prev == NULL || bl->type != BL_SKILL)
  2130. return 0;
  2131. if(!unit->alive)
  2132. return 0;
  2133. skillid = va_arg(ap,int);
  2134. g_skillid = unit->group->skill_id;
  2135. switch (skillid)
  2136. {
  2137. case MG_SAFETYWALL:
  2138. case AL_PNEUMA:
  2139. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2140. return 0;
  2141. break;
  2142. case AL_WARP:
  2143. case HT_SKIDTRAP:
  2144. case HT_LANDMINE:
  2145. case HT_ANKLESNARE:
  2146. case HT_SHOCKWAVE:
  2147. case HT_SANDMAN:
  2148. case HT_FLASHER:
  2149. case HT_FREEZINGTRAP:
  2150. case HT_BLASTMINE:
  2151. case HT_CLAYMORETRAP:
  2152. case HT_TALKIEBOX:
  2153. case HP_BASILICA:
  2154. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2155. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2156. return 0;
  2157. break;
  2158. default: //Avoid stacking with same kind of trap. [Skotlex]
  2159. if (g_skillid != skillid)
  2160. return 0;
  2161. break;
  2162. }
  2163. return 1;
  2164. }
  2165. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2166. {
  2167. //Non players do not check for the skill's splash-trigger area.
  2168. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2169. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2170. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2171. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2172. return 0;
  2173. }
  2174. range += layout_type;
  2175. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2176. }
  2177. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2178. {
  2179. int skillid;
  2180. if(bl->prev == NULL)
  2181. return 0;
  2182. if(status_isdead(bl))
  2183. return 0;
  2184. skillid = va_arg(ap,int);
  2185. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2186. return 0;
  2187. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2188. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2189. return 1;
  2190. }
  2191. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2192. {
  2193. int range, type;
  2194. switch (skillid) { // to be expanded later
  2195. case WZ_ICEWALL:
  2196. range = 2;
  2197. break;
  2198. default:
  2199. {
  2200. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2201. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2202. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2203. return 0;
  2204. }
  2205. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2206. }
  2207. break;
  2208. }
  2209. // if the caster is a monster/NPC, only check for players
  2210. // otherwise just check characters
  2211. if (bl->type == BL_PC)
  2212. type = BL_CHAR;
  2213. else
  2214. type = BL_PC;
  2215. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2216. x - range, y - range, x + range, y + range,
  2217. type, skillid);
  2218. }
  2219. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2220. {
  2221. struct map_session_data *sd;
  2222. int gid, id, strvit, agidex;
  2223. sd = (struct map_session_data *)bl;
  2224. id = va_arg(ap,int);
  2225. gid = va_arg(ap,int);
  2226. if (sd->status.guild_id != gid)
  2227. return 0;
  2228. if(id == sd->bl.id && battle_config.guild_aura&16)
  2229. return 0;
  2230. strvit = va_arg(ap,int);
  2231. agidex = va_arg(ap,int);
  2232. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2233. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2234. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2235. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2236. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2237. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2238. }
  2239. return 0;
  2240. }
  2241. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2242. return 1;
  2243. }
  2244. /*==========================================
  2245. * [orn]
  2246. * Checks that you have the requirements for casting a skill for homunculus.
  2247. * Flag:
  2248. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2249. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2250. *------------------------------------------*/
  2251. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2252. {
  2253. struct status_data *status;
  2254. struct status_change *sc;
  2255. TBL_PC * sd;
  2256. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2257. int itemid[10],amount[10];
  2258. int delitem_flag = 1;
  2259. nullpo_retr(0, hd);
  2260. sd = hd->master;
  2261. if (lv <= 0) return 0;
  2262. status = &hd->battle_status;
  2263. sc = &hd->sc;
  2264. if (!sc->count)
  2265. sc = NULL;
  2266. // for the guild skills [celest]
  2267. if (skill >= HM_SKILLBASE) //[orn]
  2268. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2269. else
  2270. j = skill;
  2271. if (j < 0 || j >= MAX_SKILL_DB)
  2272. return 0;
  2273. //Code speedup, rather than using skill_get_* over and over again.
  2274. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2275. return 0;
  2276. for(i = 0; i < 10; i++) {
  2277. itemid[i] = skill_db[j].itemid[i];
  2278. amount[i] = skill_db[j].amount[i];
  2279. }
  2280. hp = skill_db[j].hp[lv-1];
  2281. sp = skill_db[j].sp[lv-1];
  2282. hp_rate = skill_db[j].hp_rate[lv-1];
  2283. sp_rate = skill_db[j].sp_rate[lv-1];
  2284. state = skill_db[j].state;
  2285. mhp = skill_db[j].mhp[lv-1];
  2286. if(mhp > 0)
  2287. hp += (status->max_hp * mhp)/100;
  2288. if(hp_rate > 0)
  2289. hp += (status->hp * hp_rate)/100;
  2290. else
  2291. hp += (status->max_hp * (-hp_rate))/100;
  2292. if(sp_rate > 0)
  2293. sp += (status->sp * sp_rate)/100;
  2294. else
  2295. sp += (status->max_sp * (-sp_rate))/100;
  2296. switch(skill) { // Check for cost reductions due to skills & SCs
  2297. case HFLI_SBR44:
  2298. if(hd->homunculus.intimacy <= 200)
  2299. return 0;
  2300. break;
  2301. case HVAN_EXPLOSION:
  2302. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  2303. return 0;
  2304. break;
  2305. }
  2306. if(!(type&2)){
  2307. if( hp>0 && status->hp <= (unsigned int)hp) {
  2308. clif_skill_fail(sd,skill,2,0);
  2309. return 0;
  2310. }
  2311. if( sp>0 && status->sp < (unsigned int)sp) {
  2312. clif_skill_fail(sd,skill,1,0);
  2313. return 0;
  2314. }
  2315. }
  2316. if (!type) //States are only checked on begin casting.
  2317. switch(state) {
  2318. case ST_MOVE_ENABLE:
  2319. if(!unit_can_move(&hd->bl)) {
  2320. clif_skill_fail(sd,skill,0,0);
  2321. return 0;
  2322. }
  2323. break;
  2324. }
  2325. if(!(type&1))
  2326. return 1;
  2327. if( delitem_flag )
  2328. {
  2329. int index[ARRAYLENGTH(itemid)];
  2330. // Check items and reduce required amounts
  2331. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  2332. {
  2333. index[i] = -1;
  2334. if(itemid[i] <= 0)
  2335. continue;// no item
  2336. index[i] = pc_search_inventory(sd,itemid[i]);
  2337. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  2338. {
  2339. clif_skill_fail(sd,skill,0,0);
  2340. return 0;
  2341. }
  2342. }
  2343. // Consume items
  2344. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  2345. {
  2346. if(index[i] >= 0)
  2347. pc_delitem(sd,index[i],amount[i],0);
  2348. }
  2349. }
  2350. if(type&2)
  2351. return 1;
  2352. if(sp || hp)
  2353. status_zap(&hd->bl, hp, sp);
  2354. return 1;
  2355. }
  2356. /*==========================================
  2357. *
  2358. *------------------------------------------*/
  2359. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2360. {
  2361. if(skill_area_temp[0] < 0xffff)
  2362. skill_area_temp[0]++;
  2363. return 1;
  2364. }
  2365. int skill_count_water (struct block_list *src, int range)
  2366. {
  2367. int i,x,y,cnt = 0,size = range*2+1;
  2368. struct skill_unit *unit;
  2369. for (i=0;i<size*size;i++) {
  2370. x = src->x+(i%size-range);
  2371. y = src->y+(i/size-range);
  2372. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2373. cnt++;
  2374. continue;
  2375. }
  2376. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2377. if (!unit)
  2378. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2379. if (unit) {
  2380. cnt++;
  2381. skill_delunit(unit);
  2382. }
  2383. }
  2384. return cnt;
  2385. }
  2386. /*==========================================
  2387. *
  2388. *------------------------------------------*/
  2389. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2390. {
  2391. struct block_list *src = map_id2bl(id),*target;
  2392. struct unit_data *ud = unit_bl2ud(src);
  2393. struct skill_timerskill *skl = NULL;
  2394. int range;
  2395. nullpo_retr(0, src);
  2396. nullpo_retr(0, ud);
  2397. skl = ud->skilltimerskill[data];
  2398. nullpo_retr(0, skl);
  2399. ud->skilltimerskill[data] = NULL;
  2400. do {
  2401. if(src->prev == NULL)
  2402. break;
  2403. if(skl->target_id) {
  2404. target = map_id2bl(skl->target_id);
  2405. if(!target && skl->skill_id == RG_INTIMIDATE)
  2406. target = src; //Required since it has to warp.
  2407. if(target == NULL)
  2408. break;
  2409. if(target->prev == NULL)
  2410. break;
  2411. if(src->m != target->m)
  2412. break;
  2413. if(status_isdead(src))
  2414. break;
  2415. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2416. break;
  2417. switch(skl->skill_id) {
  2418. case RG_INTIMIDATE:
  2419. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2420. short x,y;
  2421. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2422. if (target != src && !status_isdead(target))
  2423. unit_warp(target, -1, x, y, 3);
  2424. }
  2425. break;
  2426. case BA_FROSTJOKE:
  2427. case DC_SCREAM:
  2428. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2429. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2430. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2431. break;
  2432. case WZ_WATERBALL:
  2433. if (!status_isdead(target))
  2434. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2435. if (skl->type>1 && !status_isdead(target)) {
  2436. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2437. } else {
  2438. struct status_change *sc = status_get_sc(src);
  2439. if(sc) {
  2440. if(sc->data[SC_MAGICPOWER].timer != -1)
  2441. status_change_end(src,SC_MAGICPOWER,-1);
  2442. if(sc->data[SC_SPIRIT].timer != -1 &&
  2443. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  2444. sc->data[SC_SPIRIT].val3 == skl->skill_id)
  2445. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  2446. }
  2447. }
  2448. break;
  2449. default:
  2450. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2451. break;
  2452. }
  2453. }
  2454. else {
  2455. if(src->m != skl->map)
  2456. break;
  2457. switch(skl->skill_id) {
  2458. case WZ_METEOR:
  2459. if(skl->type >= 0) {
  2460. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2461. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2462. }
  2463. else
  2464. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2465. break;
  2466. }
  2467. }
  2468. } while (0);
  2469. //Free skl now that it is no longer needed.
  2470. ers_free(skill_timer_ers, skl);
  2471. return 0;
  2472. }
  2473. /*==========================================
  2474. *
  2475. *------------------------------------------*/
  2476. 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)
  2477. {
  2478. int i;
  2479. struct unit_data *ud;
  2480. nullpo_retr(1, src);
  2481. ud = unit_bl2ud(src);
  2482. nullpo_retr(1, ud);
  2483. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2484. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2485. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2486. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2487. ud->skilltimerskill[i]->src_id = src->id;
  2488. ud->skilltimerskill[i]->target_id = target;
  2489. ud->skilltimerskill[i]->skill_id = skill_id;
  2490. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2491. ud->skilltimerskill[i]->map = src->m;
  2492. ud->skilltimerskill[i]->x = x;
  2493. ud->skilltimerskill[i]->y = y;
  2494. ud->skilltimerskill[i]->type = type;
  2495. ud->skilltimerskill[i]->flag = flag;
  2496. return 0;
  2497. }
  2498. /*==========================================
  2499. *
  2500. *------------------------------------------*/
  2501. int skill_cleartimerskill (struct block_list *src)
  2502. {
  2503. int i;
  2504. struct unit_data *ud;
  2505. nullpo_retr(0, src);
  2506. ud = unit_bl2ud(src);
  2507. nullpo_retr(0, ud);
  2508. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2509. if(ud->skilltimerskill[i]) {
  2510. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2511. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2512. ud->skilltimerskill[i]=NULL;
  2513. }
  2514. }
  2515. return 1;
  2516. }
  2517. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2518. {
  2519. TBL_SKILL *su = (TBL_SKILL*)bl;
  2520. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2521. { //Reveal trap.
  2522. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2523. //clif_changetraplook(bl, su->group->unit_id);
  2524. clif_skill_setunit(su);
  2525. return 1;
  2526. }
  2527. return 0;
  2528. }
  2529. /*==========================================
  2530. *
  2531. *
  2532. *------------------------------------------*/
  2533. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2534. {
  2535. struct map_session_data *sd = NULL, *tsd = NULL;
  2536. struct status_data *tstatus;
  2537. struct status_change *sc;
  2538. if (skillid > 0 && skilllv <= 0) return 0;
  2539. nullpo_retr(1, src);
  2540. nullpo_retr(1, bl);
  2541. if (src->m != bl->m)
  2542. return 1;
  2543. if (bl->prev == NULL)
  2544. return 1;
  2545. BL_CAST(BL_PC, src, sd);
  2546. BL_CAST(BL_PC, bl, tsd);
  2547. if (status_isdead(bl))
  2548. return 1;
  2549. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2550. { //GTB makes all targetted magic display miss with a single bolt.
  2551. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl),
  2552. 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2553. return 1;
  2554. }
  2555. sc = status_get_sc(src);
  2556. if (sc && !sc->count)
  2557. sc = NULL; //Unneeded
  2558. tstatus = status_get_status_data(bl);
  2559. map_freeblock_lock();
  2560. switch(skillid)
  2561. {
  2562. case SM_BASH:
  2563. case MC_MAMMONITE:
  2564. case TF_DOUBLE:
  2565. case AC_DOUBLE:
  2566. case AS_SONICBLOW:
  2567. case KN_PIERCE:
  2568. case KN_SPEARBOOMERANG:
  2569. case TF_POISON:
  2570. case TF_SPRINKLESAND:
  2571. case AC_CHARGEARROW:
  2572. case RG_INTIMIDATE:
  2573. case AM_ACIDTERROR:
  2574. case BA_MUSICALSTRIKE:
  2575. case DC_THROWARROW:
  2576. case BA_DISSONANCE:
  2577. case CR_HOLYCROSS:
  2578. case NPC_DARKCROSS:
  2579. case CR_SHIELDCHARGE:
  2580. case CR_SHIELDBOOMERANG:
  2581. case NPC_PIERCINGATT:
  2582. case NPC_MENTALBREAKER:
  2583. case NPC_RANGEATTACK:
  2584. case NPC_CRITICALSLASH:
  2585. case NPC_COMBOATTACK:
  2586. case NPC_GUIDEDATTACK:
  2587. case NPC_POISON:
  2588. case NPC_RANDOMATTACK:
  2589. case NPC_WATERATTACK:
  2590. case NPC_GROUNDATTACK:
  2591. case NPC_FIREATTACK:
  2592. case NPC_WINDATTACK:
  2593. case NPC_POISONATTACK:
  2594. case NPC_HOLYATTACK:
  2595. case NPC_DARKNESSATTACK:
  2596. case NPC_TELEKINESISATTACK:
  2597. case NPC_UNDEADATTACK:
  2598. case NPC_ARMORBRAKE:
  2599. case NPC_WEAPONBRAKER:
  2600. case NPC_HELMBRAKE:
  2601. case NPC_SHIELDBRAKE:
  2602. case NPC_BLINDATTACK:
  2603. case NPC_SILENCEATTACK:
  2604. case NPC_STUNATTACK:
  2605. case NPC_PETRIFYATTACK:
  2606. case NPC_CURSEATTACK:
  2607. case NPC_SLEEPATTACK:
  2608. case LK_AURABLADE:
  2609. case LK_SPIRALPIERCE:
  2610. case LK_HEADCRUSH:
  2611. case CG_ARROWVULCAN:
  2612. case HW_MAGICCRASHER:
  2613. case ITM_TOMAHAWK:
  2614. case MO_TRIPLEATTACK:
  2615. case CH_CHAINCRUSH:
  2616. case CH_TIGERFIST:
  2617. case PA_SHIELDCHAIN: // Shield Chain
  2618. case PA_SACRIFICE:
  2619. case WS_CARTTERMINATION: // Cart Termination
  2620. case AS_VENOMKNIFE:
  2621. case HT_PHANTASMIC:
  2622. case HT_POWER:
  2623. case TK_DOWNKICK:
  2624. case TK_COUNTER:
  2625. case GS_CHAINACTION:
  2626. case GS_TRIPLEACTION:
  2627. case GS_MAGICALBULLET:
  2628. case GS_TRACKING:
  2629. case GS_PIERCINGSHOT:
  2630. case GS_RAPIDSHOWER:
  2631. case GS_DUST:
  2632. case GS_DISARM: // Added disarm. [Reddozen]
  2633. case GS_FULLBUSTER:
  2634. case NJ_SYURIKEN:
  2635. case NJ_KUNAI:
  2636. case ASC_BREAKER:
  2637. case HFLI_MOON: //[orn]
  2638. case HFLI_SBR44: //[orn]
  2639. case NPC_BLEEDING:
  2640. case NPC_CRITICALWOUND:
  2641. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2642. break;
  2643. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2644. switch( rand()%6 ){
  2645. case 0: flag |= BREAK_ANKLE; break;
  2646. case 1: flag |= BREAK_WRIST; break;
  2647. case 2: flag |= BREAK_KNEE; break;
  2648. case 3: flag |= BREAK_SHOULDER; break;
  2649. case 4: flag |= BREAK_WAIST; break;
  2650. case 5: flag |= BREAK_NECK; break;
  2651. }
  2652. //Seems a little ugly, but we have done this or worse with other skills like Storm Gust. [Skotlex]
  2653. //val3 holds the status that it should start when it connects.
  2654. sc = status_get_sc(bl);
  2655. if (sc) sc->data[SkillStatusChangeTable(skillid)].val4 = flag;
  2656. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2657. break;
  2658. case MO_COMBOFINISH:
  2659. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2660. { //Becomes a splash attack when Soul Linked.
  2661. map_foreachinrange(skill_area_sub, bl,
  2662. skill_get_splash(skillid, skilllv),splash_target(src),
  2663. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2664. skill_castend_damage_id);
  2665. } else
  2666. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2667. break;
  2668. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2669. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2670. skill_area_temp[1] = 0;
  2671. map_foreachinrange(skill_attack_area, src,
  2672. skill_get_splash(skillid, skilllv), splash_target(src),
  2673. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2674. break;
  2675. case KN_CHARGEATK:
  2676. {
  2677. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y);
  2678. unsigned int dist = distance_bl(src, bl);
  2679. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2680. // teleport to target (if not on WoE grounds)
  2681. if( !map_flag_gvg(src->m) && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2682. clif_slide(src, bl->x, bl->y);
  2683. // cause damage and knockback if the path to target was a straight one
  2684. if( path )
  2685. {
  2686. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2687. skill_blown(src, bl, dist, dir, 0);
  2688. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2689. // make the caster look in the direction of the target
  2690. unit_setdir(src, (dir+4)%8);
  2691. }
  2692. }
  2693. break;
  2694. case TK_JUMPKICK:
  2695. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2696. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2697. clif_slide(src,bl->x,bl->y);
  2698. break;
  2699. case SN_SHARPSHOOTING:
  2700. case NJ_KAMAITACHI:
  2701. //It won't shoot through walls since on castend there has to be a direct
  2702. //line of sight between caster and target.
  2703. skill_area_temp[1] = bl->id;
  2704. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2705. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2706. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2707. break;
  2708. case NPC_ACIDBREATH:
  2709. case NPC_DARKNESSBREATH:
  2710. case NPC_FIREBREATH:
  2711. case NPC_ICEBREATH:
  2712. case NPC_THUNDERBREATH:
  2713. skill_area_temp[1] = bl->id;
  2714. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2715. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2716. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2717. break;
  2718. case MO_INVESTIGATE:
  2719. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2720. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2721. status_change_end(src,SC_BLADESTOP,-1);
  2722. break;
  2723. case RG_BACKSTAP:
  2724. {
  2725. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2726. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2727. if (sc && sc->data[SC_HIDING].timer != -1)
  2728. status_change_end(src, SC_HIDING, -1);
  2729. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2730. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2731. unit_setdir(bl,dir);
  2732. }
  2733. else if (sd)
  2734. clif_skill_fail(sd,skillid,0,0);
  2735. }
  2736. break;
  2737. case MO_FINGEROFFENSIVE:
  2738. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2739. if (battle_config.finger_offensive_type && sd) {
  2740. int i;
  2741. for (i = 1; i < sd->spiritball_old; i++)
  2742. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2743. }
  2744. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2745. status_change_end(src,SC_BLADESTOP,-1);
  2746. break;
  2747. case MO_CHAINCOMBO:
  2748. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2749. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2750. status_change_end(src,SC_BLADESTOP,-1);
  2751. break;
  2752. case NJ_ISSEN:
  2753. if (sc) {
  2754. if (sc->data[SC_NEN].timer != -1)
  2755. status_change_end(src,SC_NEN,-1);
  2756. if (sc->data[SC_HIDING].timer != -1)
  2757. status_change_end(src,SC_HIDING,-1);
  2758. }
  2759. case MO_EXTREMITYFIST:
  2760. if (sc && skillid == MO_EXTREMITYFIST)
  2761. {
  2762. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2763. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2764. if (sc->data[SC_BLADESTOP].timer != -1)
  2765. status_change_end(src,SC_BLADESTOP,-1);
  2766. }
  2767. //Client expects you to move to target regardless of distance
  2768. {
  2769. struct unit_data *ud = unit_bl2ud(src);
  2770. short dx,dy;
  2771. int i,speed;
  2772. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2773. dx = bl->x - src->x;
  2774. dy = bl->y - src->y;
  2775. if (dx < 0) dx-=i;
  2776. else if (dx > 0) dx+=i;
  2777. if (dy < 0) dy-=i;
  2778. else if (dy > 0) dy+=i;
  2779. if (!dx && !dy) dy++;
  2780. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2781. {
  2782. dx = bl->x;
  2783. dy = bl->y;
  2784. } else {
  2785. dx = src->x + dx;
  2786. dy = src->y + dy;
  2787. }
  2788. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2789. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2790. //Increase can't walk delay to not alter your walk path
  2791. ud->canmove_tick = tick;
  2792. speed = status_get_speed(src);
  2793. for (i = 0; i < ud->walkpath.path_len; i ++)
  2794. {
  2795. if(ud->walkpath.path[i]&1)
  2796. ud->canmove_tick+=7*speed/5;
  2797. else
  2798. ud->canmove_tick+=speed;
  2799. }
  2800. }
  2801. }
  2802. break;
  2803. //Splash attack skills.
  2804. case NPC_PULSESTRIKE:
  2805. case NPC_HELLJUDGEMENT:
  2806. skill_attack(skill_get_type(skillid), src, src, bl,
  2807. skillid, skilllv, tick, skill_area_temp[0]|(flag&SD_LEVEL));
  2808. break;
  2809. case AS_SPLASHER:
  2810. case AS_GRIMTOOTH:
  2811. case SM_MAGNUM:
  2812. case HT_BLITZBEAT:
  2813. case MC_CARTREVOLUTION:
  2814. case NPC_SPLASHATTACK:
  2815. case AC_SHOWER:
  2816. case MG_NAPALMBEAT:
  2817. case MG_FIREBALL:
  2818. case RG_RAID:
  2819. case HW_NAPALMVULCAN:
  2820. case NJ_HUUMA:
  2821. case NJ_BAKUENRYU:
  2822. case ASC_METEORASSAULT:
  2823. case GS_DESPERADO:
  2824. case GS_SPREADATTACK:
  2825. case NPC_EARTHQUAKE:
  2826. if (flag&1)
  2827. { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2828. if (skill_area_temp[1] != bl->id)
  2829. skill_attack(skill_get_type(skillid), src, src, bl,
  2830. skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION|(flag&SD_LEVEL));
  2831. break;
  2832. }
  2833. if ( skillid == NJ_BAKUENRYU )
  2834. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2835. skill_area_temp[0] = 0;
  2836. skill_area_temp[1] = bl->id;
  2837. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat
  2838. if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
  2839. map_foreachinrange(skill_area_sub, bl,
  2840. skill_get_splash(skillid, skilllv), BL_CHAR,
  2841. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2842. else if (skillid==AS_SPLASHER) //Need split damage anyway.
  2843. skill_area_temp[0] = 2;
  2844. map_foreachinrange(skill_area_sub, bl,
  2845. skill_get_splash(skillid, skilllv), splash_target(src),
  2846. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2847. skill_castend_damage_id);
  2848. //Splasher Should do 100% damage on targetted character.
  2849. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
  2850. tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL));
  2851. if (skillid == SM_MAGNUM) {
  2852. //Initiate 10% of your damage becomes fire element.
  2853. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2854. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2855. }
  2856. break;
  2857. case KN_BRANDISHSPEAR:
  2858. //Coded apart for it needs the flag passed to the damage calculation.
  2859. if (skill_area_temp[1] != bl->id)
  2860. skill_attack(skill_get_type(skillid), src, src, bl,
  2861. skillid, skilllv, tick, flag|SD_ANIMATION);
  2862. else
  2863. skill_attack(skill_get_type(skillid), src, src, bl,
  2864. skillid, skilllv, tick, flag);
  2865. break;
  2866. case KN_BOWLINGBASH:
  2867. if(flag&1){
  2868. if(bl->id==skill_area_temp[1])
  2869. break;
  2870. //two hits for 500%
  2871. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2872. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2873. } else {
  2874. int i,c;
  2875. c = skill_get_blewcount(skillid,skilllv);
  2876. // keep moving target in the direction that src is looking, square by square
  2877. for(i=0;i<c;i++){
  2878. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2879. break; //Can't knockback
  2880. skill_area_temp[0]=0;
  2881. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  2882. src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2883. if(skill_area_temp[0]>1) break; // collision
  2884. }
  2885. clif_blown(bl); //Update target pos.
  2886. if (i!=c) { //Splash
  2887. skill_area_temp[1]=bl->id;
  2888. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  2889. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2890. }
  2891. //Weirdo dual-hit property, two attacks for 500%
  2892. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2893. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2894. }
  2895. break;
  2896. case KN_SPEARSTAB:
  2897. if(flag&1) {
  2898. if (bl->id==skill_area_temp[1])
  2899. break;
  2900. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2901. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2902. } else {
  2903. int x=bl->x,y=bl->y,i,dir;
  2904. dir = map_calc_dir(bl,src->x,src->y);
  2905. skill_area_temp[1] = bl->id;
  2906. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2907. // all the enemies between the caster and the target are hit, as well as the target
  2908. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2909. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2910. for (i=0;i<4;i++) {
  2911. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2912. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2913. x += dirx[dir];
  2914. y += diry[dir];
  2915. }
  2916. }
  2917. break;
  2918. case TK_TURNKICK:
  2919. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2920. {
  2921. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2922. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2923. map_foreachinrange(skill_area_sub,bl,
  2924. skill_get_splash(skillid, skilllv),BL_CHAR,
  2925. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2926. skill_castend_nodamage_id);
  2927. }
  2928. break;
  2929. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2930. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2931. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2932. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2933. break;
  2934. case PR_TURNUNDEAD:
  2935. case ALL_RESURRECTION:
  2936. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2937. break;
  2938. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2939. break;
  2940. case MG_SOULSTRIKE:
  2941. case NPC_DARKSTRIKE:
  2942. case MG_COLDBOLT:
  2943. case MG_FIREBOLT:
  2944. case MG_LIGHTNINGBOLT:
  2945. case WZ_EARTHSPIKE:
  2946. case AL_HEAL:
  2947. case AL_HOLYLIGHT:
  2948. case WZ_JUPITEL:
  2949. case NPC_DARKTHUNDER:
  2950. case PR_ASPERSIO:
  2951. case MG_FROSTDIVER:
  2952. case WZ_SIGHTBLASTER:
  2953. case WZ_SIGHTRASHER:
  2954. case NJ_KOUENKA:
  2955. case NJ_HYOUSENSOU:
  2956. case NJ_HUUJIN:
  2957. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2958. break;
  2959. case NPC_MAGICALATTACK:
  2960. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2961. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2962. break;
  2963. case HVAN_CAPRICE: //[blackhole89]
  2964. {
  2965. int ran=rand()%4;
  2966. int sid = 0;
  2967. switch(ran)
  2968. {
  2969. case 0: sid=MG_COLDBOLT; break;
  2970. case 1: sid=MG_FIREBOLT; break;
  2971. case 2: sid=MG_LIGHTNINGBOLT; break;
  2972. case 3: sid=WZ_EARTHSPIKE; break;
  2973. }
  2974. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2975. }
  2976. break;
  2977. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2978. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2979. if (skilllv>1) {
  2980. int range = skilllv/2;
  2981. int cnt;
  2982. if (sd)
  2983. cnt = skill_count_water(src,range);
  2984. else {
  2985. range = 2*range+1;
  2986. cnt = range*range;
  2987. }
  2988. cnt--;
  2989. if (cnt > 0)
  2990. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2991. skillid,skilllv,cnt,flag);
  2992. } else if (sd) //Eat up deluge tiles.
  2993. skill_count_water(src,0);
  2994. break;
  2995. case PR_BENEDICTIO:
  2996. //Should attack undead and demons. [Skotlex]
  2997. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2998. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2999. break;
  3000. case SL_SMA:
  3001. if (sc && sc->data[SC_SMA].timer != -1)
  3002. status_change_end(src,SC_SMA,-1);
  3003. case SL_STIN:
  3004. case SL_STUN:
  3005. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3006. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3007. clif_skill_fail(sd,skillid,0,0);
  3008. break;
  3009. }
  3010. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3011. break;
  3012. case NPC_DARKBREATH:
  3013. clif_emotion(src,7);
  3014. case SN_FALCONASSAULT:
  3015. case PA_PRESSURE:
  3016. case CR_ACIDDEMONSTRATION:
  3017. case TF_THROWSTONE:
  3018. case NPC_SMOKING:
  3019. case GS_FLING:
  3020. case NJ_ZENYNAGE:
  3021. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3022. break;
  3023. case HVAN_EXPLOSION:
  3024. case NPC_SELFDESTRUCTION:
  3025. if (src != bl)
  3026. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3027. break;
  3028. // Celest
  3029. case PF_SOULBURN:
  3030. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3031. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3032. if (skilllv == 5)
  3033. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3034. status_percent_damage(src, bl, 0, 100);
  3035. } else {
  3036. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3037. if (skilllv == 5)
  3038. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3039. status_percent_damage(src, src, 0, 100);
  3040. }
  3041. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  3042. break;
  3043. case NPC_BLOODDRAIN:
  3044. case NPC_ENERGYDRAIN:
  3045. {
  3046. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3047. src, src, bl, skillid, skilllv, tick, flag);
  3048. if (heal > 0){
  3049. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3050. status_heal(src, heal, 0, 0);
  3051. }
  3052. }
  3053. break;
  3054. case GS_BULLSEYE:
  3055. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3056. break;
  3057. case NJ_KASUMIKIRI:
  3058. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3059. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3060. break;
  3061. case NJ_KIRIKAGE:
  3062. if (!map_flag_gvg(src->m))
  3063. { //You don't move on GVG grounds.
  3064. short x, y;
  3065. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3066. if (unit_movepos(src, x, y, 0, 0))
  3067. clif_slide(src,src->x,src->y);
  3068. }
  3069. if (sc && sc->data[SC_HIDING].timer != -1)
  3070. status_change_end(src, SC_HIDING, -1);
  3071. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3072. break;
  3073. case 0:
  3074. if(sd) {
  3075. if (flag & 3){
  3076. if (bl->id != skill_area_temp[1])
  3077. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
  3078. } else {
  3079. skill_area_temp[1] = bl->id;
  3080. map_foreachinrange(skill_area_sub, bl,
  3081. sd->splash_range, BL_CHAR,
  3082. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  3083. skill_castend_damage_id);
  3084. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  3085. }
  3086. }
  3087. break;
  3088. default:
  3089. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  3090. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  3091. 0, abs(skill_get_num(skillid, skilllv)),
  3092. skillid, skilllv, skill_get_hit(skillid));
  3093. map_freeblock_unlock();
  3094. return 1;
  3095. }
  3096. map_freeblock_unlock();
  3097. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  3098. battle_consume_ammo(sd, skillid, skilllv);
  3099. return 0;
  3100. }
  3101. /*==========================================
  3102. *
  3103. *------------------------------------------*/
  3104. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3105. {
  3106. struct map_session_data *sd;
  3107. struct homun_data *hd;
  3108. struct map_session_data *dstsd;
  3109. struct status_data *sstatus, *tstatus;
  3110. struct status_change *tsc;
  3111. struct mob_data *md;
  3112. struct mob_data *dstmd;
  3113. int i,type;
  3114. if(skillid > 0 && skilllv <= 0) return 0; // celest
  3115. nullpo_retr(1, src);
  3116. nullpo_retr(1, bl);
  3117. if (src->m != bl->m)
  3118. return 1;
  3119. BL_CAST(BL_PC, src, sd);
  3120. BL_CAST(BL_HOM, src, hd);
  3121. BL_CAST(BL_MOB, src, md);
  3122. BL_CAST(BL_PC, bl, dstsd);
  3123. BL_CAST(BL_MOB, bl, dstmd);
  3124. if(bl->prev == NULL)
  3125. return 1;
  3126. if(status_isdead(src))
  3127. return 1;
  3128. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  3129. return 1;
  3130. tstatus = status_get_status_data(bl);
  3131. sstatus = status_get_status_data(src);
  3132. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3133. switch (skillid) {
  3134. case HLIF_HEAL: //[orn]
  3135. if (bl->type != BL_HOM) {
  3136. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  3137. break ;
  3138. }
  3139. case AL_HEAL:
  3140. case ALL_RESURRECTION:
  3141. case PR_ASPERSIO:
  3142. //Apparently only player casted skills can be offensive like this.
  3143. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3144. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3145. //Offensive heal does not works on non-enemies. [Skotlex]
  3146. clif_skill_fail(sd,skillid,0,0);
  3147. return 0;
  3148. }
  3149. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3150. }
  3151. break;
  3152. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3153. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3154. default:
  3155. //Skill is actually ground placed.
  3156. if (src == bl && skill_get_unit_id(skillid,0))
  3157. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3158. }
  3159. type = SkillStatusChangeTable(skillid);
  3160. tsc = status_get_sc(bl);
  3161. if (src!=bl && type > -1 &&
  3162. (i = skill_get_pl(skillid, skilllv)) > ELE_NEUTRAL &&
  3163. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  3164. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  3165. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  3166. map_freeblock_lock();
  3167. switch(skillid)
  3168. {
  3169. case HLIF_HEAL: //[orn]
  3170. case AL_HEAL:
  3171. {
  3172. int heal = skill_calc_heal(src, bl, skilllv);
  3173. int heal_get_jobexp;
  3174. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3175. heal=0;
  3176. if (sd) {
  3177. if ((i = pc_skillheal_bonus(sd, skillid)))
  3178. heal += heal * i / 100;
  3179. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3180. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  3181. heal = heal*2;
  3182. }
  3183. if (tsc && tsc->count)
  3184. {
  3185. if (tsc->data[SC_KAITE].timer != -1 && !(sstatus->mode&MD_BOSS)
  3186. ) { //Bounce back heal
  3187. if (--tsc->data[SC_KAITE].val2 <= 0)
  3188. status_change_end(bl, SC_KAITE, -1);
  3189. if (src == bl)
  3190. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3191. else {
  3192. bl = src;
  3193. dstsd = sd;
  3194. }
  3195. } else
  3196. if (tsc->data[SC_BERSERK].timer != -1)
  3197. heal = 0; //Needed so that it actually displays 0 when healing.
  3198. }
  3199. heal_get_jobexp = status_heal(bl,heal,0,0);
  3200. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3201. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3202. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3203. if (heal_get_jobexp <= 0)
  3204. heal_get_jobexp = 1;
  3205. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3206. }
  3207. }
  3208. break;
  3209. case PR_REDEMPTIO:
  3210. if (sd && !(flag&1)) {
  3211. if (sd->status.party_id == 0) {
  3212. clif_skill_fail(sd,skillid,0,0);
  3213. break;
  3214. }
  3215. skill_area_temp[0] = 0;
  3216. party_foreachsamemap(skill_area_sub,
  3217. sd,skill_get_splash(skillid, skilllv),
  3218. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3219. skill_castend_nodamage_id);
  3220. if (skill_area_temp[0] == 0) {
  3221. clif_skill_fail(sd,skillid,0,0);
  3222. break;
  3223. }
  3224. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3225. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3226. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3227. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3228. clif_updatestatus(sd,SP_BASEEXP);
  3229. clif_updatestatus(sd,SP_JOBEXP);
  3230. }
  3231. status_set_hp(src, 1, 0);
  3232. status_set_sp(src, 0, 0);
  3233. break;
  3234. } else if (status_isdead(bl) && flag&1) { //Revive
  3235. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3236. skilllv = 3; //Resurrection level 3 is used
  3237. } else //Invalid target, skip resurrection.
  3238. break;
  3239. case ALL_RESURRECTION:
  3240. if(sd && map_flag_gvg(bl->m))
  3241. { //No reviving in WoE grounds!
  3242. clif_skill_fail(sd,skillid,0,0);
  3243. break;
  3244. }
  3245. if (!status_isdead(bl))
  3246. break;
  3247. {
  3248. int per = 0, sper = 0;
  3249. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3250. break;
  3251. switch(skilllv){
  3252. case 1: per=10; break;
  3253. case 2: per=30; break;
  3254. case 3: per=50; break;
  3255. case 4: per=80; break;
  3256. }
  3257. if(dstsd && dstsd->special_state.restart_full_recover)
  3258. per = sper = 100;
  3259. if (status_revive(bl, per, sper))
  3260. {
  3261. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  3262. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3263. {
  3264. int exp = 0,jexp = 0;
  3265. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3266. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  3267. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3268. if (exp < 1) exp = 1;
  3269. }
  3270. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  3271. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3272. if (jexp < 1) jexp = 1;
  3273. }
  3274. if(exp > 0 || jexp > 0)
  3275. pc_gainexp (sd, bl, exp, jexp);
  3276. }
  3277. }
  3278. }
  3279. break;
  3280. case AL_DECAGI:
  3281. clif_skill_nodamage (src, bl, skillid, skilllv,
  3282. sc_start(bl, type,
  3283. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3284. skilllv, skill_get_time(skillid,skilllv)));
  3285. break;
  3286. case AL_CRUCIS:
  3287. if (flag&1)
  3288. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  3289. else {
  3290. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  3291. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  3292. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3293. }
  3294. break;
  3295. case PR_LEXDIVINA:
  3296. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3297. status_change_end(bl,type, -1);
  3298. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3299. } else
  3300. clif_skill_nodamage (src, bl, skillid, skilllv,
  3301. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3302. break;
  3303. case SA_ABRACADABRA:
  3304. {
  3305. int abra_skillid = 0, abra_skilllv;
  3306. do {
  3307. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3308. if (
  3309. //Unneeded check, use the "per" field to know if the skill is valid.
  3310. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3311. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3312. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3313. rand()%10000 >= skill_abra_db[abra_skillid].per
  3314. )
  3315. abra_skillid = 0; // reset to get a new id
  3316. } while (abra_skillid == 0);
  3317. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  3318. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3319. if (sd)
  3320. { //Crash-protection against Abracadabra casting pets
  3321. sd->skillitem = abra_skillid;
  3322. sd->skillitemlv = abra_skilllv;
  3323. sd->state.abra_flag = 1;
  3324. clif_item_skill (sd, abra_skillid, abra_skilllv);
  3325. } else
  3326. { // [Skotlex]
  3327. struct unit_data *ud = unit_bl2ud(src);
  3328. int inf = skill_get_inf(abra_skillid);
  3329. int target_id = 0;
  3330. if (!ud) break;
  3331. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3332. if (src->type == BL_PET)
  3333. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3334. if (!bl) bl = src;
  3335. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3336. } else { //Assume offensive skills
  3337. if (ud->target)
  3338. target_id = ud->target;
  3339. else switch (src->type) {
  3340. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  3341. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  3342. }
  3343. if (!target_id)
  3344. break;
  3345. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3346. bl = map_id2bl(target_id);
  3347. if (!bl) bl = src;
  3348. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3349. } else
  3350. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3351. }
  3352. }
  3353. }
  3354. break;
  3355. case SA_COMA:
  3356. clif_skill_nodamage(src,bl,skillid,skilllv,
  3357. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3358. break;
  3359. case SA_FULLRECOVERY:
  3360. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3361. if (status_isimmune(bl))
  3362. break;
  3363. status_percent_heal(bl, 100, 100);
  3364. break;
  3365. case SA_SUMMONMONSTER:
  3366. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3367. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3368. break;
  3369. case SA_LEVELUP:
  3370. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3371. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3372. break;
  3373. case SA_INSTANTDEATH:
  3374. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3375. status_set_hp(bl,1,0);
  3376. break;
  3377. case SA_QUESTION:
  3378. case SA_GRAVITY:
  3379. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3380. break;
  3381. case SA_CLASSCHANGE:
  3382. {
  3383. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3384. ,1157,1159,1190,1272,1312,1373,1492};
  3385. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3386. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3387. if(dstmd) mob_class_change(dstmd,class_);
  3388. }
  3389. break;
  3390. case SA_MONOCELL:
  3391. {
  3392. static int poringclass[]={1002};
  3393. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3394. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3395. if(dstmd) mob_class_change(dstmd,class_);
  3396. }
  3397. break;
  3398. case SA_DEATH:
  3399. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3400. status_kill(bl);
  3401. break;
  3402. case SA_REVERSEORCISH:
  3403. clif_skill_nodamage(src,bl,skillid,skilllv,
  3404. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3405. break;
  3406. case SA_FORTUNE:
  3407. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3408. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3409. break;
  3410. case SA_TAMINGMONSTER:
  3411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3412. if (sd && dstmd) {
  3413. for (i = 0; i < MAX_PET_DB; i++) {
  3414. if (dstmd->class_ == pet_db[i].class_) {
  3415. pet_catch_process1 (sd, dstmd->class_);
  3416. break;
  3417. }
  3418. }
  3419. }
  3420. break;
  3421. case CR_PROVIDENCE:
  3422. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3423. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3424. clif_skill_fail(sd,skillid,0,0);
  3425. map_freeblock_unlock();
  3426. return 1;
  3427. }
  3428. }
  3429. clif_skill_nodamage(src,bl,skillid,skilllv,
  3430. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3431. break;
  3432. case CG_MARIONETTE:
  3433. {
  3434. struct status_change *sc= status_get_sc(src);
  3435. int type2 = SC_MARIONETTE2;
  3436. if(sc && tsc){
  3437. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3438. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3439. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3440. clif_marionette(src, bl);
  3441. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3442. }
  3443. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3444. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3445. status_change_end(src, type, -1);
  3446. status_change_end(bl, type2, -1);
  3447. }
  3448. else {
  3449. if (sd) clif_skill_fail(sd,skillid,0,0);
  3450. map_freeblock_unlock();
  3451. return 1;
  3452. }
  3453. }
  3454. }
  3455. break;
  3456. case RG_CLOSECONFINE:
  3457. clif_skill_nodamage(src,bl,skillid,skilllv,
  3458. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3459. break;
  3460. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3461. case SA_FROSTWEAPON:
  3462. case SA_LIGHTNINGLOADER:
  3463. case SA_SEISMICWEAPON:
  3464. if (dstsd) {
  3465. if(dstsd->status.weapon == W_FIST ||
  3466. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3467. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3468. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3469. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3470. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3471. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3472. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3473. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3474. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3475. ))
  3476. ) {
  3477. if (sd) clif_skill_fail(sd,skillid,0,0);
  3478. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3479. break;
  3480. }
  3481. }
  3482. if (sd) {
  3483. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3484. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3485. clif_skill_fail(sd,skillid,0,0);
  3486. break;
  3487. }
  3488. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3489. }
  3490. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3491. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3492. if (sd)
  3493. clif_skill_fail(sd,skillid,0,0);
  3494. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3495. clif_displaymessage(sd->fd,"You broke target's weapon");
  3496. }
  3497. break;
  3498. case PR_ASPERSIO:
  3499. if (sd && dstmd) {
  3500. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3501. break;
  3502. }
  3503. clif_skill_nodamage(src,bl,skillid,skilllv,
  3504. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3505. break;
  3506. case ITEM_ENCHANTARMS:
  3507. clif_skill_nodamage(src,bl,skillid,skilllv,
  3508. sc_start2(bl,type,100,skilllv,
  3509. skill_get_pl(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3510. break;
  3511. case TK_SEVENWIND:
  3512. switch(skill_get_pl(skillid,skilllv)) {
  3513. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3514. case ELE_WIND : type = SC_WINDWEAPON; break;
  3515. case ELE_WATER : type = SC_WATERWEAPON; break;
  3516. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3517. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3518. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3519. case ELE_HOLY : type = SC_ASPERSIO; break;
  3520. }
  3521. clif_skill_nodamage(src,bl,skillid,skilllv,
  3522. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3523. break;
  3524. case PR_KYRIE:
  3525. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3526. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3527. break;
  3528. //Passive Magnum, should had been casted on yourself.
  3529. case SM_MAGNUM:
  3530. skill_area_temp[1] = 0;
  3531. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src),
  3532. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3533. //Initiate 10% of your damage becomes fire element.
  3534. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3535. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3536. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3537. break;
  3538. case AL_INCAGI:
  3539. case AL_BLESSING:
  3540. case PR_SLOWPOISON:
  3541. case PR_IMPOSITIO:
  3542. case PR_LEXAETERNA:
  3543. case PR_SUFFRAGIUM:
  3544. case PR_BENEDICTIO:
  3545. case LK_BERSERK:
  3546. case KN_AUTOCOUNTER:
  3547. case KN_TWOHANDQUICKEN:
  3548. case KN_ONEHAND:
  3549. case CR_SPEARQUICKEN:
  3550. case CR_REFLECTSHIELD:
  3551. case AS_POISONREACT:
  3552. case MC_LOUD:
  3553. case MG_ENERGYCOAT:
  3554. case MO_EXPLOSIONSPIRITS:
  3555. case MO_STEELBODY:
  3556. case MO_BLADESTOP:
  3557. case LK_AURABLADE:
  3558. case LK_PARRYING:
  3559. case LK_CONCENTRATION:
  3560. case WS_CARTBOOST:
  3561. case SN_SIGHT:
  3562. case WS_MELTDOWN:
  3563. case WS_OVERTHRUSTMAX:
  3564. case ST_REJECTSWORD:
  3565. case HW_MAGICPOWER:
  3566. case PF_MEMORIZE:
  3567. case PA_SACRIFICE:
  3568. case ASC_EDP:
  3569. case NPC_STOP:
  3570. case PF_DOUBLECASTING:
  3571. case SG_SUN_COMFORT:
  3572. case SG_MOON_COMFORT:
  3573. case SG_STAR_COMFORT:
  3574. case NPC_HALLUCINATION:
  3575. case HP_ASSUMPTIO:
  3576. case GS_MADNESSCANCEL:
  3577. case GS_ADJUSTMENT:
  3578. case GS_INCREASING:
  3579. case NJ_KASUMIKIRI:
  3580. case NJ_UTSUSEMI:
  3581. case NJ_NEN:
  3582. case NPC_DEFENDER:
  3583. case NPC_MAGICMIRROR:
  3584. clif_skill_nodamage(src,bl,skillid,skilllv,
  3585. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3586. break;
  3587. case MG_SIGHT:
  3588. case AL_RUWACH:
  3589. case WZ_SIGHTBLASTER:
  3590. case NPC_WIDESIGHT:
  3591. case NPC_STONESKIN:
  3592. case NPC_ANTIMAGIC:
  3593. clif_skill_nodamage(src,bl,skillid,skilllv,
  3594. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3595. break;
  3596. case HLIF_AVOID:
  3597. if (hd)
  3598. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  3599. case HAMI_DEFENCE:
  3600. i = skill_get_time(skillid,skilllv);
  3601. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3602. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3603. break;
  3604. case NJ_BUNSINJYUTSU:
  3605. clif_skill_nodamage(src,bl,skillid,skilllv,
  3606. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3607. if (tsc && tsc->data[SC_NEN].timer != -1)
  3608. status_change_end(bl,SC_NEN,-1);
  3609. break;
  3610. /* Was modified to only affect targetted char. [Skotlex]
  3611. case HP_ASSUMPTIO:
  3612. if (flag&1)
  3613. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3614. else
  3615. {
  3616. map_foreachinrange(skill_area_sub, bl,
  3617. skill_get_splash(skillid, skilllv), BL_PC,
  3618. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3619. skill_castend_nodamage_id);
  3620. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3621. }
  3622. break;
  3623. */
  3624. case SM_ENDURE:
  3625. clif_skill_nodamage(src,bl,skillid,skilllv,
  3626. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3627. if (sd)
  3628. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3629. break;
  3630. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3631. if (sd && dstsd && dstsd->sc.count) {
  3632. if (dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3633. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3634. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3635. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3636. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3637. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3638. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3639. ) {
  3640. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3641. clif_skill_fail(sd,skillid,0,0);
  3642. break;
  3643. }
  3644. }
  3645. clif_skill_nodamage(src,bl,skillid,skilllv,
  3646. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3647. break;
  3648. case LK_TENSIONRELAX:
  3649. clif_skill_nodamage(src,bl,skillid,skilllv,
  3650. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3651. skill_get_time(skillid,skilllv)));
  3652. break;
  3653. case MC_CHANGECART:
  3654. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3655. break;
  3656. case TK_MISSION:
  3657. if (sd) {
  3658. int id;
  3659. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3660. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3661. clif_skill_fail(sd,skillid,0,0);
  3662. break;
  3663. }
  3664. id = mob_get_random_id(0,0xC, sd->status.base_level);
  3665. if (!id) {
  3666. clif_skill_fail(sd,skillid,0,0);
  3667. break;
  3668. }
  3669. sd->mission_mobid = id;
  3670. sd->mission_count = 0;
  3671. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3672. clif_mission_info(sd, id, 0);
  3673. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3674. }
  3675. break;
  3676. case AC_CONCENTRATION:
  3677. {
  3678. clif_skill_nodamage(src,bl,skillid,skilllv,
  3679. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3680. map_foreachinrange( status_change_timer_sub, src,
  3681. skill_get_splash(skillid, skilllv), BL_CHAR,
  3682. src,status_get_sc(src),type,tick);
  3683. }
  3684. break;
  3685. case SM_PROVOKE:
  3686. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3687. map_freeblock_unlock();
  3688. return 1;
  3689. }
  3690. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3691. clif_skill_nodamage(src,bl,skillid,skilllv,
  3692. (i=sc_start(bl,type,
  3693. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3694. skilllv,skill_get_time(skillid,skilllv))));
  3695. if (!i)
  3696. {
  3697. if (sd)
  3698. clif_skill_fail(sd,skillid,0,0);
  3699. map_freeblock_unlock();
  3700. return 0;
  3701. }
  3702. unit_skillcastcancel(bl, 2);
  3703. if(tsc && tsc->count){
  3704. if(tsc->data[SC_FREEZE].timer!=-1)
  3705. status_change_end(bl,SC_FREEZE,-1);
  3706. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3707. status_change_end(bl,SC_STONE,-1);
  3708. if(tsc->data[SC_SLEEP].timer!=-1)
  3709. status_change_end(bl,SC_SLEEP,-1);
  3710. }
  3711. if(dstmd) {
  3712. dstmd->state.provoke_flag = src->id;
  3713. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3714. }
  3715. break;
  3716. case CR_DEVOTION:
  3717. if(sd && dstsd)
  3718. {
  3719. int lv = sd->status.base_level - dstsd->status.base_level;
  3720. if (lv < 0) lv = -lv;
  3721. if (lv > battle_config.devotion_level_difference ||
  3722. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3723. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3724. clif_skill_fail(sd,skillid,0,0);
  3725. map_freeblock_unlock();
  3726. return 1;
  3727. }
  3728. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3729. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3730. if (i == skilllv)
  3731. {
  3732. clif_skill_fail(sd,skillid,0,0);
  3733. map_freeblock_unlock();
  3734. return 1;
  3735. }
  3736. sd->devotion[i] = bl->id;
  3737. clif_skill_nodamage(src,bl,skillid,skilllv,
  3738. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3739. clif_devotion(sd);
  3740. }
  3741. else
  3742. if (sd)
  3743. clif_skill_fail(sd,skillid,0,0);
  3744. break;
  3745. case MO_CALLSPIRITS:
  3746. if(sd) {
  3747. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3748. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3749. }
  3750. break;
  3751. case CH_SOULCOLLECT:
  3752. if(sd) {
  3753. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3754. for (i = 0; i < 5; i++)
  3755. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3756. }
  3757. break;
  3758. case MO_KITRANSLATION:
  3759. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3760. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3761. }
  3762. break;
  3763. case TK_TURNKICK:
  3764. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3765. if (skill_area_temp[1] != bl->id) {
  3766. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3767. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3768. }
  3769. break;
  3770. case MO_ABSORBSPIRITS:
  3771. i = 0;
  3772. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3773. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3774. i = dstsd->spiritball * 10;
  3775. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3776. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3777. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3778. i = 2 * dstmd->level;
  3779. mob_target(dstmd,src,0);
  3780. }
  3781. if (i) status_heal(src, 0, i, 3);
  3782. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3783. break;
  3784. case AC_MAKINGARROW:
  3785. if(sd) {
  3786. clif_arrow_create_list(sd);
  3787. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3788. }
  3789. break;
  3790. case AM_PHARMACY:
  3791. if(sd) {
  3792. clif_skill_produce_mix_list(sd,22);
  3793. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3794. }
  3795. break;
  3796. case SA_CREATECON:
  3797. if(sd) {
  3798. clif_skill_produce_mix_list(sd,23);
  3799. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3800. }
  3801. break;
  3802. case BS_HAMMERFALL:
  3803. clif_skill_nodamage(src,bl,skillid,skilllv,
  3804. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3805. break;
  3806. case RG_RAID:
  3807. skill_area_temp[1] = 0;
  3808. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3809. map_foreachinrange(skill_area_sub, bl,
  3810. skill_get_splash(skillid, skilllv), splash_target(src),
  3811. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3812. skill_castend_damage_id);
  3813. status_change_end(src, SC_HIDING, -1);
  3814. break;
  3815. case NPC_EARTHQUAKE:
  3816. case ASC_METEORASSAULT:
  3817. case GS_SPREADATTACK:
  3818. skill_area_temp[0] = 0;
  3819. if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
  3820. map_foreachinrange(skill_area_sub, bl,
  3821. skill_get_splash(skillid, skilllv), BL_CHAR,
  3822. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  3823. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3824. case NPC_HELLJUDGEMENT:
  3825. case NPC_PULSESTRIKE:
  3826. skill_area_temp[1] = bl->id;
  3827. //Mob casted skills should also hit skills.
  3828. map_foreachinrange(skill_area_sub, bl,
  3829. skill_get_splash(skillid, skilllv), splash_target(src),
  3830. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3831. skill_castend_damage_id);
  3832. break;
  3833. case KN_BRANDISHSPEAR:
  3834. {
  3835. int c,n=4;
  3836. int dir = map_calc_dir(src,bl->x,bl->y);
  3837. struct square tc;
  3838. int x=bl->x,y=bl->y;
  3839. skill_brandishspear_first(&tc,dir,x,y);
  3840. skill_brandishspear_dir(&tc,dir,4);
  3841. skill_area_temp[1] = bl->id;
  3842. if(skilllv > 9){
  3843. for(c=1;c<4;c++){
  3844. map_foreachincell(skill_area_sub,
  3845. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3846. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3847. skill_castend_damage_id);
  3848. }
  3849. }
  3850. if(skilllv > 6){
  3851. skill_brandishspear_dir(&tc,dir,-1);
  3852. n--;
  3853. }else{
  3854. skill_brandishspear_dir(&tc,dir,-2);
  3855. n-=2;
  3856. }
  3857. if(skilllv > 3){
  3858. for(c=0;c<5;c++){
  3859. map_foreachincell(skill_area_sub,
  3860. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3861. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3862. skill_castend_damage_id);
  3863. if(skilllv > 6 && n==3 && c==4){
  3864. skill_brandishspear_dir(&tc,dir,-1);
  3865. n--;c=-1;
  3866. }
  3867. }
  3868. }
  3869. for(c=0;c<10;c++){
  3870. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3871. map_foreachincell(skill_area_sub,
  3872. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3873. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3874. skill_castend_damage_id);
  3875. }
  3876. }
  3877. break;
  3878. case WZ_SIGHTRASHER:
  3879. //Passive side of the attack.
  3880. status_change_end(src,SC_SIGHT,-1);
  3881. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3882. map_foreachinrange(skill_area_sub,src,
  3883. skill_get_splash(skillid, skilllv),splash_target(src),
  3884. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3885. skill_castend_damage_id);
  3886. break;
  3887. case NJ_HYOUSYOURAKU:
  3888. case NJ_RAIGEKISAI:
  3889. case WZ_FROSTNOVA:
  3890. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3891. skill_area_temp[1] = 0;
  3892. map_foreachinrange(skill_attack_area, src,
  3893. skill_get_splash(skillid, skilllv), splash_target(src),
  3894. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3895. break;
  3896. case HVAN_EXPLOSION: //[orn]
  3897. case NPC_SELFDESTRUCTION:
  3898. //Self Destruction hits everyone in range (allies+enemies)
  3899. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3900. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3901. BCT_ENEMY:BCT_ALL;
  3902. clif_skill_nodamage(src, src, skillid, -1, 1);
  3903. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3904. map_foreachinrange(skill_area_sub, bl,
  3905. skill_get_splash(skillid, skilllv), splash_target(src),
  3906. src, skillid, skilllv, tick, flag|i,
  3907. skill_castend_damage_id);
  3908. map_addblock(src);
  3909. status_damage(src, src, sstatus->max_hp,0,0,1);
  3910. break;
  3911. case AL_ANGELUS:
  3912. case PR_MAGNIFICAT:
  3913. case PR_GLORIA:
  3914. case SN_WINDWALK:
  3915. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3916. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3917. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3918. } else if (sd) {
  3919. party_foreachsamemap (skill_area_sub,
  3920. sd,skill_get_splash(skillid, skilllv),
  3921. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3922. skill_castend_nodamage_id);
  3923. }
  3924. break;
  3925. case BS_ADRENALINE:
  3926. case BS_ADRENALINE2:
  3927. case BS_WEAPONPERFECT:
  3928. case BS_OVERTHRUST:
  3929. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3930. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3931. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3932. } else if (sd) {
  3933. party_foreachsamemap(skill_area_sub,
  3934. sd,skill_get_splash(skillid, skilllv),
  3935. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3936. skill_castend_nodamage_id);
  3937. }
  3938. break;
  3939. case BS_MAXIMIZE:
  3940. case NV_TRICKDEAD:
  3941. case CR_DEFENDER:
  3942. case CR_AUTOGUARD:
  3943. case TK_READYSTORM:
  3944. case TK_READYDOWN:
  3945. case TK_READYTURN:
  3946. case TK_READYCOUNTER:
  3947. case TK_DODGE:
  3948. case CR_SHRINK:
  3949. case ST_PRESERVE:
  3950. case SG_FUSION:
  3951. case GS_GATLINGFEVER:
  3952. if (tsc && tsc->data[type].timer != -1)
  3953. i = status_change_end(bl, type, -1);
  3954. else
  3955. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3956. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3957. break;
  3958. case SL_KAITE:
  3959. case SL_KAAHI:
  3960. case SL_KAIZEL:
  3961. case SL_KAUPE:
  3962. if (sd) {
  3963. if (!dstsd || !(
  3964. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3965. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3966. dstsd->status.char_id == sd->status.char_id ||
  3967. dstsd->status.char_id == sd->status.partner_id ||
  3968. dstsd->status.char_id == sd->status.child
  3969. )) {
  3970. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3971. clif_skill_fail(sd,skillid,0,0);
  3972. break;
  3973. }
  3974. }
  3975. clif_skill_nodamage(src,bl,skillid,skilllv,
  3976. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3977. break;
  3978. case SM_AUTOBERSERK: // Celest
  3979. if (tsc && tsc->data[type].timer != -1)
  3980. i = status_change_end(bl, type, -1);
  3981. else
  3982. i = sc_start(bl,type,100,skilllv,60000);
  3983. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3984. break;
  3985. case TF_HIDING:
  3986. case ST_CHASEWALK:
  3987. if (tsc && tsc->data[type].timer != -1)
  3988. i = status_change_end(bl, type, -1);
  3989. else
  3990. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3991. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3992. break;
  3993. case TK_RUN:
  3994. if (tsc && tsc->data[type].timer != -1)
  3995. clif_skill_nodamage(src,bl,skillid,skilllv,
  3996. status_change_end(bl, type, -1));
  3997. else {
  3998. clif_skill_nodamage(src,bl,skillid,skilllv,
  3999. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  4000. // If the client receives a skill-use packet inmediately before
  4001. // a walkok packet, it will discard the walk packet! [Skotlex]
  4002. // So aegis has to resend the walk ok.
  4003. if (sd) clif_walkok(sd);
  4004. }
  4005. break;
  4006. case AS_CLOAKING:
  4007. if(tsc && tsc->data[type].timer!=-1 )
  4008. i = status_change_end(bl, type, -1);
  4009. else
  4010. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4011. clif_skill_nodamage(src,bl,skillid,-1,i);
  4012. if (!i && sd)
  4013. clif_skill_fail(sd,skillid,0,0);
  4014. break;
  4015. case BD_ADAPTATION:
  4016. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  4017. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4018. skill_stop_dancing(bl);
  4019. }
  4020. break;
  4021. case BA_FROSTJOKE:
  4022. case DC_SCREAM:
  4023. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4024. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  4025. if (md) {
  4026. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  4027. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  4028. char temp[128];
  4029. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  4030. break; //Message won't fit on buffer. [Skotlex]
  4031. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  4032. clif_message(&md->bl,temp);
  4033. }
  4034. break;
  4035. case BA_PANGVOICE:
  4036. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  4037. break;
  4038. case DC_WINKCHARM:
  4039. if( dstsd )
  4040. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  4041. else
  4042. if( dstmd )
  4043. {
  4044. if( status_get_lv(src) > status_get_lv(bl)
  4045. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  4046. && !(tstatus->mode&MD_BOSS) )
  4047. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  4048. else
  4049. {
  4050. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4051. if(sd) clif_skill_fail(sd,skillid,0,0);
  4052. }
  4053. }
  4054. break;
  4055. case TF_STEAL:
  4056. if(sd) {
  4057. if(pc_steal_item(sd,bl,skilllv))
  4058. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4059. else
  4060. clif_skill_fail(sd,skillid,0x0a,0);
  4061. }
  4062. break;
  4063. case RG_STEALCOIN:
  4064. if(sd) {
  4065. if(pc_steal_coin(sd,bl))
  4066. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4067. else
  4068. clif_skill_fail(sd,skillid,0,0);
  4069. }
  4070. break;
  4071. case MG_STONECURSE:
  4072. {
  4073. if (tstatus->mode&MD_BOSS) {
  4074. if (sd) clif_skill_fail(sd,skillid,0,0);
  4075. break;
  4076. }
  4077. if(status_isimmune(bl) || !tsc)
  4078. break;
  4079. if (dstmd)
  4080. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4081. if (tsc->data[SC_STONE].timer != -1) {
  4082. status_change_end(bl,SC_STONE,-1);
  4083. if (sd) clif_skill_fail(sd,skillid,0,0);
  4084. break;
  4085. }
  4086. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  4087. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  4088. skill_get_time2(skillid,skilllv)))
  4089. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4090. else if(sd) {
  4091. clif_skill_fail(sd,skillid,0,0);
  4092. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4093. if (skilllv > 5) break;
  4094. }
  4095. if (sd) {
  4096. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  4097. break; //Do not delete the gemstone.
  4098. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  4099. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  4100. }
  4101. }
  4102. break;
  4103. case NV_FIRSTAID:
  4104. clif_skill_nodamage(src,bl,skillid,5,1);
  4105. status_heal(bl,5,0,0);
  4106. break;
  4107. case AL_CURE:
  4108. if(status_isimmune(bl)) {
  4109. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4110. break;
  4111. }
  4112. status_change_end(bl, SC_SILENCE , -1 );
  4113. status_change_end(bl, SC_BLIND , -1 );
  4114. status_change_end(bl, SC_CONFUSION, -1 );
  4115. //Confusion on undead won't trigger on undead players.
  4116. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  4117. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  4118. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4119. break;
  4120. case TF_DETOXIFY:
  4121. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4122. status_change_end(bl, SC_POISON , -1 );
  4123. status_change_end(bl, SC_DPOISON , -1 );
  4124. break;
  4125. case PR_STRECOVERY:
  4126. if(status_isimmune(bl)) {
  4127. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4128. break;
  4129. }
  4130. if (tsc && tsc->opt1) {
  4131. status_change_end(bl, SC_FREEZE, -1 );
  4132. status_change_end(bl, SC_STONE, -1 );
  4133. status_change_end(bl, SC_SLEEP, -1 );
  4134. status_change_end(bl, SC_STUN, -1 );
  4135. }
  4136. //Is this equation really right? It looks so... special.
  4137. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  4138. {
  4139. status_change_start(bl, SC_BLIND,
  4140. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  4141. 1,0,0,0,
  4142. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  4143. }
  4144. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4145. if(dstmd)
  4146. mob_unlocktarget(dstmd,tick);
  4147. break;
  4148. case WZ_ESTIMATION:
  4149. if(sd) {
  4150. if (dstsd) {
  4151. clif_skill_fail(sd,skillid,0,0);
  4152. break;
  4153. }
  4154. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4155. clif_skill_estimation((struct map_session_data *)src,bl);
  4156. }
  4157. break;
  4158. case BS_REPAIRWEAPON:
  4159. if(sd && dstsd)
  4160. clif_item_repair_list(sd,dstsd);
  4161. break;
  4162. case MC_IDENTIFY:
  4163. if(sd)
  4164. clif_item_identify_list(sd);
  4165. break;
  4166. // Weapon Refining [Celest]
  4167. case WS_WEAPONREFINE:
  4168. if(sd)
  4169. clif_item_refine_list(sd);
  4170. break;
  4171. case MC_VENDING:
  4172. if(sd)
  4173. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4174. if ( pc_can_give_items(pc_isGM(sd)) )
  4175. clif_skill_fail(sd,skillid,0,0);
  4176. else
  4177. clif_openvendingreq(sd,2+skilllv);
  4178. }
  4179. break;
  4180. case AL_TELEPORT:
  4181. if(sd)
  4182. {
  4183. if (map[bl->m].flag.noteleport) {
  4184. clif_skill_teleportmessage(sd,0);
  4185. break;
  4186. }
  4187. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4188. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4189. break;
  4190. }
  4191. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4192. if(skilllv == 1) {
  4193. // possibility to skip menu [LuzZza]
  4194. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  4195. clif_skill_warppoint(sd,skillid,skilllv, -1,0,0,0);
  4196. else
  4197. pc_randomwarp(sd,3);
  4198. } else {
  4199. if (sd->skillitem != AL_TELEPORT)
  4200. clif_skill_warppoint(sd,skillid,skilllv, -1,sd->status.save_point.map,0,0);
  4201. else //Autocasted Teleport level 2??
  4202. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  4203. }
  4204. } else
  4205. unit_warp(bl,-1,-1,-1,3);
  4206. break;
  4207. case NPC_EXPULSION:
  4208. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4209. unit_warp(bl,-1,-1,-1,3);
  4210. break;
  4211. case AL_HOLYWATER:
  4212. if(sd) {
  4213. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4214. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4215. else
  4216. clif_skill_fail(sd,skillid,0,0);
  4217. }
  4218. break;
  4219. case TF_PICKSTONE:
  4220. if(sd) {
  4221. int eflag;
  4222. struct item item_tmp;
  4223. struct block_list tbl;
  4224. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4225. memset(&item_tmp,0,sizeof(item_tmp));
  4226. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4227. item_tmp.nameid = 7049;
  4228. item_tmp.identify = 1;
  4229. tbl.id = 0;
  4230. clif_takeitem(&sd->bl,&tbl);
  4231. eflag = pc_additem(sd,&item_tmp,1);
  4232. if(eflag) {
  4233. clif_additem(sd,0,0,eflag);
  4234. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4235. }
  4236. }
  4237. break;
  4238. case ASC_CDP:
  4239. if(sd) {
  4240. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4241. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4242. }
  4243. break;
  4244. case RG_STRIPWEAPON:
  4245. case RG_STRIPSHIELD:
  4246. case RG_STRIPARMOR:
  4247. case RG_STRIPHELM:
  4248. case ST_FULLSTRIP:
  4249. i = 5+2*skilllv;
  4250. if (sstatus->dex > tstatus->dex)
  4251. i += (sstatus->dex - tstatus->dex)/5;
  4252. switch (skillid) {
  4253. case RG_STRIPWEAPON:
  4254. type = EQP_WEAPON;
  4255. break;
  4256. case RG_STRIPSHIELD:
  4257. type = EQP_SHIELD;
  4258. break;
  4259. case RG_STRIPARMOR:
  4260. type = EQP_ARMOR;
  4261. break;
  4262. case RG_STRIPHELM:
  4263. type = EQP_HELM;
  4264. break;
  4265. case ST_FULLSTRIP:
  4266. type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4267. break;
  4268. }
  4269. //Note that Full Strip autospell doesn't use a duration
  4270. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4271. skill_strip_equip(bl, type, i, skilllv,
  4272. sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
  4273. && sd)
  4274. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  4275. break;
  4276. case AM_BERSERKPITCHER:
  4277. case AM_POTIONPITCHER:
  4278. {
  4279. int i,x,hp = 0,sp = 0,bonus=100;
  4280. if(sd) {
  4281. x = skilllv%11 - 1;
  4282. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4283. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4284. clif_skill_fail(sd,skillid,0,0);
  4285. map_freeblock_unlock();
  4286. return 1;
  4287. }
  4288. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4289. clif_skill_fail(sd,skillid,0,0);
  4290. map_freeblock_unlock();
  4291. return 1;
  4292. }
  4293. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4294. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4295. clif_skill_fail(sd,skillid,0,0);
  4296. map_freeblock_unlock();
  4297. return 1;
  4298. }
  4299. }
  4300. potion_flag = 1;
  4301. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4302. potion_target = bl->id;
  4303. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4304. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4305. potion_flag = potion_target = 0;
  4306. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4307. bonus += sd->status.base_level;
  4308. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4309. hp = tstatus->max_hp * potion_per_hp / 100;
  4310. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4311. if(dstsd) {
  4312. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4313. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4314. }
  4315. }
  4316. else {
  4317. if(potion_hp > 0) {
  4318. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4319. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4320. if(dstsd)
  4321. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4322. }
  4323. if(potion_sp > 0) {
  4324. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4325. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4326. if(dstsd)
  4327. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4328. }
  4329. }
  4330. if ((i = pc_skillheal_bonus(sd, skillid)))
  4331. {
  4332. hp += hp * i / 100;
  4333. sp += sp * i / 100;
  4334. }
  4335. }
  4336. else {
  4337. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4338. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4339. if(dstsd)
  4340. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4341. }
  4342. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  4343. {
  4344. hp -= hp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4345. sp -= sp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4346. }
  4347. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4348. if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
  4349. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4350. if(sp > 0)
  4351. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4352. status_heal(bl,hp,sp,0);
  4353. }
  4354. break;
  4355. case AM_CP_WEAPON:
  4356. case AM_CP_SHIELD:
  4357. case AM_CP_ARMOR:
  4358. case AM_CP_HELM:
  4359. {
  4360. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4361. if(tsc && tsc->data[scid].timer != -1)
  4362. status_change_end(bl, scid, -1 );
  4363. clif_skill_nodamage(src,bl,skillid,skilllv,
  4364. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4365. }
  4366. break;
  4367. case AM_TWILIGHT1:
  4368. if (sd) {
  4369. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4370. //Prepare 200 White Potions.
  4371. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4372. clif_skill_fail(sd,skillid,0,0);
  4373. }
  4374. break;
  4375. case AM_TWILIGHT2:
  4376. if (sd) {
  4377. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4378. //Prepare 200 Slim White Potions.
  4379. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4380. clif_skill_fail(sd,skillid,0,0);
  4381. }
  4382. break;
  4383. case AM_TWILIGHT3:
  4384. if (sd) {
  4385. //check if you can produce all three, if not, then fail:
  4386. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4387. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4388. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4389. ) {
  4390. clif_skill_fail(sd,skillid,0,0);
  4391. break;
  4392. }
  4393. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4394. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4395. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4396. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4397. }
  4398. break;
  4399. case SA_DISPELL:
  4400. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4401. {
  4402. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4403. i = tstatus->mdef;
  4404. if (i >= 100 ||
  4405. (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) ||
  4406. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4407. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4408. rand()%100 >= (100-i)*(50+10*skilllv)/100)
  4409. {
  4410. if (sd)
  4411. clif_skill_fail(sd,skillid,0,0);
  4412. break;
  4413. }
  4414. if(status_isimmune(bl) || !tsc->count)
  4415. break;
  4416. for(i=0;i<SC_MAX;i++){
  4417. if (tsc->data[i].timer == -1)
  4418. continue;
  4419. switch (i) {
  4420. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4421. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4422. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4423. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4424. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4425. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4426. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4427. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4428. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4429. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4430. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4431. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4432. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4433. case SC_BOSSMAPINFO:
  4434. continue;
  4435. }
  4436. if(i==SC_BERSERK) tsc->data[i].val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  4437. status_change_end(bl,i,-1);
  4438. }
  4439. break;
  4440. }
  4441. //Affect all targets on splash area.
  4442. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4443. src, skillid, skilllv, tick, flag|1,
  4444. skill_castend_damage_id);
  4445. break;
  4446. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4447. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4448. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4449. break;
  4450. case TK_HIGHJUMP:
  4451. {
  4452. int x,y, dir = unit_getdir(src);
  4453. //Fails on noteleport maps, except for vs maps [Skotlex]
  4454. if(map[src->m].flag.noteleport &&
  4455. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4456. ) {
  4457. x = src->x;
  4458. y = src->y;
  4459. } else {
  4460. x = src->x + dirx[dir]*skilllv*2;
  4461. y = src->y + diry[dir]*skilllv*2;
  4462. }
  4463. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4464. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4465. clif_slide(src,x,y);
  4466. unit_movepos(src, x, y, 1, 0);
  4467. }
  4468. }
  4469. break;
  4470. case SA_CASTCANCEL:
  4471. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4472. unit_skillcastcancel(src,1);
  4473. if(sd) {
  4474. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4475. sp = sp * (90 - (skilllv-1)*20) / 100;
  4476. if(sp < 0) sp = 0;
  4477. status_zap(src, 0, sp);
  4478. }
  4479. break;
  4480. case SA_SPELLBREAKER:
  4481. {
  4482. int sp;
  4483. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4484. sp = skill_get_sp(skillid,skilllv);
  4485. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4486. if(sp < 1) sp = 1;
  4487. status_heal(bl,0,sp,2);
  4488. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4489. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4490. } else {
  4491. struct unit_data *ud = unit_bl2ud(bl);
  4492. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4493. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4494. bl_skillid = ud->skillid;
  4495. bl_skilllv = ud->skilllv;
  4496. if (tstatus->mode & MD_BOSS)
  4497. { //Only 10% success chance against bosses. [Skotlex]
  4498. if (rand()%100 < 90)
  4499. {
  4500. if (sd) clif_skill_fail(sd,skillid,0,0);
  4501. break;
  4502. }
  4503. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4504. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4505. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4506. unit_skillcastcancel(bl,0);
  4507. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4508. status_zap(bl, hp, sp);
  4509. if (hp && skilllv >= 5)
  4510. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4511. else
  4512. hp = 0;
  4513. if (sp) //Recover some of the SP used
  4514. sp = sp*(25*(skilllv-1))/100;
  4515. if(hp || sp)
  4516. status_heal(src, hp, sp, 2);
  4517. }
  4518. }
  4519. break;
  4520. case SA_MAGICROD:
  4521. //It activates silently, no use animation.
  4522. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4523. break;
  4524. case SA_AUTOSPELL:
  4525. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4526. if(sd)
  4527. clif_autospell(sd,skilllv);
  4528. else {
  4529. int maxlv=1,spellid=0;
  4530. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4531. if(skilllv >= 10) {
  4532. spellid = MG_FROSTDIVER;
  4533. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4534. // maxlv = 10;
  4535. // else
  4536. maxlv = skilllv - 9;
  4537. }
  4538. else if(skilllv >=8) {
  4539. spellid = MG_FIREBALL;
  4540. maxlv = skilllv - 7;
  4541. }
  4542. else if(skilllv >=5) {
  4543. spellid = MG_SOULSTRIKE;
  4544. maxlv = skilllv - 4;
  4545. }
  4546. else if(skilllv >=2) {
  4547. int i = rand()%3;
  4548. spellid = spellarray[i];
  4549. maxlv = skilllv - 1;
  4550. }
  4551. else if(skilllv > 0) {
  4552. spellid = MG_NAPALMBEAT;
  4553. maxlv = 3;
  4554. }
  4555. if(spellid > 0)
  4556. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4557. skill_get_time(SA_AUTOSPELL,skilllv));
  4558. }
  4559. break;
  4560. case BS_GREED:
  4561. if(sd){
  4562. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4563. map_foreachinrange(skill_greed,bl,
  4564. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4565. }
  4566. break;
  4567. case SA_ELEMENTWATER:
  4568. case SA_ELEMENTFIRE:
  4569. case SA_ELEMENTGROUND:
  4570. case SA_ELEMENTWIND:
  4571. if(sd && !dstmd) //Only works on monsters.
  4572. break;
  4573. if(tstatus->mode&MD_BOSS)
  4574. break;
  4575. case NPC_ATTRICHANGE:
  4576. case NPC_CHANGEWATER:
  4577. case NPC_CHANGEGROUND:
  4578. case NPC_CHANGEFIRE:
  4579. case NPC_CHANGEWIND:
  4580. case NPC_CHANGEPOISON:
  4581. case NPC_CHANGEHOLY:
  4582. case NPC_CHANGEDARKNESS:
  4583. case NPC_CHANGETELEKINESIS:
  4584. case NPC_CHANGEUNDEAD:
  4585. clif_skill_nodamage(src,bl,skillid,skilllv,
  4586. sc_start2(bl, type, 100, skilllv, skill_get_pl(skillid,skilllv),
  4587. skill_get_time(skillid, skilllv)));
  4588. break;
  4589. case NPC_PROVOCATION:
  4590. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4591. if (md) mob_unlocktarget(md, tick);
  4592. break;
  4593. case NPC_KEEPING:
  4594. case NPC_BARRIER:
  4595. {
  4596. int skill_time = skill_get_time(skillid,skilllv);
  4597. struct unit_data *ud = unit_bl2ud(bl);
  4598. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4599. sc_start(bl,type,100,skilllv,skill_time))
  4600. && ud) { //Disable attacking/acting/moving for skill's duration.
  4601. ud->attackabletime =
  4602. ud->canact_tick =
  4603. ud->canmove_tick = tick + skill_time;
  4604. }
  4605. }
  4606. break;
  4607. case NPC_REBIRTH:
  4608. //New rebirth System uses Kaizel [Skotlex]
  4609. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  4610. break;
  4611. case NPC_DARKBLESSING:
  4612. clif_skill_nodamage(src,bl,skillid,skilllv,
  4613. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4614. break;
  4615. case NPC_LICK:
  4616. status_zap(bl, 0, 100);
  4617. clif_skill_nodamage(src,bl,skillid,skilllv,
  4618. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4619. break;
  4620. case NPC_SUICIDE:
  4621. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4622. status_kill(src); //When suiciding, neither exp nor drops is given.
  4623. break;
  4624. case NPC_SUMMONSLAVE:
  4625. case NPC_SUMMONMONSTER:
  4626. if(md && md->skillidx >= 0)
  4627. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4628. break;
  4629. case NPC_CALLSLAVE:
  4630. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4631. break;
  4632. case NPC_RANDOMMOVE:
  4633. if (md) {
  4634. md->next_walktime = tick - 1;
  4635. mob_randomwalk(md,tick);
  4636. }
  4637. break;
  4638. case NPC_SPEEDUP:
  4639. {
  4640. // or does it increase casting rate? just a guess xD
  4641. int i = SC_ASPDPOTION0 + skilllv - 1;
  4642. if (i > SC_ASPDPOTION3)
  4643. i = SC_ASPDPOTION3;
  4644. clif_skill_nodamage(src,bl,skillid,skilllv,
  4645. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4646. }
  4647. break;
  4648. case NPC_REVENGE:
  4649. // not really needed... but adding here anyway ^^
  4650. if (md && md->master_id > 0) {
  4651. struct block_list *mbl, *tbl;
  4652. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4653. (tbl = battle_gettargeted(mbl)) == NULL)
  4654. break;
  4655. md->state.provoke_flag = tbl->id;
  4656. mob_target(md, tbl, sstatus->rhw.range);
  4657. }
  4658. break;
  4659. case NPC_RUN:
  4660. {
  4661. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4662. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4663. unit_stop_attack(src);
  4664. //Run skillv tiles overriding the can-move check.
  4665. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4666. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4667. }
  4668. break;
  4669. case NPC_TRANSFORMATION:
  4670. case NPC_METAMORPHOSIS:
  4671. if(md && md->skillidx >= 0) {
  4672. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4673. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4674. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4675. if (class_) mob_class_change(md, class_);
  4676. }
  4677. break;
  4678. case NPC_EMOTION_ON:
  4679. case NPC_EMOTION:
  4680. //va[0] is the emotion to use.
  4681. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4682. //val[1] 'sets' the mode
  4683. //val[2] adds to the current mode
  4684. //val[3] removes from the current mode
  4685. //val[4] if set, asks to delete the previous mode change.
  4686. if(md && md->skillidx >= 0 && tsc)
  4687. {
  4688. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4689. if(md->db->skill[md->skillidx].val[4] && tsc->data[type].timer != -1)
  4690. status_change_end(bl, type, -1);
  4691. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4692. sc_start4(src, type, 100, skilllv,
  4693. md->db->skill[md->skillidx].val[1],
  4694. md->db->skill[md->skillidx].val[2],
  4695. md->db->skill[md->skillidx].val[3],
  4696. skill_get_time(skillid, skilllv));
  4697. }
  4698. break;
  4699. case NPC_POWERUP:
  4700. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4701. clif_skill_nodamage(src,bl,skillid,skilllv,
  4702. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4703. break;
  4704. case NPC_AGIUP:
  4705. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4706. clif_skill_nodamage(src,bl,skillid,skilllv,
  4707. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4708. break;
  4709. case NPC_INVISIBLE:
  4710. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4711. clif_skill_nodamage(src,bl,skillid,skilllv,
  4712. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4713. break;
  4714. case NPC_SIEGEMODE:
  4715. // not sure what it does
  4716. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4717. break;
  4718. case WE_MALE:
  4719. {
  4720. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4721. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4722. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4723. }
  4724. break;
  4725. case WE_FEMALE:
  4726. {
  4727. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4728. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4729. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4730. }
  4731. break;
  4732. // parent-baby skills
  4733. case WE_BABY:
  4734. if(sd){
  4735. struct map_session_data *f_sd = pc_get_father(sd);
  4736. struct map_session_data *m_sd = pc_get_mother(sd);
  4737. // if neither was found
  4738. if(!f_sd && !m_sd){
  4739. clif_skill_fail(sd,skillid,0,0);
  4740. map_freeblock_unlock();
  4741. return 0;
  4742. }
  4743. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4744. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4745. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4746. }
  4747. break;
  4748. case PF_HPCONVERSION:
  4749. {
  4750. int hp, sp;
  4751. hp = sstatus->max_hp/10;
  4752. sp = hp * 10 * skilllv / 100;
  4753. if (!status_charge(src,hp,0)) {
  4754. if (sd) clif_skill_fail(sd,skillid,0,0);
  4755. break;
  4756. }
  4757. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4758. status_heal(bl,0,sp,2);
  4759. }
  4760. break;
  4761. case HT_REMOVETRAP:
  4762. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4763. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4764. {
  4765. struct skill_unit* su;
  4766. struct skill_unit_group* sg;
  4767. BL_CAST(BL_SKILL, bl, su);
  4768. if( (su)
  4769. && (sg = su->group)
  4770. && (sg->src_id == src->id || map_flag_vs(bl->m))
  4771. && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4772. { // prevent picking up expired traps
  4773. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4774. {
  4775. if( battle_config.skill_removetrap_type )
  4776. { // get back all items used to deploy the trap
  4777. for(i=0;i<10;i++) {
  4778. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4779. int flag;
  4780. struct item item_tmp;
  4781. memset(&item_tmp,0,sizeof(item_tmp));
  4782. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4783. item_tmp.identify = 1;
  4784. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4785. clif_additem(sd,0,0,flag);
  4786. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4787. }
  4788. }
  4789. }
  4790. } else { // get back 1 trap
  4791. struct item item_tmp;
  4792. memset(&item_tmp,0,sizeof(item_tmp));
  4793. item_tmp.nameid = ITEMID_TRAP;
  4794. item_tmp.identify = 1;
  4795. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4796. clif_additem(sd,0,0,flag);
  4797. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4798. }
  4799. }
  4800. }
  4801. skill_delunit(su);
  4802. }
  4803. }
  4804. break;
  4805. case HT_SPRINGTRAP:
  4806. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4807. {
  4808. struct skill_unit *su=NULL;
  4809. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4810. switch(su->group->unit_id){
  4811. case UNT_ANKLESNARE: // ankle snare
  4812. if (su->group->val2 != 0)
  4813. // if it is already trapping something don't spring it,
  4814. // remove trap should be used instead
  4815. break;
  4816. // otherwise fallthrough to below
  4817. case UNT_BLASTMINE:
  4818. case UNT_SKIDTRAP:
  4819. case UNT_LANDMINE:
  4820. case UNT_SHOCKWAVE:
  4821. case UNT_SANDMAN:
  4822. case UNT_FLASHER:
  4823. case UNT_FREEZINGTRAP:
  4824. case UNT_CLAYMORETRAP:
  4825. case UNT_TALKIEBOX:
  4826. su->group->unit_id = UNT_USED_TRAPS;
  4827. clif_changetraplook(bl, UNT_USED_TRAPS);
  4828. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4829. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4830. }
  4831. }
  4832. }
  4833. break;
  4834. case BD_ENCORE:
  4835. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4836. if(sd)
  4837. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4838. break;
  4839. case AS_SPLASHER:
  4840. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4841. if (sd) clif_skill_fail(sd,skillid,0,0);
  4842. map_freeblock_unlock();
  4843. return 1;
  4844. }
  4845. clif_skill_nodamage(src,bl,skillid,skilllv,
  4846. sc_start4(bl,type,100,
  4847. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4848. break;
  4849. case PF_MINDBREAKER:
  4850. {
  4851. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4852. {
  4853. map_freeblock_unlock();
  4854. return 1;
  4855. }
  4856. if (tsc && tsc->data[type].timer != -1)
  4857. { //HelloKitty2 (?) explained that this silently fails when target is
  4858. //already inflicted. [Skotlex]
  4859. map_freeblock_unlock();
  4860. return 1;
  4861. }
  4862. //Has a 55% + skilllv*5% success chance.
  4863. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4864. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4865. {
  4866. if (sd) clif_skill_fail(sd,skillid,0,0);
  4867. map_freeblock_unlock();
  4868. return 0;
  4869. }
  4870. unit_skillcastcancel(bl,0);
  4871. if(tsc && tsc->count){
  4872. if(tsc->data[SC_FREEZE].timer!=-1)
  4873. status_change_end(bl,SC_FREEZE,-1);
  4874. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4875. status_change_end(bl,SC_STONE,-1);
  4876. if(tsc->data[SC_SLEEP].timer!=-1)
  4877. status_change_end(bl,SC_SLEEP,-1);
  4878. }
  4879. if(dstmd)
  4880. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4881. }
  4882. break;
  4883. case PF_SOULCHANGE:
  4884. {
  4885. unsigned int sp1 = 0, sp2 = 0;
  4886. if (dstmd) {
  4887. if (dstmd->state.soul_change_flag) {
  4888. if(sd) clif_skill_fail(sd,skillid,0,0);
  4889. break;
  4890. }
  4891. dstmd->state.soul_change_flag = 1;
  4892. sp2 = sstatus->max_sp * 3 /100;
  4893. status_heal(src, 0, sp2, 2);
  4894. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4895. break;
  4896. }
  4897. sp1 = sstatus->sp;
  4898. sp2 = tstatus->sp;
  4899. status_set_sp(src, sp2, 3);
  4900. status_set_sp(bl, sp1, 3);
  4901. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4902. }
  4903. break;
  4904. // Slim Pitcher
  4905. case CR_SLIMPITCHER:
  4906. if (potion_hp || potion_sp) {
  4907. int hp = potion_hp, sp = potion_sp;
  4908. hp = hp * (100 + (tstatus->vit<<1))/100;
  4909. sp = sp * (100 + (tstatus->int_<<1))/100;
  4910. if (dstsd) {
  4911. if (hp)
  4912. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4913. if (sp)
  4914. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4915. }
  4916. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  4917. {
  4918. hp -= hp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4919. sp -= sp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4920. }
  4921. if(hp > 0)
  4922. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4923. if(sp > 0)
  4924. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4925. status_heal(bl,hp,sp,0);
  4926. }
  4927. break;
  4928. // Full Chemical Protection
  4929. case CR_FULLPROTECTION:
  4930. {
  4931. int i, skilltime;
  4932. skilltime = skill_get_time(skillid,skilllv);
  4933. if (!tsc) {
  4934. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4935. break;
  4936. }
  4937. for (i=0; i<4; i++) {
  4938. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4939. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4940. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4941. }
  4942. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4943. }
  4944. break;
  4945. case RG_CLEANER: //AppleGirl
  4946. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4947. break;
  4948. case CG_LONGINGFREEDOM:
  4949. {
  4950. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4951. && (tsc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4952. {
  4953. clif_skill_nodamage(src,bl,skillid,skilllv,
  4954. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4955. }
  4956. }
  4957. break;
  4958. case CG_TAROTCARD:
  4959. {
  4960. int eff, count = -1;
  4961. if (rand() % 100 > skilllv * 8) {
  4962. if (sd) clif_skill_fail(sd,skillid,0,0);
  4963. map_freeblock_unlock();
  4964. return 0;
  4965. }
  4966. do {
  4967. eff = rand() % 14;
  4968. clif_specialeffect(bl, 523 + eff, AREA);
  4969. switch (eff)
  4970. {
  4971. case 0: // heals SP to 0
  4972. status_percent_damage(src, bl, 0, 100);
  4973. break;
  4974. case 1: // matk halved
  4975. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4976. break;
  4977. case 2: // all buffs removed
  4978. status_change_clear_buffs(bl,1);
  4979. break;
  4980. case 3: // 1000 damage, random armor destroyed
  4981. {
  4982. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4983. status_fix_damage(src, bl, 1000, 0);
  4984. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4985. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4986. }
  4987. break;
  4988. case 4: // atk halved
  4989. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4990. break;
  4991. case 5: // 2000HP heal, random teleported
  4992. status_heal(src, 2000, 0, 0);
  4993. unit_warp(src, -1,-1,-1, 3);
  4994. break;
  4995. case 6: // random 2 other effects
  4996. if (count == -1)
  4997. count = 3;
  4998. else
  4999. count++; //Should not retrigger this one.
  5000. break;
  5001. case 7: // stop freeze or stoned
  5002. {
  5003. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  5004. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  5005. }
  5006. break;
  5007. case 8: // curse coma and poison
  5008. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  5009. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  5010. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  5011. break;
  5012. case 9: // confusion
  5013. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  5014. break;
  5015. case 10: // 6666 damage, atk matk halved, cursed
  5016. status_fix_damage(src, bl, 6666, 0);
  5017. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  5018. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5019. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5020. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  5021. break;
  5022. case 11: // 4444 damage
  5023. status_fix_damage(src, bl, 4444, 0);
  5024. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  5025. break;
  5026. case 12: // stun
  5027. sc_start(bl,SC_STUN,100,skilllv,5000);
  5028. break;
  5029. case 13: // atk,matk,hit,flee,def reduced
  5030. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5031. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5032. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  5033. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  5034. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  5035. break;
  5036. default:
  5037. break;
  5038. }
  5039. } while ((--count) > 0);
  5040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5041. }
  5042. break;
  5043. case SL_ALCHEMIST:
  5044. case SL_ASSASIN:
  5045. case SL_BARDDANCER:
  5046. case SL_BLACKSMITH:
  5047. case SL_CRUSADER:
  5048. case SL_HUNTER:
  5049. case SL_KNIGHT:
  5050. case SL_MONK:
  5051. case SL_PRIEST:
  5052. case SL_ROGUE:
  5053. case SL_SAGE:
  5054. case SL_SOULLINKER:
  5055. case SL_STAR:
  5056. case SL_SUPERNOVICE:
  5057. case SL_WIZARD:
  5058. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5059. clif_skill_fail(sd,skillid,0,0);
  5060. break;
  5061. }
  5062. clif_skill_nodamage(src,bl,skillid,skilllv,
  5063. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5064. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5065. break;
  5066. case SL_HIGH:
  5067. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5068. clif_skill_fail(sd,skillid,0,0);
  5069. break;
  5070. }
  5071. clif_skill_nodamage(src,bl,skillid,skilllv,
  5072. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5073. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5074. break;
  5075. case SL_SWOO:
  5076. if (tsc && tsc->data[type].timer != -1) {
  5077. sc_start(src,SC_STUN,100,skilllv,10000);
  5078. break;
  5079. }
  5080. case SL_SKA: // [marquis007]
  5081. case SL_SKE:
  5082. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5083. clif_skill_fail(sd,skillid,0,0);
  5084. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  5085. } else
  5086. clif_skill_nodamage(src,bl,skillid,skilllv,
  5087. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5088. if (skillid == SL_SKE)
  5089. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5090. break;
  5091. // New guild skills [Celest]
  5092. case GD_BATTLEORDER:
  5093. if(flag&1) {
  5094. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5095. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5096. } else if (status_get_guild_id(src)) {
  5097. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5098. map_foreachinrange(skill_area_sub, src,
  5099. skill_get_splash(skillid, skilllv), BL_CHAR,
  5100. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5101. skill_castend_nodamage_id);
  5102. if (sd)
  5103. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5104. }
  5105. break;
  5106. case GD_REGENERATION:
  5107. if(flag&1) {
  5108. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5109. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5110. } else if (status_get_guild_id(src)) {
  5111. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5112. map_foreachinrange(skill_area_sub, src,
  5113. skill_get_splash(skillid, skilllv), BL_CHAR,
  5114. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5115. skill_castend_nodamage_id);
  5116. if (sd)
  5117. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5118. }
  5119. break;
  5120. case GD_RESTORE:
  5121. if(flag&1) {
  5122. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5123. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5124. } else if (status_get_guild_id(src)) {
  5125. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5126. map_foreachinrange(skill_area_sub, src,
  5127. skill_get_splash(skillid, skilllv), BL_CHAR,
  5128. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5129. skill_castend_nodamage_id);
  5130. if (sd)
  5131. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5132. }
  5133. break;
  5134. case GD_EMERGENCYCALL:
  5135. {
  5136. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5137. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5138. int j = 0;
  5139. struct guild *g = NULL;
  5140. // i don't know if it actually summons in a circle, but oh well. ;P
  5141. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5142. if (!g)
  5143. break;
  5144. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5145. for(i = 0; i < g->max_member; i++, j++) {
  5146. if (j>8) j=0;
  5147. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5148. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5149. continue;
  5150. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5151. dx[j] = dy[j] = 0;
  5152. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5153. }
  5154. }
  5155. if (sd)
  5156. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5157. }
  5158. break;
  5159. case SG_FEEL:
  5160. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5161. if (sd) {
  5162. if(!sd->feel_map[skilllv-1].index)
  5163. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5164. else
  5165. clif_feel_info(sd, skilllv-1, 1);
  5166. }
  5167. break;
  5168. case SG_HATE:
  5169. if (sd) {
  5170. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5171. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5172. clif_skill_fail(sd,skillid,0,0);
  5173. }
  5174. break;
  5175. case GS_GLITTERING:
  5176. if(sd) {
  5177. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5178. if(rand()%100 < (20+10*skilllv))
  5179. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5180. else if(sd->spiritball > 0)
  5181. pc_delspiritball(sd,1,0);
  5182. }
  5183. break;
  5184. case GS_CRACKER:
  5185. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5186. {
  5187. i =65 -5*distance_bl(src,bl); //Base rate
  5188. if (i < 30) i = 30;
  5189. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5190. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5191. }
  5192. else if (sd)
  5193. clif_skill_fail(sd,skillid,0,0);
  5194. break;
  5195. case AM_CALLHOMUN: //[orn]
  5196. if (sd && !merc_call_homunculus(sd))
  5197. clif_skill_fail(sd,skillid,0,0);
  5198. break;
  5199. case AM_REST:
  5200. if (sd)
  5201. {
  5202. if (merc_hom_vaporize(sd,1))
  5203. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5204. else
  5205. clif_skill_fail(sd,skillid,0,0);
  5206. }
  5207. break;
  5208. case HAMI_CASTLE: //[orn]
  5209. if(rand()%100 < 20*skilllv && src != bl)
  5210. {
  5211. int x,y;
  5212. x = src->x;
  5213. y = src->y;
  5214. if (hd)
  5215. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5216. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5217. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5218. clif_slide(src,bl->x,bl->y) ;
  5219. if (unit_movepos(bl,x,y,0,0))
  5220. {
  5221. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5222. clif_slide(bl,x,y) ;
  5223. }
  5224. //TODO: Shouldn't also players and the like switch targets?
  5225. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5226. AREA_SIZE, BL_MOB, bl, src);
  5227. }
  5228. }
  5229. // Failed
  5230. else if (hd && hd->master)
  5231. clif_skill_fail(hd->master, skillid, 0, 0);
  5232. else if (sd)
  5233. clif_skill_fail(sd, skillid, 0, 0);
  5234. break;
  5235. case HVAN_CHAOTIC: //[orn]
  5236. {
  5237. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5238. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5239. int rnd = rand()%100;
  5240. if(rnd<per[skilllv-1][0]) //Self
  5241. bl = src;
  5242. else if(rnd<per[skilllv-1][1]) //Master
  5243. bl = battle_get_master(src);
  5244. else //Enemy
  5245. bl = map_id2bl(battle_gettarget(src));
  5246. if (!bl) bl = src;
  5247. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  5248. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  5249. i += i * rnd / 100;
  5250. //Eh? why double skill packet?
  5251. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5252. clif_skill_nodamage(src,bl,skillid,i,1);
  5253. status_heal(bl, i, 0, 0);
  5254. if (hd)
  5255. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5256. }
  5257. break;
  5258. //Homun single-target support skills [orn]
  5259. case HAMI_BLOODLUST:
  5260. case HFLI_FLEET:
  5261. case HFLI_SPEED:
  5262. case HLIF_CHANGE:
  5263. clif_skill_nodamage(src,bl,skillid,skilllv,
  5264. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5265. if (hd)
  5266. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5267. break;
  5268. case NPC_DRAGONFEAR:
  5269. if (flag&1) {
  5270. const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  5271. i = rand()%ARRAYLENGTH(sc);
  5272. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  5273. break;
  5274. }
  5275. case NPC_WIDEBLEEDING:
  5276. case NPC_WIDECONFUSE:
  5277. case NPC_WIDECURSE:
  5278. case NPC_WIDEFREEZE:
  5279. case NPC_WIDESLEEP:
  5280. case NPC_WIDESILENCE:
  5281. case NPC_WIDESTONE:
  5282. case NPC_WIDESTUN:
  5283. case NPC_SLOWCAST:
  5284. if (flag&1)
  5285. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5286. else {
  5287. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5288. map_foreachinrange(skill_area_sub, bl,
  5289. skill_get_splash(skillid, skilllv),BL_CHAR,
  5290. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5291. skill_castend_nodamage_id);
  5292. }
  5293. break;
  5294. default:
  5295. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5296. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5297. map_freeblock_unlock();
  5298. return 1;
  5299. }
  5300. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5301. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5302. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5303. }
  5304. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5305. battle_consume_ammo(sd, skillid, skilllv);
  5306. map_freeblock_unlock();
  5307. return 0;
  5308. }
  5309. /*==========================================
  5310. *
  5311. *------------------------------------------*/
  5312. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5313. {
  5314. struct block_list *target, *src = map_id2bl(id);
  5315. struct map_session_data* sd = NULL;
  5316. struct homun_data* hd = NULL; //[orn]
  5317. struct mob_data* md = NULL;
  5318. struct unit_data* ud = unit_bl2ud(src);
  5319. struct status_change *sc = NULL;
  5320. int inf,inf2;
  5321. nullpo_retr(0, ud);
  5322. BL_CAST( BL_PC, src, sd);
  5323. BL_CAST( BL_HOM, src, hd); //[orn]
  5324. BL_CAST( BL_MOB, src, md);
  5325. if( src->prev == NULL ) {
  5326. ud->skilltimer = -1;
  5327. return 0;
  5328. }
  5329. if(ud->skillid != SA_CASTCANCEL ) {
  5330. if( ud->skilltimer != tid ) {
  5331. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5332. ud->skilltimer = -1;
  5333. return 0;
  5334. }
  5335. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5336. status_freecast_switch(sd);
  5337. ud->skilltimer=-1;
  5338. }
  5339. if (ud->skilltarget == id)
  5340. target = src;
  5341. else
  5342. target = map_id2bl(ud->skilltarget);
  5343. // Use a do so that you can break out of it when the skill fails.
  5344. do {
  5345. if(!target || target->prev==NULL) break;
  5346. if(src->m != target->m || status_isdead(src)) break;
  5347. switch (ud->skillid) {
  5348. //These should become skill_castend_pos
  5349. case WE_CALLPARTNER:
  5350. case WE_CALLPARENT:
  5351. case WE_CALLBABY:
  5352. case AM_RESURRECTHOMUN:
  5353. case PF_SPIDERWEB:
  5354. //Find a random spot to place the skill. [Skotlex]
  5355. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5356. ud->skillx = target->x + inf2;
  5357. ud->skilly = target->y + inf2;
  5358. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5359. ud->skillx = target->x;
  5360. ud->skilly = target->y;
  5361. }
  5362. ud->skilltimer=tid;
  5363. return skill_castend_pos(tid,tick,id,data);
  5364. }
  5365. if(ud->skillid == RG_BACKSTAP) {
  5366. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5367. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5368. break;
  5369. }
  5370. }
  5371. if (ud->skillid == PR_LEXDIVINA)
  5372. {
  5373. sc = status_get_sc(target);
  5374. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5375. (!sc || sc->data[SC_SILENCE].timer == -1))
  5376. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5377. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5378. break;
  5379. }
  5380. } else {
  5381. //Check target validity.
  5382. inf = skill_get_inf(ud->skillid);
  5383. inf2 = skill_get_inf2(ud->skillid);
  5384. if(inf&INF_ATTACK_SKILL ||
  5385. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5386. inf = BCT_ENEMY; //Offensive skill.
  5387. else if(inf2&INF2_NO_ENEMY)
  5388. inf = BCT_NOENEMY;
  5389. else
  5390. inf = 0;
  5391. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5392. {
  5393. inf |=
  5394. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5395. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5396. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5397. inf &= ~BCT_NEUTRAL;
  5398. }
  5399. if (inf && battle_check_target(src, target, inf) <= 0)
  5400. break;
  5401. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5402. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5403. rand()%100 < 75)
  5404. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5405. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5406. break;
  5407. }
  5408. }
  5409. //Avoid doing double checks for instant-cast skills.
  5410. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5411. break;
  5412. if(md) {
  5413. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5414. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5415. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5416. }
  5417. if(src != target && battle_config.skill_add_range &&
  5418. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5419. {
  5420. if (sd) {
  5421. clif_skill_fail(sd,ud->skillid,0,0);
  5422. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5423. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5424. }
  5425. break;
  5426. }
  5427. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5428. break;
  5429. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5430. break;
  5431. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5432. unit_stop_walking(src,1);
  5433. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5434. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5435. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5436. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5437. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5438. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5439. map_freeblock_lock();
  5440. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5441. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5442. else
  5443. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5444. sc = status_get_sc(src);
  5445. if(sc && sc->count) {
  5446. if(sc->data[SC_MAGICPOWER].timer != -1 &&
  5447. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5448. status_change_end(src,SC_MAGICPOWER,-1);
  5449. if(sc->data[SC_SPIRIT].timer != -1 &&
  5450. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  5451. sc->data[SC_SPIRIT].val3 == ud->skillid &&
  5452. ud->skillid != WZ_WATERBALL)
  5453. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  5454. }
  5455. if (ud->skilltimer == -1) {
  5456. if(md) md->skillidx = -1;
  5457. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5458. ud->skilllv = ud->skilltarget = 0;
  5459. }
  5460. map_freeblock_unlock();
  5461. return 1;
  5462. } while(0);
  5463. //Skill failed.
  5464. if (ud->skillid == MO_EXTREMITYFIST && sd &&
  5465. !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  5466. { //When Asura fails... (except when it fails from Fog of Wall)
  5467. //Consume SP/spheres
  5468. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5469. status_set_sp(src, 0, 0);
  5470. sc = &sd->sc;
  5471. if (sc->count)
  5472. { //End states
  5473. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  5474. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5475. if (sc->data[SC_BLADESTOP].timer != -1)
  5476. status_change_end(src,SC_BLADESTOP,-1);
  5477. }
  5478. if (target && target->m == src->m)
  5479. { //Move character to target anyway.
  5480. int dx,dy;
  5481. dx = target->x - src->x;
  5482. dy = target->y - src->y;
  5483. if(dx > 0) dx++;
  5484. else if(dx < 0) dx--;
  5485. if (dy > 0) dy++;
  5486. else if(dy < 0) dy--;
  5487. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5488. { //Display movement + animation.
  5489. clif_slide(src,src->x,src->y);
  5490. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5491. }
  5492. clif_skill_fail(sd,ud->skillid,0,0);
  5493. }
  5494. }
  5495. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5496. ud->canact_tick = tick;
  5497. //You can't place a skill failed packet here because it would be
  5498. //sent in ALL cases, even cases where skill_check_condition fails
  5499. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5500. if(sd) sd->skillitem = sd->skillitemlv = 0;
  5501. else
  5502. if(md) md->skillidx = -1;
  5503. return 0;
  5504. }
  5505. /*==========================================
  5506. *
  5507. *------------------------------------------*/
  5508. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5509. {
  5510. struct block_list* src = map_id2bl(id);
  5511. int maxcount;
  5512. struct map_session_data *sd = NULL;
  5513. struct homun_data *hd = NULL; //[orn]
  5514. struct unit_data *ud = unit_bl2ud(src);
  5515. struct mob_data *md = NULL;
  5516. nullpo_retr(0, ud);
  5517. BL_CAST( BL_PC , src, sd);
  5518. BL_CAST( BL_HOM, src, hd); //[orn]
  5519. BL_CAST( BL_MOB, src, md);
  5520. if( src->prev == NULL ) {
  5521. ud->skilltimer = -1;
  5522. return 0;
  5523. }
  5524. if( ud->skilltimer != tid )
  5525. {
  5526. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5527. ud->skilltimer = -1;
  5528. return 0;
  5529. }
  5530. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5531. status_freecast_switch(sd);
  5532. ud->skilltimer=-1;
  5533. do {
  5534. if(status_isdead(src))
  5535. break;
  5536. if( !(src->type&battle_config.skill_reiteration) &&
  5537. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5538. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5539. )
  5540. break;
  5541. if( src->type&battle_config.skill_nofootset &&
  5542. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5543. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5544. )
  5545. break;
  5546. if( src->type&battle_config.land_skill_limit &&
  5547. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5548. ) {
  5549. int i;
  5550. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5551. if(ud->skillunit[i]->skill_id == ud->skillid)
  5552. maxcount--;
  5553. }
  5554. if( maxcount == 0 )
  5555. break;
  5556. }
  5557. if(tid != -1)
  5558. { //Avoid double checks on instant cast skills. [Skotlex]
  5559. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5560. break;
  5561. if(battle_config.skill_add_range &&
  5562. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5563. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5564. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5565. break;
  5566. }
  5567. }
  5568. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5569. break;
  5570. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5571. break;
  5572. if(md) {
  5573. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5574. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5575. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5576. }
  5577. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5578. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5579. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5580. unit_stop_walking(src,1);
  5581. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5582. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5583. map_freeblock_lock();
  5584. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5585. if (ud->skilltimer == -1) {
  5586. if (md) md->skillidx = -1;
  5587. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5588. ud->skilllv = ud->skillx = ud->skilly = 0;
  5589. }
  5590. map_freeblock_unlock();
  5591. return 1;
  5592. } while(0);
  5593. ud->canact_tick = tick;
  5594. ud->skillid = ud->skilllv = 0;
  5595. if(sd) {
  5596. clif_skill_fail(sd,ud->skillid,0,0);
  5597. sd->skillitem = sd->skillitemlv = 0;
  5598. }
  5599. else if (hd && hd->master)
  5600. clif_skill_fail(hd->master, ud->skillid, 0, 0);
  5601. else if(md)
  5602. md->skillidx = -1;
  5603. return 0;
  5604. }
  5605. /*==========================================
  5606. *
  5607. *------------------------------------------*/
  5608. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5609. {
  5610. struct map_session_data* sd;
  5611. struct status_change* sc;
  5612. struct skill_unit_group* sg;
  5613. int i,type;
  5614. //if(skilllv <= 0) return 0;
  5615. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5616. nullpo_retr(0, src);
  5617. if(status_isdead(src))
  5618. return 0;
  5619. BL_CAST(BL_PC, src, sd);
  5620. sc = status_get_sc(src);
  5621. type = SkillStatusChangeTable(skillid);
  5622. switch (skillid) { //Skill effect.
  5623. case WZ_METEOR:
  5624. case MO_BODYRELOCATION:
  5625. case CR_CULTIVATION:
  5626. case HW_GANBANTEIN:
  5627. break; //Effect is displayed on respective switch case.
  5628. default:
  5629. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5630. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5631. else
  5632. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5633. }
  5634. switch(skillid)
  5635. {
  5636. case PR_BENEDICTIO:
  5637. skill_area_temp[1] = src->id;
  5638. i = skill_get_splash(skillid, skilllv);
  5639. map_foreachinarea(skill_area_sub,
  5640. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5641. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5642. skill_castend_nodamage_id);
  5643. map_foreachinarea(skill_area_sub,
  5644. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5645. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5646. skill_castend_damage_id);
  5647. break;
  5648. case BS_HAMMERFALL:
  5649. i = skill_get_splash(skillid, skilllv);
  5650. map_foreachinarea (skill_area_sub,
  5651. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5652. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5653. skill_castend_nodamage_id);
  5654. break;
  5655. case HT_DETECTING:
  5656. i = skill_get_splash(skillid, skilllv);
  5657. map_foreachinarea( status_change_timer_sub,
  5658. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5659. src,status_get_sc(src),SC_SIGHT,tick);
  5660. if(battle_config.traps_setting&1)
  5661. map_foreachinarea( skill_reveal_trap,
  5662. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5663. break;
  5664. case MG_SAFETYWALL:
  5665. case MG_FIREWALL:
  5666. case MG_THUNDERSTORM:
  5667. case AL_PNEUMA:
  5668. case WZ_ICEWALL:
  5669. case WZ_FIREPILLAR:
  5670. case WZ_QUAGMIRE:
  5671. case WZ_VERMILION:
  5672. case WZ_STORMGUST:
  5673. case WZ_HEAVENDRIVE:
  5674. case PR_SANCTUARY:
  5675. case PR_MAGNUS:
  5676. case CR_GRANDCROSS:
  5677. case NPC_GRANDDARKNESS:
  5678. case HT_SKIDTRAP:
  5679. case HT_LANDMINE:
  5680. case HT_ANKLESNARE:
  5681. case HT_SHOCKWAVE:
  5682. case HT_SANDMAN:
  5683. case HT_FLASHER:
  5684. case HT_FREEZINGTRAP:
  5685. case HT_BLASTMINE:
  5686. case HT_CLAYMORETRAP:
  5687. case AS_VENOMDUST:
  5688. case AM_DEMONSTRATION:
  5689. case PF_FOGWALL:
  5690. case PF_SPIDERWEB:
  5691. case HT_TALKIEBOX:
  5692. case WE_CALLPARTNER:
  5693. case WE_CALLPARENT:
  5694. case WE_CALLBABY:
  5695. case AC_SHOWER: //Ground-placed skill implementation.
  5696. case SA_VOLCANO:
  5697. case SA_DELUGE:
  5698. case SA_VIOLENTGALE:
  5699. case SA_LANDPROTECTOR:
  5700. case BD_LULLABY:
  5701. case BD_RICHMANKIM:
  5702. case BD_ETERNALCHAOS:
  5703. case BD_DRUMBATTLEFIELD:
  5704. case BD_RINGNIBELUNGEN:
  5705. case BD_ROKISWEIL:
  5706. case BD_INTOABYSS:
  5707. case BD_SIEGFRIED:
  5708. case BA_DISSONANCE:
  5709. case BA_POEMBRAGI:
  5710. case BA_WHISTLE:
  5711. case BA_ASSASSINCROSS:
  5712. case BA_APPLEIDUN:
  5713. case DC_UGLYDANCE:
  5714. case DC_HUMMING:
  5715. case DC_DONTFORGETME:
  5716. case DC_FORTUNEKISS:
  5717. case DC_SERVICEFORYOU:
  5718. case CG_MOONLIT:
  5719. case GS_DESPERADO:
  5720. case NJ_KAENSIN:
  5721. case NJ_BAKUENRYU:
  5722. case NJ_SUITON:
  5723. case NJ_HYOUSYOURAKU:
  5724. case NJ_RAIGEKISAI:
  5725. case NJ_KAMAITACHI:
  5726. case NPC_EVILLAND:
  5727. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5728. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5729. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5730. break;
  5731. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5732. skill_clear_unitgroup(src);
  5733. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5734. flag|=1;
  5735. break;
  5736. case HP_BASILICA:
  5737. skill_clear_unitgroup(src);
  5738. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5739. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5740. flag|=1;
  5741. break;
  5742. case CG_HERMODE:
  5743. skill_clear_unitgroup(src);
  5744. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5745. sc_start4(src,SC_DANCING,100,
  5746. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5747. flag|=1;
  5748. break;
  5749. case RG_CLEANER: // [Valaris]
  5750. i = skill_get_splash(skillid, skilllv);
  5751. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5752. break;
  5753. case WZ_METEOR:
  5754. {
  5755. int flag=0, area = skill_get_splash(skillid, skilllv);
  5756. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5757. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5758. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5759. for(i=0;i<2+(skilllv>>1);i++) {
  5760. tmpx = x;
  5761. tmpy = y;
  5762. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5763. continue;
  5764. if(!(flag&1)){
  5765. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5766. flag=flag|1;
  5767. }
  5768. if(i > 0)
  5769. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5770. x1 = tmpx;
  5771. y1 = tmpy;
  5772. }
  5773. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5774. }
  5775. break;
  5776. case AL_WARP:
  5777. if(sd)
  5778. {
  5779. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5780. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5781. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5782. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5783. );
  5784. }
  5785. break;
  5786. case MO_BODYRELOCATION:
  5787. if (unit_movepos(src, x, y, 1, 1)) {
  5788. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5789. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5790. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5791. }
  5792. break;
  5793. case NJ_SHADOWJUMP:
  5794. {
  5795. if (!map_flag_gvg(src->m))
  5796. { //You don't move on GVG grounds.
  5797. unit_movepos(src, x, y, 1, 0);
  5798. clif_slide(src,x,y);
  5799. }
  5800. if (sc && sc->data[SC_HIDING].timer != -1)
  5801. status_change_end(src, SC_HIDING, -1);
  5802. }
  5803. break;
  5804. case AM_SPHEREMINE:
  5805. case AM_CANNIBALIZE:
  5806. {
  5807. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5808. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5809. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5810. struct mob_data *md;
  5811. // Correct info, don't change any of this! [celest]
  5812. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5813. if (md) {
  5814. md->master_id = src->id;
  5815. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5816. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5817. mob_spawn (md); //Now it is ready for spawning.
  5818. }
  5819. }
  5820. break;
  5821. // Slim Pitcher [Celest]
  5822. case CR_SLIMPITCHER:
  5823. if (sd) {
  5824. int i = skilllv%11 - 1;
  5825. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5826. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5827. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5828. clif_skill_fail(sd,skillid,0,0);
  5829. return 1;
  5830. }
  5831. potion_flag = 1;
  5832. potion_hp = 0;
  5833. potion_sp = 0;
  5834. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5835. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5836. potion_flag = 0;
  5837. //Apply skill bonuses
  5838. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5839. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5840. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5841. + pc_skillheal_bonus(sd, skillid);
  5842. potion_hp = potion_hp * (100+i)/100;
  5843. potion_sp = potion_sp * (100+i)/100;
  5844. if(potion_hp > 0 || potion_sp > 0) {
  5845. i = skill_get_splash(skillid, skilllv);
  5846. map_foreachinarea(skill_area_sub,
  5847. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5848. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5849. skill_castend_nodamage_id);
  5850. }
  5851. } else {
  5852. int i = skilllv%11 - 1;
  5853. struct item_data *item = itemdb_search(i);
  5854. i = skill_db[skillid].itemid[i];
  5855. item = itemdb_search(i);
  5856. potion_flag = 1;
  5857. potion_hp = 0;
  5858. potion_sp = 0;
  5859. run_script(item->script,0,src->id,0);
  5860. potion_flag = 0;
  5861. i = skill_get_max(CR_SLIMPITCHER)*10;
  5862. potion_hp = potion_hp * (100+i)/100;
  5863. potion_sp = potion_sp * (100+i)/100;
  5864. if(potion_hp > 0 || potion_sp > 0) {
  5865. i = skill_get_splash(skillid, skilllv);
  5866. map_foreachinarea(skill_area_sub,
  5867. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5868. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5869. skill_castend_nodamage_id);
  5870. }
  5871. }
  5872. break;
  5873. case HW_GANBANTEIN:
  5874. if (rand()%100 < 80) {
  5875. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5876. i = skill_get_splash(skillid, skilllv);
  5877. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5878. } else {
  5879. if (sd) clif_skill_fail(sd,skillid,0,0);
  5880. return 1;
  5881. }
  5882. break;
  5883. case HW_GRAVITATION:
  5884. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5885. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5886. flag|=1;
  5887. break;
  5888. // Plant Cultivation [Celest]
  5889. case CR_CULTIVATION:
  5890. if (sd) {
  5891. int i = skilllv - 1;
  5892. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5893. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5894. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5895. clif_skill_fail(sd,skillid,0,0);
  5896. return 1;
  5897. }
  5898. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5899. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5900. if (rand()%100 < 50)
  5901. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5902. else
  5903. clif_skill_fail(sd,skillid,0,0);
  5904. }
  5905. break;
  5906. case SG_SUN_WARM:
  5907. case SG_MOON_WARM:
  5908. case SG_STAR_WARM:
  5909. skill_clear_unitgroup(src);
  5910. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5911. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5912. flag|=1;
  5913. break;
  5914. case PA_GOSPEL:
  5915. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5916. status_change_end(src,SC_GOSPEL,-1);
  5917. else
  5918. {
  5919. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5920. if (!sg) break;
  5921. if (sc && sc->data[type].timer != -1)
  5922. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5923. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5924. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5925. }
  5926. break;
  5927. case NJ_TATAMIGAESHI:
  5928. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5929. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5930. break;
  5931. case AM_RESURRECTHOMUN: //[orn]
  5932. if (sd)
  5933. {
  5934. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5935. {
  5936. clif_skill_fail(sd,skillid,0,0);
  5937. break;
  5938. }
  5939. }
  5940. break;
  5941. default:
  5942. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5943. return 1;
  5944. }
  5945. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5946. status_change_end(src,SC_MAGICPOWER,-1);
  5947. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5948. battle_consume_ammo(sd, skillid, skilllv);
  5949. return 0;
  5950. }
  5951. /*==========================================
  5952. *
  5953. *------------------------------------------*/
  5954. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5955. {
  5956. int x=0,y=0;
  5957. nullpo_retr(0, sd);
  5958. //Simplify skill_failed code.
  5959. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5960. if(skill_num != sd->menuskill_id)
  5961. return 0;
  5962. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5963. skill_failed(sd);
  5964. return 0;
  5965. }
  5966. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5967. skill_failed(sd);
  5968. return 0;
  5969. }
  5970. if(sd->sc.count && (
  5971. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5972. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5973. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5974. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5975. sd->sc.data[SC_DANCING].timer!=-1 ||
  5976. sd->sc.data[SC_BERSERK].timer != -1 ||
  5977. sd->sc.data[SC_MARIONETTE].timer != -1
  5978. )) {
  5979. skill_failed(sd);
  5980. return 0;
  5981. }
  5982. pc_stop_attack(sd);
  5983. pc_stop_walking(sd,0);
  5984. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5985. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5986. if(strcmp(map,"cancel")==0) {
  5987. skill_failed(sd);
  5988. return 0;
  5989. }
  5990. switch(skill_num){
  5991. case AL_TELEPORT:
  5992. if(strcmp(map,"Random")==0)
  5993. pc_randomwarp(sd,3);
  5994. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5995. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5996. break;
  5997. case AL_WARP:
  5998. {
  5999. const struct point *p[4];
  6000. struct skill_unit_group *group;
  6001. int i, lv, wx, wy;
  6002. int maxcount=0;
  6003. unsigned short mapindex;
  6004. mapindex = mapindex_name2id((char*)map);
  6005. if(!mapindex) { //Given map not found?
  6006. clif_skill_fail(sd,skill_num,0,0);
  6007. skill_failed(sd);
  6008. return 0;
  6009. }
  6010. p[0] = &sd->status.save_point;
  6011. p[1] = &sd->status.memo_point[0];
  6012. p[2] = &sd->status.memo_point[1];
  6013. p[3] = &sd->status.memo_point[2];
  6014. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  6015. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  6016. if(sd->ud.skillunit[i]->skill_id == skill_num)
  6017. maxcount--;
  6018. }
  6019. if(!maxcount) {
  6020. clif_skill_fail(sd,skill_num,0,0);
  6021. skill_failed(sd);
  6022. return 0;
  6023. }
  6024. }
  6025. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  6026. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  6027. wx = sd->menuskill_val>>16;
  6028. wy = sd->menuskill_val&0xffff;
  6029. if(lv <= 0) return 0;
  6030. for(i=0;i<lv;i++){
  6031. if(mapindex == p[i]->map){
  6032. x=p[i]->x;
  6033. y=p[i]->y;
  6034. break;
  6035. }
  6036. }
  6037. if(x==0 || y==0) {
  6038. skill_failed(sd);
  6039. return 0;
  6040. }
  6041. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  6042. {
  6043. skill_failed(sd);
  6044. return 0;
  6045. }
  6046. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  6047. clif_skill_fail(sd,0,0,0);
  6048. skill_failed(sd);
  6049. return 0;
  6050. }
  6051. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  6052. skill_failed(sd);
  6053. return 0;
  6054. }
  6055. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  6056. group->val2 = (x<<16)|y;
  6057. group->val3 = mapindex;
  6058. }
  6059. break;
  6060. }
  6061. sd->menuskill_id = sd->menuskill_val = 0;
  6062. return 0;
  6063. #undef skill_failed
  6064. }
  6065. /// transforms 'target' skill unit into dissonance (if conditions are met)
  6066. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  6067. {
  6068. struct skill_unit* target = (struct skill_unit*)bl;
  6069. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  6070. int flag = va_arg(ap, int);
  6071. if (src == target)
  6072. return 0;
  6073. if (!target->group || !(target->group->state.song_dance&0x1))
  6074. return 0;
  6075. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  6076. return 0;
  6077. if (flag) //Set dissonance
  6078. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  6079. else //Remove dissonance
  6080. target->val2 &= ~UF_ENSEMBLE;
  6081. clif_skill_setunit(target); //Update look of affected cell.
  6082. return 1;
  6083. }
  6084. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  6085. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  6086. //When 1, this unit has been positioned, so start the cancel effect.
  6087. int skill_dance_overlap(struct skill_unit* unit, int flag)
  6088. {
  6089. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  6090. return 0;
  6091. if (!flag && !(unit->val2&UF_ENSEMBLE))
  6092. return 0; //Nothing to remove, this unit is not overlapped.
  6093. if (unit->val1 != unit->group->skill_id)
  6094. { //Reset state
  6095. unit->val1 = unit->group->skill_id;
  6096. unit->val2 &= ~UF_ENSEMBLE;
  6097. }
  6098. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  6099. }
  6100. /*==========================================
  6101. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  6102. * Flag: 0 - Convert, 1 - Revert.
  6103. *------------------------------------------*/
  6104. static int skill_dance_switch(struct skill_unit* unit, struct skill_unit_group* group, int flag)
  6105. {
  6106. static struct skill_unit_group backup;
  6107. //TODO: add protection against attempts to read an empty backup / write to a full backup
  6108. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  6109. return 0;
  6110. if( !flag )
  6111. { //Transform
  6112. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  6113. // backup
  6114. backup.skill_id = group->skill_id;
  6115. backup.skill_lv = group->skill_lv;
  6116. backup.unit_id = group->unit_id;
  6117. backup.target_flag = group->target_flag;
  6118. backup.bl_flag = group->bl_flag;
  6119. backup.interval = group->interval;
  6120. // replace
  6121. group->skill_id = skillid;
  6122. group->skill_lv = 1;
  6123. group->unit_id = skill_get_unit_id(skillid,0);
  6124. group->target_flag = skill_get_unit_target(skillid);
  6125. group->bl_flag = skill_get_unit_bl_target(skillid);
  6126. group->interval = skill_get_unit_interval(skillid);
  6127. }
  6128. else
  6129. { //Restore
  6130. group->skill_id = backup.skill_id;
  6131. group->skill_lv = backup.skill_lv;
  6132. group->unit_id = backup.unit_id;
  6133. group->target_flag = backup.target_flag;
  6134. group->bl_flag = backup.bl_flag;
  6135. group->interval = backup.interval;
  6136. }
  6137. return 1;
  6138. }
  6139. /*==========================================
  6140. * Initializes and sets a ground skill.
  6141. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  6142. * flag&2 is used to determine if this skill was casted with Magic Power active.
  6143. *------------------------------------------*/
  6144. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  6145. {
  6146. struct skill_unit_group *group;
  6147. int i,limit,val1=0,val2=0,val3=0;
  6148. int target,interval,range,unit_flag;
  6149. struct s_skill_unit_layout *layout;
  6150. struct map_session_data *sd;
  6151. struct status_data *status;
  6152. struct status_change *sc;
  6153. int active_flag=1;
  6154. int subunt=0;
  6155. nullpo_retr(0, src);
  6156. limit = skill_get_time(skillid,skilllv);
  6157. range = skill_get_unit_range(skillid,skilllv);
  6158. interval = skill_get_unit_interval(skillid);
  6159. target = skill_get_unit_target(skillid);
  6160. unit_flag = skill_get_unit_flag(skillid);
  6161. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6162. if (skillid == AL_WARP && flag && src->type == BL_SKILL)
  6163. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6164. group= ((TBL_SKILL*)src)->group;
  6165. src = map_id2bl(group->src_id);
  6166. if (!src) return NULL;
  6167. val2=group->val2; //Copy the (x,y) position you warp to
  6168. val3=group->val3; //as well as the mapindex to warp to.
  6169. }
  6170. BL_CAST(BL_PC, src, sd);
  6171. status = status_get_status_data(src);
  6172. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  6173. if (sc && !sc->count)
  6174. sc = NULL;
  6175. switch(skillid){
  6176. case MG_SAFETYWALL:
  6177. val2=skilllv+1;
  6178. break;
  6179. case MG_FIREWALL:
  6180. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  6181. limit = limit*3/2;
  6182. val2=4+skilllv;
  6183. break;
  6184. case AL_WARP:
  6185. val1=skilllv+6;
  6186. if(!(flag&1))
  6187. limit=2000;
  6188. break;
  6189. case PR_SANCTUARY:
  6190. case NPC_EVILLAND:
  6191. val1=(skilllv+3)*2;
  6192. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  6193. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  6194. val2 += val2 * i / 100;
  6195. break;
  6196. case WZ_FIREPILLAR:
  6197. if((flag&1)!=0)
  6198. limit=1000;
  6199. val1=skilllv+2;
  6200. break;
  6201. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6202. case AM_DEMONSTRATION:
  6203. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6204. && (src->type&battle_config.vs_traps_bctall))
  6205. target = BCT_ALL;
  6206. break;
  6207. case NJ_SUITON:
  6208. skill_clear_group(src,1);
  6209. break;
  6210. case HT_SHOCKWAVE:
  6211. val1=skilllv*15+10;
  6212. case HT_SANDMAN:
  6213. case HT_CLAYMORETRAP:
  6214. case HT_SKIDTRAP:
  6215. case HT_LANDMINE:
  6216. case HT_ANKLESNARE:
  6217. case HT_FLASHER:
  6218. case HT_FREEZINGTRAP:
  6219. case HT_BLASTMINE:
  6220. if( map_flag_gvg(src->m) )
  6221. limit *= 4; // longer trap times in WOE [celest]
  6222. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  6223. target = BCT_ALL;
  6224. break;
  6225. case SA_LANDPROTECTOR:
  6226. case SA_VOLCANO:
  6227. case SA_DELUGE:
  6228. case SA_VIOLENTGALE:
  6229. {
  6230. struct skill_unit_group *old_sg;
  6231. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6232. { //HelloKitty confirmed that these are interchangeable,
  6233. //so you can change element and not consume gemstones.
  6234. if ((
  6235. old_sg->skill_id == SA_VOLCANO ||
  6236. old_sg->skill_id == SA_DELUGE ||
  6237. old_sg->skill_id == SA_VIOLENTGALE
  6238. ) && old_sg->limit > 0)
  6239. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6240. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6241. if (limit < 0) //This can happen...
  6242. limit = skill_get_time(skillid,skilllv);
  6243. }
  6244. skill_clear_group(src,1);
  6245. }
  6246. break;
  6247. }
  6248. case BA_DISSONANCE:
  6249. case DC_UGLYDANCE:
  6250. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6251. break;
  6252. case BA_WHISTLE:
  6253. val1 = skilllv +status->agi/10; // Flee increase
  6254. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6255. if(sd){
  6256. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6257. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6258. }
  6259. break;
  6260. case DC_HUMMING:
  6261. val1 = 2*skilllv+status->dex/10; // Hit increase
  6262. if(sd)
  6263. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6264. break;
  6265. case BA_POEMBRAGI:
  6266. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6267. //For some reason at level 10 the base delay reduction is 50%.
  6268. val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
  6269. if(sd){
  6270. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6271. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6272. }
  6273. break;
  6274. case DC_DONTFORGETME:
  6275. val1 = 30*skilllv+status->dex; // ASPD decrease
  6276. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6277. if(sd){
  6278. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6279. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6280. }
  6281. if (val2 < 1) val2 = 1;
  6282. break;
  6283. case BA_APPLEIDUN:
  6284. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6285. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6286. if(sd){
  6287. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6288. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6289. if ((i = pc_skillheal_bonus(sd, skillid)))
  6290. val2 += val2 * i / 100;
  6291. }
  6292. break;
  6293. case DC_SERVICEFORYOU:
  6294. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6295. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6296. if(sd){
  6297. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6298. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6299. }
  6300. break;
  6301. case BA_ASSASSINCROSS:
  6302. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6303. if(sd)
  6304. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6305. break;
  6306. case DC_FORTUNEKISS:
  6307. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6308. if(sd)
  6309. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6310. val1*=10; //Because every 10 crit is an actual cri point.
  6311. break;
  6312. case BD_DRUMBATTLEFIELD:
  6313. val1 = (skilllv+1)*25; //Watk increase
  6314. val2 = (skilllv+1)*2; //Def increase
  6315. break;
  6316. case BD_RINGNIBELUNGEN:
  6317. val1 = (skilllv+2)*25; //Watk increase
  6318. break;
  6319. case BD_RICHMANKIM:
  6320. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6321. break;
  6322. case BD_SIEGFRIED:
  6323. val1 = 55 + skilllv*5; //Elemental Resistance
  6324. val2 = skilllv*10; //Status ailment resistance
  6325. break;
  6326. case WE_CALLPARTNER:
  6327. if (sd) val1 = sd->status.partner_id;
  6328. break;
  6329. case WE_CALLPARENT:
  6330. if (sd) {
  6331. val1 = sd->status.father;
  6332. val2 = sd->status.mother;
  6333. }
  6334. break;
  6335. case WE_CALLBABY:
  6336. if (sd) val1 = sd->status.child;
  6337. break;
  6338. case NJ_KAENSIN:
  6339. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6340. val2 = (skilllv+1)/2 + 4;
  6341. break;
  6342. case GS_GROUNDDRIFT:
  6343. {
  6344. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6345. val1 = status->rhw.ele;
  6346. if (!val1)
  6347. val1=element[rand()%5];
  6348. switch (val1)
  6349. {
  6350. case ELE_FIRE:
  6351. subunt++;
  6352. case ELE_WATER:
  6353. subunt++;
  6354. case ELE_POISON:
  6355. subunt++;
  6356. case ELE_DARK:
  6357. subunt++;
  6358. case ELE_WIND:
  6359. break;
  6360. default:
  6361. subunt=rand()%5;
  6362. break;
  6363. }
  6364. break;
  6365. }
  6366. }
  6367. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6368. group->val1=val1;
  6369. group->val2=val2;
  6370. group->val3=val3;
  6371. group->target_flag=target;
  6372. group->bl_flag= skill_get_unit_bl_target(skillid);
  6373. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6374. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6375. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  6376. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6377. if (DIFF_TICK(group->tick, gettick()) > 100)
  6378. active_flag = 0;
  6379. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6380. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6381. if (sd)
  6382. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6383. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6384. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6385. }
  6386. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6387. val1=skilllv;
  6388. val2=0;
  6389. limit=group->limit;
  6390. for(i=0;i<layout->count;i++)
  6391. {
  6392. struct skill_unit *unit;
  6393. int ux,uy,alive=1;
  6394. ux = x + layout->dx[i];
  6395. uy = y + layout->dy[i];
  6396. switch (skillid) {
  6397. case MG_FIREWALL:
  6398. case NJ_KAENSIN:
  6399. val2=group->val2;
  6400. break;
  6401. case WZ_ICEWALL:
  6402. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6403. break;
  6404. case GS_DESPERADO:
  6405. val1 = abs(layout->dx[i]);
  6406. val2 = abs(layout->dy[i]);
  6407. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6408. if (val2 > val1) val1 = val2;
  6409. if (val1) val1--;
  6410. val1 = 36 -12*val1;
  6411. } else //Diagonal edges
  6412. val1 = 28 -4*val1 -4*val2;
  6413. if (val1 < 1) val1 = 1;
  6414. val2 = 0;
  6415. break;
  6416. default:
  6417. if (group->state.song_dance&0x1)
  6418. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6419. break;
  6420. }
  6421. if(range<=0)
  6422. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6423. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6424. alive = 0;
  6425. if(alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y))
  6426. alive = 0; //no path between cell and center of casting.
  6427. if(alive && skillid == WZ_ICEWALL) {
  6428. int celltype = map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6429. if(celltype==5 || celltype==1)
  6430. alive=0;
  6431. else
  6432. {
  6433. struct block_list bl;
  6434. bl.type = BL_NUL;
  6435. bl.m = src->m;
  6436. bl.x = ux;
  6437. bl.y = uy;
  6438. clif_changemapcell(0,&bl,5,AREA);
  6439. }
  6440. }
  6441. if(alive){
  6442. //FIXME: why not calculate val1/val2 in here? [ultramage]
  6443. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6444. unit->limit=limit;
  6445. unit->range=range;
  6446. if (skillid == PF_FOGWALL && alive == 2)
  6447. { //Double duration of cells on top of Deluge/Suiton
  6448. unit->limit *= 2;
  6449. group->limit = unit->limit;
  6450. }
  6451. // execute on all targets standing on this cell
  6452. if (range==0 && active_flag)
  6453. map_foreachincell(skill_unit_effect,unit->bl.m, unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6454. }
  6455. }
  6456. if (!group->alive_count)
  6457. { //No cells? Something that was blocked completely by Land Protector?
  6458. skill_delunitgroup(src, group);
  6459. return NULL;
  6460. }
  6461. if (group->state.song_dance) {
  6462. if(sd){
  6463. sd->skillid_dance = skillid;
  6464. sd->skilllv_dance = skilllv;
  6465. }
  6466. if (
  6467. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  6468. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6469. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6470. )
  6471. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6472. }
  6473. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6474. group->val1 = group->alive_count;
  6475. return group;
  6476. }
  6477. /*==========================================
  6478. *
  6479. *------------------------------------------*/
  6480. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6481. {
  6482. struct skill_unit_group *sg;
  6483. struct block_list *ss;
  6484. struct status_change *sc;
  6485. int type,skillid;
  6486. nullpo_retr(0, src);
  6487. nullpo_retr(0, bl);
  6488. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6489. return 0;
  6490. nullpo_retr(0, sg=src->group);
  6491. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6492. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6493. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6494. return 0; //AoE skills are ineffective. [Skotlex]
  6495. sc = status_get_sc(bl);
  6496. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6497. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6498. type = SkillStatusChangeTable(sg->skill_id);
  6499. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6500. switch (sg->unit_id) {
  6501. case UNT_SAFETYWALL:
  6502. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6503. if (sc && sc->data[type].timer == -1)
  6504. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6505. break;
  6506. case UNT_WARP_WAITING:
  6507. if(bl->type==BL_PC){
  6508. struct map_session_data *sd = (struct map_session_data *)bl;
  6509. if((!sd->chatID || battle_config.chat_warpportal)
  6510. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6511. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6512. if (--sg->val1<=0)
  6513. skill_delunitgroup(NULL, sg);
  6514. }
  6515. }
  6516. } else
  6517. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6518. {
  6519. int m = map_mapindex2mapid(sg->val3);
  6520. if (m < 0) break; //Map not available on this map-server.
  6521. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6522. }
  6523. break;
  6524. case UNT_QUAGMIRE:
  6525. if(sc && sc->data[type].timer==-1)
  6526. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6527. break;
  6528. case UNT_VOLCANO:
  6529. case UNT_DELUGE:
  6530. case UNT_VIOLENTGALE:
  6531. if(sc && sc->data[type].timer==-1)
  6532. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6533. break;
  6534. case UNT_SUITON:
  6535. if(sc && sc->data[type].timer==-1)
  6536. sc_start4(bl,type,100,sg->skill_lv,
  6537. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6538. 0,0,sg->limit);
  6539. break;
  6540. case UNT_RICHMANKIM:
  6541. case UNT_ETERNALCHAOS:
  6542. case UNT_DRUMBATTLEFIELD:
  6543. case UNT_RINGNIBELUNGEN:
  6544. case UNT_ROKISWEIL:
  6545. case UNT_INTOABYSS:
  6546. case UNT_SIEGFRIED:
  6547. case UNT_HERMODE:
  6548. //Needed to check when a dancer/bard leaves their ensemble area.
  6549. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6550. return skillid;
  6551. if (sc && sc->data[type].timer==-1)
  6552. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6553. break;
  6554. case UNT_WHISTLE:
  6555. case UNT_ASSASSINCROSS:
  6556. case UNT_POEMBRAGI:
  6557. case UNT_APPLEIDUN:
  6558. case UNT_HUMMING:
  6559. case UNT_DONTFORGETME:
  6560. case UNT_FORTUNEKISS:
  6561. case UNT_SERVICEFORYOU:
  6562. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6563. return 0;
  6564. if (!sc) return 0;
  6565. if (sc->data[type].timer==-1)
  6566. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6567. else if (sc->data[type].val4 == 1) {
  6568. //Readjust timers since the effect will not last long.
  6569. sc->data[type].val4 = 0;
  6570. delete_timer(sc->data[type].timer, status_change_timer);
  6571. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6572. }
  6573. break;
  6574. case UNT_FOGWALL:
  6575. if (sc && sc->data[type].timer==-1)
  6576. {
  6577. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6578. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6579. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6580. }
  6581. break;
  6582. case UNT_GRAVITATION:
  6583. if (sc && sc->data[type].timer==-1)
  6584. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6585. break;
  6586. // officially, icewall has no problems existing on occupied cells [ultramage]
  6587. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6588. // src->val1 = 0;
  6589. // if(src->limit + sg->tick > tick + 700)
  6590. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6591. // break;
  6592. case UNT_MOONLIT:
  6593. //Knockback out of area if affected char isn't in Moonlit effect
  6594. if (sc && sc->data[SC_DANCING].timer != -1 && (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT)
  6595. break;
  6596. if (ss == bl) //Also needed to prevent infinite loop crash.
  6597. break;
  6598. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6599. break;
  6600. }
  6601. return skillid;
  6602. }
  6603. /*==========================================
  6604. *
  6605. *------------------------------------------*/
  6606. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6607. {
  6608. struct skill_unit_group *sg;
  6609. struct block_list *ss;
  6610. TBL_PC* sd;
  6611. TBL_PC* tsd;
  6612. struct status_data *tstatus, *sstatus;
  6613. struct status_change *tsc, *sc;
  6614. struct skill_unit_group_tickset *ts;
  6615. int matk_min = 0, matk_max = 0; //For Magic power...
  6616. int type, skillid;
  6617. int diff=0;
  6618. nullpo_retr(0, src);
  6619. nullpo_retr(0, bl);
  6620. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6621. return 0;
  6622. nullpo_retr(0, sg=src->group);
  6623. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6624. BL_CAST(BL_PC, ss, sd);
  6625. BL_CAST(BL_PC, bl, tsd);
  6626. tsc = status_get_sc(bl);
  6627. tstatus = status_get_status_data(bl);
  6628. if (sg->state.magic_power) //For magic power.
  6629. {
  6630. sc = status_get_sc(ss);
  6631. sstatus = status_get_status_data(ss);
  6632. } else {
  6633. sc = NULL;
  6634. sstatus = NULL;
  6635. }
  6636. type = SkillStatusChangeTable(sg->skill_id);
  6637. skillid = sg->skill_id;
  6638. if (sg->interval == -1) {
  6639. switch (sg->unit_id) {
  6640. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6641. case UNT_SPIDERWEB:
  6642. case UNT_FIREPILLAR_ACTIVE:
  6643. return 0;
  6644. default:
  6645. if (battle_config.error_log)
  6646. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6647. return 0;
  6648. }
  6649. }
  6650. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6651. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6652. diff = DIFF_TICK(tick,ts->tick);
  6653. if (diff < 0)
  6654. return 0;
  6655. ts->tick = tick+sg->interval;
  6656. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6657. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6658. }
  6659. //Temporarily set magic power to have it take effect. [Skotlex]
  6660. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6661. { //Store previous values.
  6662. matk_min = sstatus->matk_min;
  6663. matk_max = sstatus->matk_max;
  6664. //Note to NOT return from the function until this is unset!
  6665. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6666. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6667. }
  6668. switch (sg->unit_id)
  6669. {
  6670. case UNT_FIREWALL:
  6671. {
  6672. int count=0;
  6673. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6674. //This is the best Aegis approximation we can do without
  6675. //changing the minimum skill unit interval. [Skotlex]
  6676. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6677. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6678. } else {
  6679. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6680. src->val2--;
  6681. }
  6682. if (src->val2<=0)
  6683. skill_delunit(src);
  6684. break;
  6685. }
  6686. case UNT_SANCTUARY:
  6687. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6688. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6689. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6690. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6691. // reduce healing count if this was meant for damaging [hekate]
  6692. sg->val1 -= 2;
  6693. } else {
  6694. int heal = sg->val2;
  6695. if (tstatus->hp >= tstatus->max_hp)
  6696. break;
  6697. if (tsc && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6698. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6699. if (status_isimmune(bl))
  6700. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6701. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6702. status_heal(bl, heal, 0, 0);
  6703. if (diff >= 500)
  6704. sg->val1--;
  6705. }
  6706. if (sg->val1 <= 0)
  6707. skill_delunitgroup(NULL,sg);
  6708. break;
  6709. case UNT_EVILLAND:
  6710. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6711. { //Damage enemies
  6712. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6713. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6714. } else {
  6715. int heal = sg->val2;
  6716. if (tstatus->hp >= tstatus->max_hp)
  6717. break;
  6718. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6719. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6720. if (status_isimmune(bl))
  6721. heal = 0;
  6722. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6723. status_heal(bl, heal, 0, 0);
  6724. }
  6725. break;
  6726. case UNT_MAGNUS:
  6727. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6728. break;
  6729. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6730. break;
  6731. case UNT_ATTACK_SKILLS:
  6732. switch (sg->skill_id)
  6733. {
  6734. case SG_SUN_WARM: //SG skills [Komurka]
  6735. case SG_MOON_WARM:
  6736. case SG_STAR_WARM:
  6737. if(bl->type==BL_PC)
  6738. //Only damage SP [Skotlex]
  6739. status_zap(bl, 0, 60);
  6740. else if(status_charge(ss, 0, 2))
  6741. //Otherwise, Knockback attack.
  6742. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6743. break;
  6744. case WZ_STORMGUST:
  6745. if (tsc && tsc->data[SC_FREEZE].val4 != sg->group_id)
  6746. { //Reset hit counter when under new storm gust.
  6747. tsc->data[SC_FREEZE].val4 = sg->group_id;
  6748. tsc->data[SC_FREEZE].val3 = 0;
  6749. }
  6750. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) > 0
  6751. && tsc) //Increase freeze counter if attack connects.
  6752. tsc->data[SC_FREEZE].val3++; //SG hit counter.
  6753. break;
  6754. default:
  6755. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6756. }
  6757. break;
  6758. case UNT_FIREPILLAR_WAITING:
  6759. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6760. skill_delunit(src);
  6761. break;
  6762. case UNT_FIREPILLAR_ACTIVE:
  6763. skill_area_temp[1] = 0;
  6764. map_foreachinrange(skill_attack_area,bl,
  6765. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6766. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6767. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6768. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6769. break;
  6770. case UNT_SKIDTRAP:
  6771. {
  6772. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6773. sg->unit_id = UNT_USED_TRAPS;
  6774. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6775. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6776. }
  6777. break;
  6778. case UNT_SPIDERWEB:
  6779. case UNT_ANKLESNARE:
  6780. if(sg->val2==0 && tsc){
  6781. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6782. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6783. {
  6784. struct TimerData* td = get_timer(tsc->data[type].timer);
  6785. if (td) sec = DIFF_TICK(td->tick, tick);
  6786. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6787. clif_fixpos(bl);
  6788. sg->val2=bl->id;
  6789. } else
  6790. sec = 3000; //Couldn't trap it?
  6791. if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
  6792. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6793. sg->interval = -1;
  6794. src->range = 0;
  6795. }
  6796. break;
  6797. case UNT_VENOMDUST:
  6798. if(tsc && tsc->data[type].timer==-1 )
  6799. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6800. break;
  6801. case UNT_LANDMINE:
  6802. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6803. sg->unit_id = UNT_USED_TRAPS;
  6804. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6805. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6806. break;
  6807. case UNT_CLAYMORETRAP:
  6808. case UNT_BLASTMINE:
  6809. //Hold number of targets (required for damage calculation)
  6810. type = map_foreachinrange(skill_count_target,&src->bl,
  6811. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6812. case UNT_SHOCKWAVE:
  6813. case UNT_SANDMAN:
  6814. case UNT_FLASHER:
  6815. case UNT_FREEZINGTRAP:
  6816. map_foreachinrange(skill_trap_splash,&src->bl,
  6817. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6818. &src->bl,tick,type);
  6819. sg->unit_id = UNT_USED_TRAPS;
  6820. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6821. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6822. break;
  6823. case UNT_TALKIEBOX:
  6824. if (sg->src_id == bl->id)
  6825. break;
  6826. if (sg->val2 == 0){
  6827. clif_talkiebox(&src->bl, sg->valstr);
  6828. sg->unit_id = UNT_USED_TRAPS;
  6829. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6830. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6831. sg->val2 = -1;
  6832. }
  6833. break;
  6834. case UNT_LULLABY:
  6835. if (ss->id == bl->id)
  6836. break;
  6837. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6838. break;
  6839. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6840. if (ss->id != bl->id)
  6841. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6842. break;
  6843. case UNT_DISSONANCE:
  6844. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6845. break;
  6846. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6847. {
  6848. int heal;
  6849. if (sg->src_id == bl->id)
  6850. break;
  6851. heal = sg->val2;
  6852. if(tsc && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6853. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6854. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6855. status_heal(bl, heal, 0, 0);
  6856. break;
  6857. }
  6858. case UNT_TATAMIGAESHI:
  6859. case UNT_DEMONSTRATION:
  6860. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6861. break;
  6862. case UNT_GOSPEL:
  6863. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6864. break;
  6865. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6866. { // Support Effect only on party, not guild
  6867. int i = rand()%13; // Positive buff count
  6868. type = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6869. switch (i)
  6870. {
  6871. case 0: // Heal 1~9999 HP
  6872. type = rand() %9999+1;
  6873. clif_skill_nodamage(ss,bl,AL_HEAL,type,1);
  6874. status_heal(bl,type,0,0);
  6875. break;
  6876. case 1: // End all negative status
  6877. status_change_clear_buffs(bl,2);
  6878. if (tsd) clif_gospel_info(tsd, 0x15);
  6879. break;
  6880. case 2: // Immunity to all status
  6881. sc_start(bl,SC_SCRESIST,100,100,type);
  6882. if (tsd) clif_gospel_info(tsd, 0x16);
  6883. break;
  6884. case 3: // MaxHP +100%
  6885. sc_start(bl,SC_INCMHPRATE,100,100,type);
  6886. if (tsd) clif_gospel_info(tsd, 0x17);
  6887. break;
  6888. case 4: // MaxSP +100%
  6889. sc_start(bl,SC_INCMSPRATE,100,100,type);
  6890. if (tsd) clif_gospel_info(tsd, 0x18);
  6891. break;
  6892. case 5: // All stats +20
  6893. sc_start(bl,SC_INCALLSTATUS,100,20,type);
  6894. if (tsd) clif_gospel_info(tsd, 0x19);
  6895. break;
  6896. case 6: // Level 10 Blessing
  6897. sc_start(bl,SC_BLESSING,100,10,type);
  6898. break;
  6899. case 7: // Level 10 Increase AGI
  6900. sc_start(bl,SC_INCREASEAGI,100,10,type);
  6901. break;
  6902. case 8: // Enchant weapon with Holy element
  6903. sc_start(bl,SC_ASPERSIO,100,1,type);
  6904. if (tsd) clif_gospel_info(tsd, 0x1c);
  6905. break;
  6906. case 9: // Enchant armor with Holy element
  6907. sc_start(bl,SC_BENEDICTIO,100,1,type);
  6908. if (tsd) clif_gospel_info(tsd, 0x1d);
  6909. break;
  6910. case 10: // DEF +25%
  6911. sc_start(bl,SC_INCDEFRATE,100,25,type);
  6912. if (tsd) clif_gospel_info(tsd, 0x1e);
  6913. break;
  6914. case 11: // ATK +100%
  6915. sc_start(bl,SC_INCATKRATE,100,100,type);
  6916. if (tsd) clif_gospel_info(tsd, 0x1f);
  6917. break;
  6918. case 12: // HIT/Flee +50
  6919. sc_start(bl,SC_INCHIT,100,50,type);
  6920. sc_start(bl,SC_INCFLEE,100,50,type);
  6921. if (tsd) clif_gospel_info(tsd, 0x20);
  6922. break;
  6923. }
  6924. }
  6925. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6926. { // Offensive Effect
  6927. int i = rand()%9; // Negative buff count
  6928. type = skill_get_time2(sg->skill_id, sg->skill_lv);
  6929. switch (i)
  6930. {
  6931. case 0: // Deal 1~9999 damage
  6932. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6933. break;
  6934. case 1: // Curse
  6935. sc_start(bl,SC_CURSE,100,1,type);
  6936. break;
  6937. case 2: // Blind
  6938. sc_start(bl,SC_BLIND,100,1,type);
  6939. break;
  6940. case 3: // Poison
  6941. sc_start(bl,SC_POISON,100,1,type);
  6942. break;
  6943. case 4: // Level 10 Provoke
  6944. sc_start(bl,SC_PROVOKE,100,10,type);
  6945. break;
  6946. case 5: // DEF -100%
  6947. sc_start(bl,SC_INCDEFRATE,100,-100,type);
  6948. break;
  6949. case 6: // ATK -100%
  6950. sc_start(bl,SC_INCATKRATE,100,-100,type);
  6951. break;
  6952. case 7: // Flee -100%
  6953. sc_start(bl,SC_INCFLEERATE,100,-100,type);
  6954. break;
  6955. case 8: // Speed/ASPD -25%
  6956. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,type);
  6957. break;
  6958. }
  6959. }
  6960. break;
  6961. case UNT_GRAVITATION:
  6962. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6963. break;
  6964. case UNT_DESPERADO:
  6965. if (rand()%100 < src->val1)
  6966. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6967. break;
  6968. case UNT_GROUNDDRIFT_WIND:
  6969. case UNT_GROUNDDRIFT_DARK:
  6970. case UNT_GROUNDDRIFT_POISON:
  6971. case UNT_GROUNDDRIFT_WATER:
  6972. case UNT_GROUNDDRIFT_FIRE:
  6973. map_foreachinrange(skill_trap_splash,&src->bl,
  6974. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6975. &src->bl,tick,0);
  6976. sg->unit_id = UNT_USED_TRAPS;
  6977. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6978. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6979. break;
  6980. case UNT_KAENSIN:
  6981. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6982. if (--src->val2 <= 0)
  6983. skill_delunit(src);
  6984. break;
  6985. }
  6986. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6987. { //Unset magic power.
  6988. sstatus->matk_min = matk_min;
  6989. sstatus->matk_max = matk_max;
  6990. }
  6991. if (bl->type == BL_MOB && ss != bl)
  6992. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6993. return skillid;
  6994. }
  6995. /*==========================================
  6996. * Triggered when a char steps out of a skill cell
  6997. *------------------------------------------*/
  6998. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6999. {
  7000. struct skill_unit_group *sg;
  7001. struct status_change *sc;
  7002. int type;
  7003. nullpo_retr(0, src);
  7004. nullpo_retr(0, bl);
  7005. nullpo_retr(0, sg=src->group);
  7006. sc = status_get_sc(bl);
  7007. type = SkillStatusChangeTable(sg->skill_id);
  7008. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  7009. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  7010. return 0;
  7011. switch(sg->unit_id){
  7012. case UNT_SAFETYWALL:
  7013. if (sc && sc->data[type].timer!=-1)
  7014. status_change_end(bl,type,-1);
  7015. break;
  7016. case UNT_HERMODE: //Clear Hermode if the owner moved.
  7017. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  7018. status_change_end(bl,type,-1);
  7019. break;
  7020. case UNT_SPIDERWEB:
  7021. {
  7022. struct block_list *target = map_id2bl(sg->val2);
  7023. if (target && target==bl)
  7024. {
  7025. if (sc && sc->data[type].timer!=-1 && sc->data[type].val2 == sg->group_id)
  7026. status_change_end(bl,type,-1);
  7027. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  7028. }
  7029. break;
  7030. }
  7031. }
  7032. return sg->skill_id;
  7033. }
  7034. /*==========================================
  7035. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  7036. *------------------------------------------*/
  7037. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  7038. {
  7039. struct status_change *sc;
  7040. int type;
  7041. sc = status_get_sc(bl);
  7042. if (sc && !sc->count)
  7043. sc = NULL;
  7044. type = SkillStatusChangeTable(skill_id);
  7045. switch (skill_id)
  7046. {
  7047. case WZ_QUAGMIRE:
  7048. if (bl->type==BL_MOB)
  7049. break;
  7050. if (sc && sc->data[type].timer != -1)
  7051. status_change_end(bl, type, -1);
  7052. break;
  7053. case BD_LULLABY:
  7054. case BD_RICHMANKIM:
  7055. case BD_ETERNALCHAOS:
  7056. case BD_DRUMBATTLEFIELD:
  7057. case BD_RINGNIBELUNGEN:
  7058. case BD_ROKISWEIL:
  7059. case BD_INTOABYSS:
  7060. case BD_SIEGFRIED:
  7061. if(sc && sc->data[SC_DANCING].timer != -1 && (sc->data[SC_DANCING].val1&0xFFFF) == skill_id)
  7062. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  7063. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  7064. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  7065. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  7066. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  7067. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  7068. skill_stop_dancing(bl);
  7069. }
  7070. case MG_SAFETYWALL:
  7071. case AL_PNEUMA:
  7072. case SA_VOLCANO:
  7073. case SA_DELUGE:
  7074. case SA_VIOLENTGALE:
  7075. case CG_HERMODE:
  7076. case HW_GRAVITATION:
  7077. case NJ_SUITON:
  7078. if (sc && sc->data[type].timer != -1)
  7079. status_change_end(bl, type, -1);
  7080. break;
  7081. case BA_POEMBRAGI:
  7082. case BA_WHISTLE:
  7083. case BA_ASSASSINCROSS:
  7084. case BA_APPLEIDUN:
  7085. case DC_HUMMING:
  7086. case DC_DONTFORGETME:
  7087. case DC_FORTUNEKISS:
  7088. case DC_SERVICEFORYOU:
  7089. if (sc && sc->data[type].timer != -1)
  7090. {
  7091. delete_timer(sc->data[type].timer, status_change_timer);
  7092. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  7093. //not possible on our current implementation.
  7094. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  7095. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  7096. }
  7097. break;
  7098. case PF_FOGWALL:
  7099. if (sc && sc->data[type].timer != -1)
  7100. {
  7101. status_change_end(bl,type,-1);
  7102. if (sc->data[SC_BLIND].timer!=-1)
  7103. {
  7104. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  7105. status_change_end(bl, SC_BLIND, -1);
  7106. else {
  7107. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  7108. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  7109. }
  7110. }
  7111. }
  7112. break;
  7113. }
  7114. return skill_id;
  7115. }
  7116. /*==========================================
  7117. * Invoked when a unit cell has been placed/removed/deleted.
  7118. * flag values:
  7119. * flag&1: Invoke onplace function (otherwise invoke onout)
  7120. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  7121. *------------------------------------------*/
  7122. int skill_unit_effect (struct block_list* bl, va_list ap)
  7123. {
  7124. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  7125. struct skill_unit_group* group = unit->group;
  7126. unsigned int tick = va_arg(ap,unsigned int);
  7127. unsigned int flag = va_arg(ap,unsigned int);
  7128. int skill_id;
  7129. if( !unit->alive || bl->prev == NULL )
  7130. return 0;
  7131. nullpo_retr(0, group);
  7132. if( skill_dance_switch(unit, group, 0) )
  7133. flag|=64; //Converted cell, remember to restore it.
  7134. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  7135. skill_id = group->skill_id;
  7136. //Target-type check.
  7137. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  7138. {
  7139. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  7140. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7141. }
  7142. else
  7143. {
  7144. if( flag&1 )
  7145. skill_unit_onplace(unit,bl,tick);
  7146. else
  7147. skill_unit_onout(unit,bl,tick);
  7148. if( flag&4 )
  7149. skill_unit_onleft(skill_id, bl, tick);
  7150. }
  7151. if( flag&64 )
  7152. skill_dance_switch(unit, group, 1);
  7153. return 0;
  7154. }
  7155. /*==========================================
  7156. * Triggers when a skill unit is about to be deleted
  7157. *------------------------------------------*/
  7158. static int skill_unit_ondelete (struct skill_unit *src, unsigned int tick)
  7159. {
  7160. struct skill_unit_group *sg;
  7161. nullpo_retr(0, src);
  7162. nullpo_retr(0, sg=src->group);
  7163. switch( sg->unit_id )
  7164. {
  7165. case UNT_ICEWALL:
  7166. // hack to prevent client from leaving cells unwalkable
  7167. //FIXME: this should be done individually in insight/outsight code instead [ultramage]
  7168. clif_changemapcell(0,&src->bl,src->val2,ALL_SAMEMAP);
  7169. break;
  7170. case UNT_ANKLESNARE:
  7171. {
  7172. struct block_list *target = map_id2bl(sg->val2);
  7173. if(target)
  7174. status_change_end(target,SC_ANKLE,-1);
  7175. }
  7176. break;
  7177. }
  7178. return 0;
  7179. }
  7180. /*==========================================
  7181. *
  7182. *------------------------------------------*/
  7183. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7184. {
  7185. struct skill_unit_group *sg;
  7186. nullpo_retr(0, src);
  7187. nullpo_retr(0, sg=src->group);
  7188. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  7189. skill_delunitgroup(NULL,sg);
  7190. else
  7191. switch(sg->unit_id){
  7192. case UNT_ICEWALL:
  7193. src->val1-=damage;
  7194. break;
  7195. default:
  7196. damage = 0;
  7197. break;
  7198. }
  7199. return damage;
  7200. }
  7201. /*==========================================
  7202. *
  7203. *------------------------------------------*/
  7204. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7205. {
  7206. int *c, skillid;
  7207. struct block_list *src;
  7208. struct map_session_data *sd;
  7209. struct map_session_data *tsd;
  7210. int *p_sd; //Contains the list of characters found.
  7211. nullpo_retr(0, bl);
  7212. nullpo_retr(0, ap);
  7213. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7214. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7215. nullpo_retr(0, sd=(struct map_session_data*)src);
  7216. c=va_arg(ap,int *);
  7217. p_sd = va_arg(ap, int *);
  7218. skillid = va_arg(ap,int);
  7219. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7220. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7221. if (bl == src)
  7222. return 0;
  7223. if(pc_isdead(tsd))
  7224. return 0;
  7225. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7226. return 0;
  7227. switch(skillid)
  7228. {
  7229. case PR_BENEDICTIO:
  7230. {
  7231. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7232. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7233. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7234. && sd->status.sp >= 10)
  7235. p_sd[(*c)++]=tsd->bl.id;
  7236. return 1;
  7237. }
  7238. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7239. {
  7240. int skilllv;
  7241. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7242. return 0;
  7243. if (sd->status.sex != tsd->status.sex &&
  7244. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7245. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7246. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7247. sd->status.party_id && tsd->status.party_id &&
  7248. sd->status.party_id == tsd->status.party_id &&
  7249. tsd->sc.data[SC_DANCING].timer == -1)
  7250. {
  7251. p_sd[(*c)++]=tsd->bl.id;
  7252. return skilllv;
  7253. } else {
  7254. return 0;
  7255. }
  7256. }
  7257. break;
  7258. }
  7259. return 0;
  7260. }
  7261. /*==========================================
  7262. * Checks and stores partners for ensemble skills [Skotlex]
  7263. *------------------------------------------*/
  7264. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  7265. {
  7266. static int c=0;
  7267. static int p_sd[2] = { 0, 0 };
  7268. int i;
  7269. if (!battle_config.player_skill_partner_check ||
  7270. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7271. return 99; //As if there were infinite partners.
  7272. if (cast_flag)
  7273. { //Execute the skill on the partners.
  7274. struct map_session_data* tsd;
  7275. switch (skill_id)
  7276. {
  7277. case PR_BENEDICTIO:
  7278. for (i = 0; i < c; i++)
  7279. {
  7280. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7281. status_charge(&tsd->bl, 0, 10);
  7282. }
  7283. return c;
  7284. default: //Warning: Assuming Ensemble skills here (for speed)
  7285. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7286. {
  7287. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7288. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7289. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7290. tsd->skillid_dance = skill_id;
  7291. tsd->skilllv_dance = *skill_lv;
  7292. }
  7293. return c;
  7294. }
  7295. }
  7296. //Else: new search for partners.
  7297. c = 0;
  7298. memset (p_sd, 0, sizeof(p_sd));
  7299. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  7300. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7301. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7302. *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
  7303. return c;
  7304. }
  7305. /*==========================================
  7306. *
  7307. *------------------------------------------*/
  7308. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7309. {
  7310. int *c,src_id,mob_class,skill;
  7311. struct mob_data *md;
  7312. md=(struct mob_data*)bl;
  7313. src_id=va_arg(ap,int);
  7314. mob_class=va_arg(ap,int);
  7315. skill=va_arg(ap,int);
  7316. c=va_arg(ap,int *);
  7317. if(md->master_id != src_id ||
  7318. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7319. return 0; //Non alchemist summoned mobs have nothing to do here.
  7320. if(md->class_==mob_class)
  7321. (*c)++;
  7322. return 1;
  7323. }
  7324. /*==========================================
  7325. * Determines if a given skill should be made to consume ammo
  7326. * when used by the player. [Skotlex]
  7327. *------------------------------------------*/
  7328. int skill_isammotype (struct map_session_data *sd, int skill)
  7329. {
  7330. return (
  7331. battle_config.arrow_decrement==2 &&
  7332. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7333. skill != HT_PHANTASMIC &&
  7334. skill_get_type(skill) == BF_WEAPON &&
  7335. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7336. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7337. );
  7338. }
  7339. /*==========================================
  7340. * Checks that you have the requirements for casting a skill.
  7341. * Flag:
  7342. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7343. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7344. *------------------------------------------*/
  7345. int skill_check_condition(struct map_session_data* sd, int skill, int lv, int type)
  7346. {
  7347. struct status_data *status;
  7348. struct status_change *sc;
  7349. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7350. int itemid[10],amount[10];
  7351. int delitem_flag = 1;
  7352. nullpo_retr(0, sd);
  7353. if (lv <= 0 || sd->chatID) return 0;
  7354. if( battle_config.gm_skilluncond &&
  7355. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7356. sd->skillitem != skill)
  7357. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7358. sd->skillitem = sd->skillitemlv = 0;
  7359. //Need to do arrow state check.
  7360. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  7361. //Need to do Spiritball check.
  7362. sd->spiritball_old = sd->spiritball;
  7363. return 1;
  7364. }
  7365. status = &sd->battle_status;
  7366. sc = &sd->sc;
  7367. if (!sc->count)
  7368. sc = NULL;
  7369. if(pc_is90overweight(sd)) {
  7370. clif_skill_fail(sd,skill,9,0);
  7371. sd->skillitem = sd->skillitemlv = 0;
  7372. return 0;
  7373. }
  7374. if (sd->state.abra_flag)
  7375. {
  7376. if (sd->skillitem != skill)
  7377. { //Cancelled, using a different skill.
  7378. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7379. } else {
  7380. //Abracadabra skill, skip requisites!
  7381. if(type&1)
  7382. { //Clear out the data.
  7383. sd->skillitem = sd->skillitemlv = 0;
  7384. sd->state.abra_flag = 0;
  7385. }
  7386. return 1;
  7387. }
  7388. }
  7389. if (sd->menuskill_id == AM_PHARMACY &&
  7390. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7391. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7392. )) {
  7393. sd->skillitem = sd->skillitemlv = 0;
  7394. return 0;
  7395. }
  7396. if(sd->skillitem == skill) {
  7397. if(!type) //When a target was selected
  7398. { //Consume items that were skipped in pc_use_item [Skotlex]
  7399. if((i = sd->itemindex) == -1 ||
  7400. sd->status.inventory[i].nameid != sd->itemid ||
  7401. sd->inventory_data[i] == NULL ||
  7402. !sd->inventory_data[i]->flag.delay_consume ||
  7403. sd->status.inventory[i].amount < 1
  7404. )
  7405. { //Something went wrong, item exploit?
  7406. sd->itemid = sd->itemindex = -1;
  7407. return 0;
  7408. }
  7409. //Consume
  7410. sd->itemid = sd->itemindex = -1;
  7411. if(skill == WZ_EARTHSPIKE && sc &&
  7412. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7413. ; //Do not consume item.
  7414. else
  7415. pc_delitem(sd,i,1,0);
  7416. }
  7417. if (type&1) //Casting finished
  7418. sd->skillitem = sd->skillitemlv = 0;
  7419. return 1;
  7420. }
  7421. // for the guild skills [celest]
  7422. if (skill >= GD_SKILLBASE)
  7423. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7424. else if (skill >= HM_SKILLBASE) //[orn]
  7425. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7426. else
  7427. j = skill;
  7428. if (j < 0 || j >= MAX_SKILL_DB)
  7429. return 0;
  7430. //Code speedup, rather than using skill_get_* over and over again.
  7431. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7432. return 0;
  7433. hp = skill_db[j].hp[lv-1];
  7434. sp = skill_db[j].sp[lv-1];
  7435. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7436. sp=sp/2;
  7437. hp_rate = skill_db[j].hp_rate[lv-1];
  7438. sp_rate = skill_db[j].sp_rate[lv-1];
  7439. zeny = skill_db[j].zeny[lv-1];
  7440. if (!type) { //These should only be checked on begin casting.
  7441. weapon = skill_db[j].weapon;
  7442. ammo = skill_db[j].ammo;
  7443. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7444. state = skill_db[j].state;
  7445. } else
  7446. weapon = ammo = ammo_qty = state = 0;
  7447. spiritball = skill_db[j].spiritball[lv-1];
  7448. mhp = skill_db[j].mhp[lv-1];
  7449. for(i = 0; i < 10; i++) {
  7450. itemid[i] = skill_db[j].itemid[i];
  7451. amount[i] = skill_db[j].amount[i];
  7452. }
  7453. if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
  7454. //mhp is the max-hp-requirement, that is,
  7455. //you must have this % or less of HP to cast it.
  7456. clif_skill_fail(sd,skill,2,0);
  7457. return 0;
  7458. }
  7459. if(hp_rate > 0)
  7460. hp += (status->hp * hp_rate)/100;
  7461. else
  7462. hp += (status->max_hp * (-hp_rate))/100;
  7463. if(sp_rate > 0)
  7464. sp += (status->sp * sp_rate)/100;
  7465. else
  7466. sp += (status->max_sp * (-sp_rate))/100;
  7467. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  7468. { //Assume this skill is using the weapon, therefore it requires arrows.
  7469. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7470. ammo_qty = 1;
  7471. }
  7472. //Can only update state when weapon/arrow info is checked.
  7473. if (weapon) sd->state.arrow_atk = ammo?1:0;
  7474. switch(skill) { // Check for cost reductions due to skills & SCs
  7475. case MC_MAMMONITE:
  7476. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7477. zeny -= zeny*10/100;
  7478. break;
  7479. case AL_HOLYLIGHT:
  7480. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7481. sp *= 5;
  7482. break;
  7483. case SL_SMA:
  7484. case SL_STUN:
  7485. case SL_STIN:
  7486. {
  7487. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7488. if(kaina_lv==0 || sd->status.base_level<70)
  7489. break;
  7490. if(sd->status.base_level>=90)
  7491. sp -= sp*7*kaina_lv/100;
  7492. else if(sd->status.base_level>=80)
  7493. sp -= sp*5*kaina_lv/100;
  7494. else if(sd->status.base_level>=70)
  7495. sp -= sp*3*kaina_lv/100;
  7496. }
  7497. break;
  7498. case MO_TRIPLEATTACK:
  7499. case MO_CHAINCOMBO:
  7500. case MO_COMBOFINISH:
  7501. case CH_TIGERFIST:
  7502. case CH_CHAINCRUSH:
  7503. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7504. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7505. break;
  7506. }
  7507. if(sd->dsprate!=100)
  7508. sp=sp*sd->dsprate/100;
  7509. switch(skill) {
  7510. case SA_CASTCANCEL:
  7511. if(sd->ud.skilltimer == -1) {
  7512. clif_skill_fail(sd,skill,0,0);
  7513. return 0;
  7514. }
  7515. break;
  7516. case BS_MAXIMIZE:
  7517. case NV_TRICKDEAD:
  7518. case TF_HIDING:
  7519. case AS_CLOAKING:
  7520. case CR_AUTOGUARD:
  7521. case CR_DEFENDER:
  7522. case ST_CHASEWALK:
  7523. case PA_GOSPEL:
  7524. case CR_SHRINK:
  7525. case TK_RUN:
  7526. case GS_GATLINGFEVER:
  7527. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7528. return 1; //Allow turning off.
  7529. break;
  7530. case AL_WARP:
  7531. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7532. delitem_flag = 0;
  7533. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7534. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7535. return 0;
  7536. }
  7537. break;
  7538. case MO_CALLSPIRITS:
  7539. if(sd->spiritball >= lv) {
  7540. clif_skill_fail(sd,skill,0,0);
  7541. return 0;
  7542. }
  7543. break;
  7544. case MO_FINGEROFFENSIVE: //謖�シセ
  7545. case GS_FLING:
  7546. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7547. spiritball = sd->spiritball;
  7548. sd->spiritball_old = sd->spiritball;
  7549. }
  7550. else sd->spiritball_old = spiritball;
  7551. break;
  7552. case MO_BODYRELOCATION:
  7553. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7554. spiritball = 0;
  7555. break;
  7556. case MO_CHAINCOMBO:
  7557. if(!sc)
  7558. return 0;
  7559. if(sc->data[SC_BLADESTOP].timer!=-1)
  7560. break;
  7561. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7562. break;
  7563. return 0;
  7564. case MO_COMBOFINISH: //迪幃セ肴教
  7565. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7566. return 0;
  7567. break;
  7568. case CH_TIGERFIST: //莨剰剋諡ウ
  7569. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7570. return 0;
  7571. break;
  7572. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7573. if(!sc || sc->data[SC_COMBO].timer == -1)
  7574. return 0;
  7575. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7576. return 0;
  7577. break;
  7578. case MO_EXTREMITYFIST:
  7579. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7580. // return 0;
  7581. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7582. spiritball--;
  7583. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7584. switch(sc->data[SC_COMBO].val1) {
  7585. case MO_COMBOFINISH:
  7586. spiritball = 4;
  7587. break;
  7588. case CH_TIGERFIST:
  7589. spiritball = 3;
  7590. break;
  7591. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7592. spiritball = sd->spiritball?sd->spiritball:1;
  7593. break;
  7594. default:
  7595. return 0;
  7596. }
  7597. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7598. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7599. clif_skill_fail(sd,skill,0,0);
  7600. return 0;
  7601. }
  7602. break;
  7603. case TK_MISSION: //Does not works on Non-Taekwon
  7604. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7605. clif_skill_fail(sd,skill,0,0);
  7606. return 0;
  7607. }
  7608. break;
  7609. case TK_READYCOUNTER:
  7610. case TK_READYDOWN:
  7611. case TK_READYSTORM:
  7612. case TK_READYTURN:
  7613. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7614. return 1; //Enable disabling them regardless of who you are.
  7615. case TK_JUMPKICK:
  7616. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7617. //They do not work on Soul Linkers.
  7618. clif_skill_fail(sd,skill,0,0);
  7619. return 0;
  7620. }
  7621. break;
  7622. case TK_TURNKICK:
  7623. case TK_STORMKICK:
  7624. case TK_DOWNKICK:
  7625. case TK_COUNTER:
  7626. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7627. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7628. if(!sc || sc->data[SC_COMBO].timer == -1)
  7629. return 0; //Combo needs to be ready
  7630. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7631. { //Unlimited Combo
  7632. if (skill == sd->skillid_old) {
  7633. status_change_end(&sd->bl, SC_COMBO, -1);
  7634. sd->skillid_old = sd->skilllv_old = 0;
  7635. return 0; //Can't repeat previous combo skill.
  7636. }
  7637. break;
  7638. } else
  7639. if(sc->data[SC_COMBO].val1 == skill)
  7640. break; //Combo ready.
  7641. //Cancel combo wait.
  7642. unit_cancel_combo(&sd->bl);
  7643. return 0;
  7644. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7645. {
  7646. int time;
  7647. if(!sc || sc->data[SC_DANCING].timer==-1)
  7648. {
  7649. clif_skill_fail(sd,skill,0,0);
  7650. return 0;
  7651. }
  7652. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7653. if (skill_get_time(
  7654. (sc->data[SC_DANCING].val1&0xFFFF), //Dance Skill ID
  7655. (sc->data[SC_DANCING].val1>>16)) //Dance Skill LV
  7656. - time <= skill_get_time2(skill,lv))
  7657. {
  7658. clif_skill_fail(sd,skill,0,0);
  7659. return 0;
  7660. }
  7661. }
  7662. break;
  7663. case PR_BENEDICTIO:
  7664. {
  7665. if (!(type&1))
  7666. { //Started casting.
  7667. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7668. {
  7669. clif_skill_fail(sd,skill,0,0);
  7670. return 0;
  7671. }
  7672. }
  7673. else
  7674. //Should I repeat the check? If so, it would be best to only do
  7675. //this on cast-ending. [Skotlex]
  7676. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7677. }
  7678. break;
  7679. case AM_CANNIBALIZE:
  7680. case AM_SPHEREMINE:
  7681. if(type&1){
  7682. int c=0;
  7683. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7684. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7685. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7686. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7687. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7688. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7689. if(c >= maxcount ||
  7690. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7691. { //Fails when: exceed max limit. There are other plant types already out.
  7692. clif_skill_fail(sd,skill,0,0);
  7693. return 0;
  7694. }
  7695. }
  7696. }
  7697. break;
  7698. case WZ_FIREPILLAR: // celest
  7699. if (lv <= 5) // no gems required at level 1-5
  7700. itemid[0] = 0;
  7701. break;
  7702. case SL_SMA:
  7703. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7704. if(!sc || sc->data[SC_SMA].timer == -1)
  7705. return 0;
  7706. break;
  7707. case HT_POWER:
  7708. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7709. return 0;
  7710. break;
  7711. case AM_BERSERKPITCHER:
  7712. case AM_POTIONPITCHER:
  7713. case CR_SLIMPITCHER:
  7714. case MG_STONECURSE:
  7715. case CR_CULTIVATION:
  7716. case SA_FLAMELAUNCHER:
  7717. case SA_FROSTWEAPON:
  7718. case SA_LIGHTNINGLOADER:
  7719. case SA_SEISMICWEAPON:
  7720. delitem_flag = 0;
  7721. break;
  7722. case SA_DELUGE:
  7723. case SA_VOLCANO:
  7724. case SA_VIOLENTGALE:
  7725. { //Does not consumes if the skill is already active. [Skotlex]
  7726. struct skill_unit_group *sg;
  7727. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7728. (
  7729. sg->skill_id == SA_VOLCANO ||
  7730. sg->skill_id == SA_DELUGE ||
  7731. sg->skill_id == SA_VIOLENTGALE
  7732. )) {
  7733. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7734. delitem_flag = 0;
  7735. else
  7736. sg->limit = 0; //Disable it.
  7737. }
  7738. break;
  7739. }
  7740. case CG_HERMODE:
  7741. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7742. {
  7743. clif_skill_fail(sd,skill,0,0);
  7744. return 0;
  7745. }
  7746. break;
  7747. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7748. {
  7749. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7750. int size = range*2+1;
  7751. for (i=0;i<size*size;i++) {
  7752. x = sd->bl.x+(i%size-range);
  7753. y = sd->bl.y+(i/size-range);
  7754. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7755. clif_skill_fail(sd,skill,0,0);
  7756. return 0;
  7757. }
  7758. }
  7759. }
  7760. break;
  7761. case PR_REDEMPTIO:
  7762. {
  7763. int exp;
  7764. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7765. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7766. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7767. return 0;
  7768. }
  7769. break;
  7770. }
  7771. case AM_TWILIGHT2:
  7772. case AM_TWILIGHT3:
  7773. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7774. {
  7775. clif_skill_fail(sd,skill,0,0);
  7776. return 0;
  7777. }
  7778. break;
  7779. //SHOULD BE OPTIMALIZED [Komurka]
  7780. //Optimized #1. optimize comfort later. [Vicious]
  7781. case SG_SUN_WARM:
  7782. case SG_MOON_WARM:
  7783. case SG_STAR_WARM:
  7784. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7785. break;
  7786. clif_skill_fail(sd,skill,0,0);
  7787. return 0;
  7788. break;
  7789. case SG_SUN_COMFORT:
  7790. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7791. break;
  7792. clif_skill_fail(sd,skill,0,0);
  7793. return 0;
  7794. case SG_MOON_COMFORT:
  7795. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7796. break;
  7797. clif_skill_fail(sd,skill,0,0);
  7798. return 0;
  7799. case SG_STAR_COMFORT:
  7800. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7801. break;
  7802. clif_skill_fail(sd,skill,0,0);
  7803. return 0;
  7804. case SG_FUSION:
  7805. if (sc && sc->data[SC_FUSION].timer!=-1)
  7806. return 1;
  7807. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7808. break;
  7809. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7810. if(sp>0 && type&1)
  7811. {
  7812. if (status->sp < (unsigned int)sp)
  7813. clif_skill_fail(sd,skill,1,0);
  7814. else
  7815. status_zap(&sd->bl, 0, sp);
  7816. }
  7817. return 0;
  7818. case GD_BATTLEORDER:
  7819. case GD_REGENERATION:
  7820. case GD_RESTORE:
  7821. if (!map_flag_gvg(sd->bl.m)) {
  7822. clif_skill_fail(sd,skill,0,0);
  7823. return 0;
  7824. }
  7825. case GD_EMERGENCYCALL:
  7826. // other checks were already done in skillnotok()
  7827. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7828. return 0;
  7829. break;
  7830. case GS_GLITTERING:
  7831. if(sd->spiritball >= 10) {
  7832. clif_skill_fail(sd,skill,0,0);
  7833. return 0;
  7834. }
  7835. break;
  7836. case NJ_ISSEN:
  7837. if (status->hp < 2) {
  7838. clif_skill_fail(sd,skill,0,0);
  7839. return 0;
  7840. }
  7841. case NJ_BUNSINJYUTSU:
  7842. if (!sc || sc->data[SC_NEN].timer==-1) {
  7843. clif_skill_fail(sd,skill,0,0);
  7844. return 0;
  7845. }
  7846. break;
  7847. case NJ_ZENYNAGE:
  7848. if(sd->status.zeny < zeny) {
  7849. clif_skill_fail(sd,skill,5,0);
  7850. return 0;
  7851. }
  7852. zeny = 0; //Zeny is reduced on skill_attack.
  7853. break;
  7854. case PF_HPCONVERSION:
  7855. if (status->sp == status->max_sp)
  7856. return 0; //Unusable when at full SP.
  7857. break;
  7858. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7859. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7860. clif_skill_fail(sd,skill,0,0);
  7861. return 0;
  7862. }
  7863. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7864. delitem_flag = 0;
  7865. break;
  7866. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7867. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7868. {
  7869. clif_skill_fail(sd,skill,0,0);
  7870. return 0;
  7871. }
  7872. break;
  7873. }
  7874. if(!(type&2)){
  7875. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7876. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7877. return 0;
  7878. }
  7879. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7880. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7881. return 0;
  7882. }
  7883. if(zeny>0 && sd->status.zeny < zeny) {
  7884. clif_skill_fail(sd,skill,5,0);
  7885. return 0;
  7886. }
  7887. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7888. clif_skill_fail(sd,skill,6,0);
  7889. return 0;
  7890. }
  7891. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7892. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7893. !sd->inventory_data[i] ||
  7894. sd->status.inventory[i].amount < ammo_qty
  7895. ) {
  7896. clif_arrow_fail(sd,0);
  7897. return 0;
  7898. }
  7899. if (!(ammo&1<<sd->inventory_data[i]->look))
  7900. { //Ammo type check. Send the "wrong weapon type" message
  7901. //which is the closest we have to wrong ammo type. [Skotlex]
  7902. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7903. //clif_skill_fail(sd,skill,6,0);
  7904. return 0;
  7905. }
  7906. }
  7907. if( spiritball > 0 && sd->spiritball < spiritball) {
  7908. clif_skill_fail(sd,skill,0,0);
  7909. return 0;
  7910. }
  7911. }
  7912. switch(state) {
  7913. case ST_HIDING:
  7914. if(!(sc && sc->option&OPTION_HIDE)) {
  7915. clif_skill_fail(sd,skill,0,0);
  7916. return 0;
  7917. }
  7918. break;
  7919. case ST_CLOAKING:
  7920. if(!pc_iscloaking(sd)) {
  7921. clif_skill_fail(sd,skill,0,0);
  7922. return 0;
  7923. }
  7924. break;
  7925. case ST_HIDDEN:
  7926. if(!pc_ishiding(sd)) {
  7927. clif_skill_fail(sd,skill,0,0);
  7928. return 0;
  7929. }
  7930. break;
  7931. case ST_RIDING:
  7932. if(!pc_isriding(sd)) {
  7933. clif_skill_fail(sd,skill,0,0);
  7934. return 0;
  7935. }
  7936. break;
  7937. case ST_FALCON:
  7938. if(!pc_isfalcon(sd)) {
  7939. clif_skill_fail(sd,skill,0,0);
  7940. return 0;
  7941. }
  7942. break;
  7943. case ST_CART:
  7944. if(!pc_iscarton(sd)) {
  7945. clif_skill_fail(sd,skill,0,0);
  7946. return 0;
  7947. }
  7948. break;
  7949. case ST_SHIELD:
  7950. if(sd->status.shield <= 0) {
  7951. clif_skill_fail(sd,skill,0,0);
  7952. return 0;
  7953. }
  7954. break;
  7955. case ST_SIGHT:
  7956. if(!sc || sc->data[SC_SIGHT].timer == -1) {
  7957. clif_skill_fail(sd,skill,0,0);
  7958. return 0;
  7959. }
  7960. break;
  7961. case ST_EXPLOSIONSPIRITS:
  7962. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7963. clif_skill_fail(sd,skill,0,0);
  7964. return 0;
  7965. }
  7966. break;
  7967. case ST_CARTBOOST:
  7968. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7969. clif_skill_fail(sd,skill,0,0);
  7970. return 0;
  7971. }
  7972. break;
  7973. case ST_RECOV_WEIGHT_RATE:
  7974. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7975. clif_skill_fail(sd,skill,0,0);
  7976. return 0;
  7977. }
  7978. break;
  7979. case ST_MOVE_ENABLE:
  7980. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7981. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7982. if (!unit_can_move(&sd->bl)) {
  7983. clif_skill_fail(sd,skill,0,0);
  7984. return 0;
  7985. }
  7986. break;
  7987. case ST_WATER:
  7988. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  7989. break;
  7990. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7991. break;
  7992. clif_skill_fail(sd,skill,0,0);
  7993. return 0;
  7994. }
  7995. if(!(type&1))
  7996. return 1;
  7997. if( delitem_flag )
  7998. {
  7999. int index[ARRAYLENGTH(itemid)];
  8000. // Check consumed items and reduce required amounts
  8001. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  8002. {
  8003. index[i] = -1;
  8004. if( itemid[i] <= 0 )
  8005. continue;// no item
  8006. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  8007. {
  8008. if (sd->special_state.no_gemstone)
  8009. { //Make it substract 1 gem rather than skipping the cost.
  8010. if (--amount[i] < 1)
  8011. continue;
  8012. }
  8013. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  8014. continue;
  8015. }
  8016. if((skill == AM_POTIONPITCHER ||
  8017. skill == CR_SLIMPITCHER ||
  8018. skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS]
  8019. continue;
  8020. index[i] = pc_search_inventory(sd,itemid[i]);
  8021. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  8022. if( itemid[i] == ITEMID_RED_GEMSTONE )
  8023. clif_skill_fail(sd,skill,7,0);// red gemstone required
  8024. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  8025. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  8026. else
  8027. clif_skill_fail(sd,skill,0,0);
  8028. return 0;
  8029. }
  8030. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  8031. sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  8032. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  8033. }
  8034. // Consume items
  8035. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  8036. {
  8037. if(index[i] >= 0)
  8038. pc_delitem(sd,index[i],amount[i],0);
  8039. }
  8040. }
  8041. if(type&2)
  8042. return 1;
  8043. if(sp || hp)
  8044. status_zap(&sd->bl, hp, sp);
  8045. if(zeny > 0) // Zeny豸郁イサ
  8046. pc_payzeny(sd,zeny);
  8047. if(spiritball > 0)
  8048. pc_delspiritball(sd,spiritball,0);
  8049. return 1;
  8050. }
  8051. /*==========================================
  8052. * Does cast-time reductions based on dex, item bonuses and config setting
  8053. *------------------------------------------*/
  8054. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  8055. {
  8056. int time = skill_get_cast(skill_id, skill_lv);
  8057. struct map_session_data *sd;
  8058. nullpo_retr(0, bl);
  8059. BL_CAST(BL_PC, bl, sd);
  8060. // calculate base cast time (reduced by dex)
  8061. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  8062. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8063. if (scale > 0) // not instant cast
  8064. time = time * scale / battle_config.castrate_dex_scale;
  8065. else return 0; // instant cast
  8066. }
  8067. // calculate cast time reduced by item/card bonuses
  8068. if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd)
  8069. {
  8070. int i;
  8071. if (sd->castrate != 100)
  8072. time = time * sd->castrate / 100;
  8073. for(i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
  8074. {
  8075. if (sd->skillcast[i].id == skill_id)
  8076. {
  8077. time+= time * sd->skillcast[i].val / 100;
  8078. break;
  8079. }
  8080. }
  8081. }
  8082. // config cast time multiplier
  8083. if (battle_config.cast_rate != 100)
  8084. time = time * battle_config.cast_rate / 100;
  8085. // return final cast time
  8086. return (time > 0) ? time : 0;
  8087. }
  8088. /*==========================================
  8089. * Does cast-time reductions based on sc data.
  8090. *------------------------------------------*/
  8091. int skill_castfix_sc (struct block_list *bl, int time)
  8092. {
  8093. struct status_change *sc = status_get_sc(bl);
  8094. if (sc && sc->count) {
  8095. if (sc->data[SC_SLOWCAST].timer != -1)
  8096. time+= time * sc->data[SC_SLOWCAST].val2 / 100;
  8097. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  8098. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  8099. status_change_end(bl, SC_SUFFRAGIUM, -1);
  8100. }
  8101. if (sc->data[SC_MEMORIZE].timer != -1) {
  8102. time>>=1;
  8103. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  8104. status_change_end(bl, SC_MEMORIZE, -1);
  8105. }
  8106. if (sc->data[SC_POEMBRAGI].timer != -1)
  8107. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  8108. }
  8109. return (time > 0) ? time : 0;
  8110. }
  8111. /*==========================================
  8112. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  8113. *------------------------------------------*/
  8114. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  8115. {
  8116. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  8117. int time = skill_get_delay(skill_id, skill_lv);
  8118. nullpo_retr(0, bl);
  8119. if (bl->type&battle_config.no_skill_delay)
  8120. return battle_config.min_skill_delay_limit;
  8121. // instant cast attack skills depend on aspd as delay [celest]
  8122. if (time == 0) {
  8123. if (skill_get_type(skill_id)&(BF_WEAPON|BF_MISC) && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  8124. time = status_get_adelay(bl); //Use attack delay as default delay.
  8125. else
  8126. time = battle_config.default_skill_delay;
  8127. } else if (time < 0)
  8128. time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
  8129. else //Agi reduction should apply only to non-zero delay skills.
  8130. switch (skill_id)
  8131. { //Monk combo skills have their delay reduced by agi/dex.
  8132. case MO_TRIPLEATTACK:
  8133. case MO_CHAINCOMBO:
  8134. case MO_COMBOFINISH:
  8135. case CH_TIGERFIST:
  8136. case CH_CHAINCRUSH:
  8137. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  8138. break;
  8139. default:
  8140. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  8141. { // if skill delay is allowed to be reduced by dex
  8142. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8143. if (scale > 0)
  8144. time = time * scale / battle_config.castrate_dex_scale;
  8145. else //To be capped later to minimum.
  8146. time = 0;
  8147. }
  8148. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  8149. { // if skill delay is allowed to be reduced by agi
  8150. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  8151. if (scale > 0)
  8152. time = time * scale / battle_config.castrate_dex_scale;
  8153. else //To be capped later to minimum.
  8154. time = 0;
  8155. }
  8156. }
  8157. if (!(delaynodex&2))
  8158. {
  8159. struct status_change *sc;
  8160. sc= status_get_sc(bl);
  8161. if (sc && sc->count) {
  8162. if (sc->data[SC_POEMBRAGI].timer != -1)
  8163. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  8164. if (sc->data[SC_SPIRIT].timer != -1)
  8165. switch (skill_id) {
  8166. case CR_SHIELDBOOMERANG:
  8167. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  8168. time /=2;
  8169. break;
  8170. case AS_SONICBLOW:
  8171. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  8172. time /= 2;
  8173. break;
  8174. }
  8175. }
  8176. }
  8177. if (!(delaynodex&4))
  8178. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  8179. time = time * ((TBL_PC*)bl)->delayrate / 100;
  8180. if (battle_config.delay_rate != 100)
  8181. time = time * battle_config.delay_rate / 100;
  8182. return max(time, battle_config.min_skill_delay_limit);
  8183. }
  8184. /*=========================================
  8185. *
  8186. *-----------------------------------------*/
  8187. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8188. {
  8189. nullpo_retv(tc);
  8190. if(dir == 0){
  8191. tc->val1[0]=x-2;
  8192. tc->val1[1]=x-1;
  8193. tc->val1[2]=x;
  8194. tc->val1[3]=x+1;
  8195. tc->val1[4]=x+2;
  8196. tc->val2[0]=
  8197. tc->val2[1]=
  8198. tc->val2[2]=
  8199. tc->val2[3]=
  8200. tc->val2[4]=y-1;
  8201. }
  8202. else if(dir==2){
  8203. tc->val1[0]=
  8204. tc->val1[1]=
  8205. tc->val1[2]=
  8206. tc->val1[3]=
  8207. tc->val1[4]=x+1;
  8208. tc->val2[0]=y+2;
  8209. tc->val2[1]=y+1;
  8210. tc->val2[2]=y;
  8211. tc->val2[3]=y-1;
  8212. tc->val2[4]=y-2;
  8213. }
  8214. else if(dir==4){
  8215. tc->val1[0]=x-2;
  8216. tc->val1[1]=x-1;
  8217. tc->val1[2]=x;
  8218. tc->val1[3]=x+1;
  8219. tc->val1[4]=x+2;
  8220. tc->val2[0]=
  8221. tc->val2[1]=
  8222. tc->val2[2]=
  8223. tc->val2[3]=
  8224. tc->val2[4]=y+1;
  8225. }
  8226. else if(dir==6){
  8227. tc->val1[0]=
  8228. tc->val1[1]=
  8229. tc->val1[2]=
  8230. tc->val1[3]=
  8231. tc->val1[4]=x-1;
  8232. tc->val2[0]=y+2;
  8233. tc->val2[1]=y+1;
  8234. tc->val2[2]=y;
  8235. tc->val2[3]=y-1;
  8236. tc->val2[4]=y-2;
  8237. }
  8238. else if(dir==1){
  8239. tc->val1[0]=x-1;
  8240. tc->val1[1]=x;
  8241. tc->val1[2]=x+1;
  8242. tc->val1[3]=x+2;
  8243. tc->val1[4]=x+3;
  8244. tc->val2[0]=y-4;
  8245. tc->val2[1]=y-3;
  8246. tc->val2[2]=y-1;
  8247. tc->val2[3]=y;
  8248. tc->val2[4]=y+1;
  8249. }
  8250. else if(dir==3){
  8251. tc->val1[0]=x+3;
  8252. tc->val1[1]=x+2;
  8253. tc->val1[2]=x+1;
  8254. tc->val1[3]=x;
  8255. tc->val1[4]=x-1;
  8256. tc->val2[0]=y-1;
  8257. tc->val2[1]=y;
  8258. tc->val2[2]=y+1;
  8259. tc->val2[3]=y+2;
  8260. tc->val2[4]=y+3;
  8261. }
  8262. else if(dir==5){
  8263. tc->val1[0]=x+1;
  8264. tc->val1[1]=x;
  8265. tc->val1[2]=x-1;
  8266. tc->val1[3]=x-2;
  8267. tc->val1[4]=x-3;
  8268. tc->val2[0]=y+3;
  8269. tc->val2[1]=y+2;
  8270. tc->val2[2]=y+1;
  8271. tc->val2[3]=y;
  8272. tc->val2[4]=y-1;
  8273. }
  8274. else if(dir==7){
  8275. tc->val1[0]=x-3;
  8276. tc->val1[1]=x-2;
  8277. tc->val1[2]=x-1;
  8278. tc->val1[3]=x;
  8279. tc->val1[4]=x+1;
  8280. tc->val2[1]=y;
  8281. tc->val2[0]=y+1;
  8282. tc->val2[2]=y-1;
  8283. tc->val2[3]=y-2;
  8284. tc->val2[4]=y-3;
  8285. }
  8286. }
  8287. /*=========================================
  8288. *
  8289. *-----------------------------------------*/
  8290. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8291. {
  8292. int c;
  8293. nullpo_retv(tc);
  8294. for( c = 0; c < 5; c++ )
  8295. {
  8296. switch( dir )
  8297. {
  8298. case 0: tc->val2[c]+=are; break;
  8299. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8300. case 2: tc->val1[c]-=are; break;
  8301. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8302. case 4: tc->val2[c]-=are; break;
  8303. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8304. case 6: tc->val1[c]+=are; break;
  8305. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8306. }
  8307. }
  8308. }
  8309. /*==========================================
  8310. * Weapon Repair [Celest/DracoRPG]
  8311. *------------------------------------------*/
  8312. void skill_repairweapon (struct map_session_data *sd, int idx)
  8313. {
  8314. int material;
  8315. int materials[4] = { 1002, 998, 999, 756 };
  8316. struct item *item;
  8317. struct map_session_data *target_sd;
  8318. nullpo_retv(sd);
  8319. target_sd = map_id2sd(sd->menuskill_val);
  8320. if (!target_sd) //Failed....
  8321. return;
  8322. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8323. return;
  8324. if(idx < 0 || idx >= MAX_INVENTORY)
  8325. return; //Invalid index??
  8326. item = &target_sd->status.inventory[idx];
  8327. if(item->nameid <= 0 || item->attribute == 0)
  8328. return; //Again invalid item....
  8329. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8330. clif_item_repaireffect(sd,item->nameid,1);
  8331. return;
  8332. }
  8333. if (itemdb_type(item->nameid)==4)
  8334. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8335. else
  8336. material = materials [2]; // Armors consume 1 Steel
  8337. if (pc_search_inventory(sd,material) < 0 ) {
  8338. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8339. return;
  8340. }
  8341. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8342. item->attribute=0;
  8343. clif_equiplist(target_sd);
  8344. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8345. clif_item_repaireffect(sd,item->nameid,0);
  8346. if(sd!=target_sd)
  8347. clif_item_repaireffect(target_sd,item->nameid,0);
  8348. }
  8349. /*==========================================
  8350. * Item Appraisal
  8351. *------------------------------------------*/
  8352. void skill_identify (struct map_session_data *sd, int idx)
  8353. {
  8354. int flag=1;
  8355. nullpo_retv(sd);
  8356. if(idx >= 0 && idx < MAX_INVENTORY) {
  8357. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8358. flag=0;
  8359. sd->status.inventory[idx].identify=1;
  8360. }
  8361. }
  8362. clif_item_identified(sd,idx,flag);
  8363. }
  8364. /*==========================================
  8365. * Weapon Refine [Celest]
  8366. *------------------------------------------*/
  8367. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8368. {
  8369. int i = 0, ep = 0, per;
  8370. int material[5] = { 0, 1010, 1011, 984, 984 };
  8371. struct item *item;
  8372. nullpo_retv(sd);
  8373. if (idx >= 0 && idx < MAX_INVENTORY)
  8374. {
  8375. struct item_data *ditem = sd->inventory_data[idx];
  8376. item = &sd->status.inventory[idx];
  8377. if(item->nameid > 0 && ditem->type == 4)
  8378. {
  8379. if( item->refine >= sd->menuskill_val
  8380. || item->refine >= MAX_REFINE // if it's no longer refineable
  8381. || ditem->flag.no_refine // if the item isn't refinable
  8382. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8383. {
  8384. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8385. return;
  8386. }
  8387. per = percentrefinery [ditem->wlv][(int)item->refine];
  8388. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8389. pc_delitem(sd, i, 1, 0);
  8390. if (per > rand() % 100) {
  8391. item->refine++;
  8392. if(item->equip) {
  8393. ep = item->equip;
  8394. pc_unequipitem(sd,idx,3);
  8395. }
  8396. clif_refine(sd->fd,0,idx,item->refine);
  8397. clif_delitem(sd,idx,1);
  8398. clif_additem(sd,idx,1,0);
  8399. if (ep)
  8400. pc_equipitem(sd,idx,ep);
  8401. clif_misceffect(&sd->bl,3);
  8402. if(item->refine == MAX_REFINE &&
  8403. item->card[0] == CARD0_FORGE &&
  8404. MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8405. { // Fame point system [DracoRPG]
  8406. switch(ditem->wlv){
  8407. case 1:
  8408. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8409. break;
  8410. case 2:
  8411. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8412. break;
  8413. case 3:
  8414. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8415. break;
  8416. }
  8417. }
  8418. } else {
  8419. item->refine = 0;
  8420. if(item->equip)
  8421. pc_unequipitem(sd,idx,3);
  8422. clif_refine(sd->fd,1,idx,item->refine);
  8423. pc_delitem(sd,idx,1,0);
  8424. clif_misceffect(&sd->bl,2);
  8425. clif_emotion(&sd->bl, 23);
  8426. }
  8427. }
  8428. }
  8429. }
  8430. /*==========================================
  8431. *
  8432. *------------------------------------------*/
  8433. int skill_autospell (struct map_session_data *sd, int skillid)
  8434. {
  8435. int skilllv;
  8436. int maxlv=1,lv;
  8437. nullpo_retr(0, sd);
  8438. skilllv = sd->menuskill_val;
  8439. lv=pc_checkskill(sd,skillid);
  8440. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8441. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8442. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8443. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8444. maxlv =10; //Soul Linker bonus. [Skotlex]
  8445. else if(skilllv==2) maxlv=1;
  8446. else if(skilllv==3) maxlv=2;
  8447. else if(skilllv>=4) maxlv=3;
  8448. }
  8449. else if(skillid==MG_SOULSTRIKE){
  8450. if(skilllv==5) maxlv=1;
  8451. else if(skilllv==6) maxlv=2;
  8452. else if(skilllv>=7) maxlv=3;
  8453. }
  8454. else if(skillid==MG_FIREBALL){
  8455. if(skilllv==8) maxlv=1;
  8456. else if(skilllv>=9) maxlv=2;
  8457. }
  8458. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8459. else return 0;
  8460. if(maxlv > lv)
  8461. maxlv = lv;
  8462. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8463. skill_get_time(SA_AUTOSPELL,skilllv));
  8464. return 0;
  8465. }
  8466. /*==========================================
  8467. * Sitting skills functions.
  8468. *------------------------------------------*/
  8469. static int skill_sit_count (struct block_list *bl, va_list ap)
  8470. {
  8471. struct map_session_data *sd;
  8472. int type =va_arg(ap,int);
  8473. sd=(struct map_session_data*)bl;
  8474. if(!pc_issit(sd))
  8475. return 0;
  8476. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8477. return 1;
  8478. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8479. return 1;
  8480. return 0;
  8481. }
  8482. static int skill_sit_in (struct block_list *bl, va_list ap)
  8483. {
  8484. struct map_session_data *sd;
  8485. int type =va_arg(ap,int);
  8486. sd=(struct map_session_data*)bl;
  8487. if(!pc_issit(sd))
  8488. return 0;
  8489. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8490. sd->state.gangsterparadise=1;
  8491. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8492. {
  8493. sd->state.rest=1;
  8494. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8495. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8496. }
  8497. return 0;
  8498. }
  8499. static int skill_sit_out (struct block_list *bl, va_list ap)
  8500. {
  8501. struct map_session_data *sd;
  8502. int type =va_arg(ap,int);
  8503. sd=(struct map_session_data*)bl;
  8504. if(sd->state.gangsterparadise && type&1)
  8505. sd->state.gangsterparadise=0;
  8506. if(sd->state.rest && type&2) {
  8507. sd->state.rest=0;
  8508. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8509. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8510. }
  8511. return 0;
  8512. }
  8513. int skill_sit (struct map_session_data *sd, int type)
  8514. {
  8515. int flag = 0;
  8516. int range = 0, lv;
  8517. nullpo_retr(0, sd);
  8518. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8519. flag|=1;
  8520. range = skill_get_splash(RG_GANGSTER, lv);
  8521. }
  8522. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8523. flag|=2;
  8524. range = skill_get_splash(TK_HPTIME, lv);
  8525. }
  8526. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8527. flag|=2;
  8528. range = skill_get_splash(TK_SPTIME, lv);
  8529. }
  8530. if (!flag) return 0;
  8531. if(type) {
  8532. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8533. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8534. return 0;
  8535. } else {
  8536. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8537. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8538. return 0;
  8539. }
  8540. return 0;
  8541. }
  8542. /*==========================================
  8543. *
  8544. *------------------------------------------*/
  8545. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8546. {
  8547. struct block_list *src;
  8548. int skillnum,skilllv;
  8549. unsigned int tick;
  8550. nullpo_retr(0, bl);
  8551. nullpo_retr(0, ap);
  8552. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8553. skillnum=va_arg(ap,int);
  8554. skilllv=va_arg(ap,int);
  8555. if(skilllv <= 0) return 0;
  8556. tick=va_arg(ap,unsigned int);
  8557. if (src == bl || status_isdead(bl))
  8558. return 0;
  8559. if (bl->type == BL_PC) {
  8560. struct map_session_data *sd = (struct map_session_data *)bl;
  8561. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8562. return 0;
  8563. }
  8564. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8565. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8566. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8567. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8568. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8569. return 0;
  8570. }
  8571. /*==========================================
  8572. *
  8573. *------------------------------------------*/
  8574. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8575. {
  8576. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8577. int size = range*2+1;
  8578. for (i=0;i<size*size;i++) {
  8579. x = src->bl.x+(i%size-range);
  8580. y = src->bl.y+(i/size-range);
  8581. map_setcell(src->bl.m,x,y,flag);
  8582. }
  8583. }
  8584. /*==========================================
  8585. * Sets a map cell around the caster, according to the skill's splash range.
  8586. *------------------------------------------*/
  8587. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8588. {
  8589. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8590. int size = range*2+1;
  8591. for (i=0;i<size*size;i++) {
  8592. x = src->x+(i%size-range);
  8593. y = src->y+(i/size-range);
  8594. map_setcell(src->m,x,y,flag);
  8595. }
  8596. }
  8597. /*==========================================
  8598. *
  8599. *------------------------------------------*/
  8600. int skill_attack_area (struct block_list *bl, va_list ap)
  8601. {
  8602. struct block_list *src,*dsrc;
  8603. int atk_type,skillid,skilllv,flag,type;
  8604. unsigned int tick;
  8605. if(status_isdead(bl))
  8606. return 0;
  8607. atk_type = va_arg(ap,int);
  8608. src=va_arg(ap,struct block_list*);
  8609. dsrc=va_arg(ap,struct block_list*);
  8610. skillid=va_arg(ap,int);
  8611. skilllv=va_arg(ap,int);
  8612. tick=va_arg(ap,unsigned int);
  8613. flag=va_arg(ap,int);
  8614. type=va_arg(ap,int);
  8615. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8616. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8617. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8618. !status_check_skilluse(NULL, bl, skillid, 2))
  8619. return 0;
  8620. switch (skillid) {
  8621. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8622. case NPC_ACIDBREATH:
  8623. case NPC_DARKNESSBREATH:
  8624. case NPC_FIREBREATH:
  8625. case NPC_ICEBREATH:
  8626. case NPC_THUNDERBREATH:
  8627. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8628. default:
  8629. //Area-splash, disable skill animation.
  8630. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8631. }
  8632. }
  8633. /*==========================================
  8634. *
  8635. *------------------------------------------*/
  8636. int skill_clear_group (struct block_list *bl, int flag)
  8637. {
  8638. struct unit_data *ud = unit_bl2ud(bl);
  8639. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8640. int i, count=0;
  8641. nullpo_retr(0, bl);
  8642. if (!ud) return 0;
  8643. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8644. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8645. {
  8646. switch (ud->skillunit[i]->skill_id) {
  8647. case SA_DELUGE:
  8648. case SA_VOLCANO:
  8649. case SA_VIOLENTGALE:
  8650. case SA_LANDPROTECTOR:
  8651. case NJ_SUITON:
  8652. case NJ_KAENSIN:
  8653. if (flag&1)
  8654. group[count++]= ud->skillunit[i];
  8655. break;
  8656. default:
  8657. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8658. group[count++]= ud->skillunit[i];
  8659. break;
  8660. }
  8661. }
  8662. for (i=0;i<count;i++)
  8663. skill_delunitgroup(bl, group[i]);
  8664. return count;
  8665. }
  8666. /*==========================================
  8667. * Returns the first element field found [Skotlex]
  8668. *------------------------------------------*/
  8669. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8670. {
  8671. struct unit_data *ud = unit_bl2ud(bl);
  8672. int i;
  8673. nullpo_retr(0, bl);
  8674. if (!ud) return NULL;
  8675. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8676. switch (ud->skillunit[i]->skill_id) {
  8677. case SA_DELUGE:
  8678. case SA_VOLCANO:
  8679. case SA_VIOLENTGALE:
  8680. case SA_LANDPROTECTOR:
  8681. case NJ_SUITON:
  8682. return ud->skillunit[i];
  8683. }
  8684. }
  8685. return NULL;
  8686. }
  8687. // for graffiti cleaner [Valaris]
  8688. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8689. {
  8690. struct skill_unit *unit=NULL;
  8691. nullpo_retr(0, bl);
  8692. nullpo_retr(0, ap);
  8693. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8694. return 0;
  8695. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8696. skill_delunit(unit);
  8697. return 0;
  8698. }
  8699. int skill_greed (struct block_list *bl, va_list ap)
  8700. {
  8701. struct block_list *src;
  8702. struct map_session_data *sd=NULL;
  8703. struct flooritem_data *fitem=NULL;
  8704. nullpo_retr(0, bl);
  8705. nullpo_retr(0, ap);
  8706. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8707. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8708. pc_takeitem(sd, fitem);
  8709. return 0;
  8710. }
  8711. /*==========================================
  8712. *
  8713. *------------------------------------------*/
  8714. int skill_cell_overlap(struct block_list *bl, va_list ap)
  8715. {
  8716. int skillid;
  8717. int *alive;
  8718. struct skill_unit *unit;
  8719. struct block_list *src;
  8720. skillid = va_arg(ap,int);
  8721. alive = va_arg(ap,int *);
  8722. src = va_arg(ap,struct block_list *);
  8723. unit = (struct skill_unit *)bl;
  8724. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8725. return 0;
  8726. switch (skillid)
  8727. {
  8728. case SA_LANDPROTECTOR:
  8729. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8730. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8731. { //Check for offensive Land Protector to delete both. [Skotlex]
  8732. (*alive) = 0;
  8733. skill_delunit(unit);
  8734. return 1;
  8735. }
  8736. //Delete the rest of types.
  8737. case HW_GANBANTEIN:
  8738. if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
  8739. { //It deletes everything except songs/dances
  8740. skill_delunit(unit);
  8741. return 1;
  8742. }
  8743. break;
  8744. case SA_VOLCANO:
  8745. case SA_DELUGE:
  8746. case SA_VIOLENTGALE:
  8747. // Suiton/Kaensin CAN super-impose on each another.
  8748. // case NJ_SUITON:
  8749. // case NJ_KAENSIN:
  8750. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8751. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8752. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8753. if (unit->range <= 0)
  8754. {
  8755. (*alive) = 0;
  8756. return 1;
  8757. }
  8758. /*
  8759. switch (unit->group->skill_id)
  8760. { //These cannot override each other.
  8761. case SA_VOLCANO:
  8762. case SA_DELUGE:
  8763. case SA_VIOLENTGALE:
  8764. // case NJ_SUITON:
  8765. // case NJ_KAENSIN:
  8766. (*alive) = 0;
  8767. return 1;
  8768. }
  8769. */
  8770. break;
  8771. case PF_FOGWALL:
  8772. switch(unit->group->skill_id)
  8773. {
  8774. case SA_VOLCANO: //Can't be placed on top of these
  8775. case SA_VIOLENTGALE:
  8776. (*alive) = 0;
  8777. return 1;
  8778. case SA_DELUGE:
  8779. case NJ_SUITON:
  8780. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8781. (*alive) = 2;
  8782. break;
  8783. }
  8784. break;
  8785. case HP_BASILICA:
  8786. if (unit->group->skill_id == HP_BASILICA)
  8787. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8788. (*alive) = 0;
  8789. return 1;
  8790. }
  8791. break;
  8792. }
  8793. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8794. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8795. { //It deletes everything except songs/dances/traps
  8796. (*alive) = 0;
  8797. return 1;
  8798. }
  8799. return 0;
  8800. }
  8801. /*==========================================
  8802. * variation of skill_cell_overlap
  8803. *------------------------------------------*/
  8804. int skill_ganbatein (struct block_list *bl, va_list ap)
  8805. {
  8806. struct skill_unit *unit;
  8807. nullpo_retr(0, bl);
  8808. nullpo_retr(0, ap);
  8809. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8810. return 0;
  8811. if (unit->group->state.song_dance&0x1)
  8812. return 0; //Don't touch song/dance.
  8813. skill_delunit(unit);
  8814. return 1;
  8815. }
  8816. /*==========================================
  8817. *
  8818. *------------------------------------------*/
  8819. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8820. {
  8821. struct mob_data* md;
  8822. struct unit_data*ud = unit_bl2ud(bl);
  8823. struct block_list *from_bl;
  8824. struct block_list *to_bl;
  8825. md = (struct mob_data*)bl;
  8826. from_bl = va_arg(ap,struct block_list *);
  8827. to_bl = va_arg(ap,struct block_list *);
  8828. if(ud && ud->target == from_bl->id)
  8829. ud->target = to_bl->id;
  8830. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8831. md->target_id = to_bl->id;
  8832. return 0;
  8833. }
  8834. /*==========================================
  8835. * 謖�ョ夂ッ�峇蜀�〒src縺ォ蟇セ縺励※譛牙柑縺ェ繧ソ繝シ繧イ繝�ヨ縺ョbl縺ョ謨ー繧呈焚縺医k(foreachinarea)
  8836. *------------------------------------------*/
  8837. int skill_count_target (struct block_list *bl, va_list ap)
  8838. {
  8839. struct block_list *src = va_arg(ap,struct block_list *);
  8840. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8841. return 1;
  8842. return 0;
  8843. }
  8844. /*==========================================
  8845. *
  8846. *------------------------------------------*/
  8847. int skill_trap_splash (struct block_list *bl, va_list ap)
  8848. {
  8849. struct block_list *src;
  8850. int tick;
  8851. struct skill_unit *unit;
  8852. struct skill_unit_group *sg;
  8853. struct block_list *ss;
  8854. int i,count;
  8855. src = va_arg(ap,struct block_list *);
  8856. unit = (struct skill_unit *)src;
  8857. tick = va_arg(ap,int);
  8858. count = va_arg(ap,int);
  8859. nullpo_retr(0, sg = unit->group);
  8860. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8861. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8862. return 0;
  8863. switch(sg->unit_id){
  8864. case UNT_SHOCKWAVE:
  8865. case UNT_SANDMAN:
  8866. case UNT_FLASHER:
  8867. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8868. break;
  8869. case UNT_BLASTMINE:
  8870. case UNT_CLAYMORETRAP:
  8871. //Special property: Each target is hit N times (N = number of targets on splash area)
  8872. if (!count) count = 1;
  8873. for(i=0;i<count;i++)
  8874. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8875. break;
  8876. case UNT_FREEZINGTRAP:
  8877. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8878. break;
  8879. case UNT_GROUNDDRIFT_WIND:
  8880. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8881. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8882. break;
  8883. case UNT_GROUNDDRIFT_DARK:
  8884. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8885. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8886. break;
  8887. case UNT_GROUNDDRIFT_POISON:
  8888. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8889. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8890. break;
  8891. case UNT_GROUNDDRIFT_WATER:
  8892. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8893. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8894. break;
  8895. case UNT_GROUNDDRIFT_FIRE:
  8896. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8897. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8898. break;
  8899. default:
  8900. return 0;
  8901. }
  8902. return 1;
  8903. }
  8904. /*==========================================
  8905. *
  8906. *------------------------------------------*/
  8907. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8908. {
  8909. struct status_change *sc;
  8910. nullpo_retr(0, bl);
  8911. nullpo_retr(0, sc= status_get_sc(bl));
  8912. if (!sc->count) return 0;
  8913. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8914. status_change_end(bl, SC_ENCPOISON, -1);
  8915. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8916. status_change_end(bl, SC_ASPERSIO, -1);
  8917. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8918. status_change_end(bl, SC_FIREWEAPON, -1);
  8919. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8920. status_change_end(bl, SC_WATERWEAPON, -1);
  8921. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8922. status_change_end(bl, SC_WINDWEAPON, -1);
  8923. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8924. status_change_end(bl, SC_EARTHWEAPON, -1);
  8925. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8926. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8927. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8928. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8929. if (type != SC_ENCHANTARMS && sc->data[SC_ENCHANTARMS].timer != -1)
  8930. status_change_end(bl, SC_ENCHANTARMS, -1);
  8931. return 0;
  8932. }
  8933. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8934. {
  8935. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8936. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8937. int end = 1,i;
  8938. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8939. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8940. { //Check for walls.
  8941. for (i = 0; i < 8; i++)
  8942. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8943. {
  8944. end = 0;
  8945. break;
  8946. }
  8947. } else
  8948. end = 0; //No wall check.
  8949. if(end){
  8950. if (sc->data[SC_CLOAKING].timer != -1) {
  8951. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8952. status_change_end(bl, SC_CLOAKING, -1);
  8953. else if(sc->data[SC_CLOAKING].val4&1)
  8954. { //Remove wall bonus
  8955. sc->data[SC_CLOAKING].val4&=~1;
  8956. status_calc_bl(bl,SCB_SPEED);
  8957. }
  8958. }
  8959. }
  8960. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8961. { //Add wall speed bonus
  8962. sc->data[SC_CLOAKING].val4|=1;
  8963. status_calc_bl(bl,SCB_SPEED);
  8964. }
  8965. return end;
  8966. }
  8967. /*==========================================
  8968. *
  8969. *
  8970. *------------------------------------------*/
  8971. void skill_stop_dancing (struct block_list *src)
  8972. {
  8973. struct status_change* sc;
  8974. struct skill_unit_group* group;
  8975. struct map_session_data* dsd = NULL;
  8976. nullpo_retv(src);
  8977. nullpo_retv(sc = status_get_sc(src));
  8978. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8979. return;
  8980. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8981. sc->data[SC_DANCING].val2 = 0;
  8982. if (sc->data[SC_DANCING].val4)
  8983. {
  8984. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8985. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8986. sc->data[SC_DANCING].val4 = 0;
  8987. }
  8988. status_change_end(src, SC_DANCING, -1);
  8989. if (dsd)
  8990. {
  8991. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8992. status_change_end(&dsd->bl, SC_DANCING, -1);
  8993. }
  8994. if (group)
  8995. skill_delunitgroup(NULL, group);
  8996. }
  8997. /*==========================================
  8998. *
  8999. *------------------------------------------*/
  9000. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  9001. {
  9002. struct skill_unit *unit;
  9003. nullpo_retr(NULL, group);
  9004. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  9005. nullpo_retr(NULL, unit=&group->unit[idx]);
  9006. if(!unit->alive)
  9007. group->alive_count++;
  9008. unit->bl.id=map_addobject(&unit->bl);
  9009. unit->bl.type=BL_SKILL;
  9010. unit->bl.m=group->map;
  9011. unit->bl.x=x;
  9012. unit->bl.y=y;
  9013. unit->group=group;
  9014. unit->alive=1;
  9015. unit->val1=val1;
  9016. unit->val2=val2;
  9017. map_addblock(&unit->bl);
  9018. switch (group->skill_id) {
  9019. case AL_PNEUMA:
  9020. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  9021. break;
  9022. case MG_SAFETYWALL:
  9023. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  9024. break;
  9025. case SA_LANDPROTECTOR:
  9026. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  9027. break;
  9028. case HP_BASILICA:
  9029. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  9030. break;
  9031. case WZ_ICEWALL:
  9032. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  9033. break;
  9034. default:
  9035. if (group->state.song_dance&0x1) //Check for dissonance.
  9036. skill_dance_overlap(unit, 1);
  9037. break;
  9038. }
  9039. clif_skill_setunit(unit);
  9040. return unit;
  9041. }
  9042. /*==========================================
  9043. *
  9044. *------------------------------------------*/
  9045. int skill_delunit (struct skill_unit *unit)
  9046. {
  9047. struct skill_unit_group *group;
  9048. nullpo_retr(0, unit);
  9049. if( !unit->alive )
  9050. return 0;
  9051. nullpo_retr(0, group=unit->group);
  9052. // invoke ondelete event
  9053. skill_unit_ondelete(unit, gettick());
  9054. if( group->state.song_dance&0x1 ) //Restore dissonance effect.
  9055. skill_dance_overlap(unit, 0);
  9056. // invoke onout event
  9057. if( !unit->range )
  9058. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  9059. switch (group->skill_id) {
  9060. case AL_PNEUMA:
  9061. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  9062. break;
  9063. case MG_SAFETYWALL:
  9064. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  9065. break;
  9066. case SA_LANDPROTECTOR:
  9067. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  9068. break;
  9069. case HP_BASILICA:
  9070. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  9071. break;
  9072. case WZ_ICEWALL:
  9073. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  9074. break;
  9075. }
  9076. clif_skill_delunit(unit);
  9077. unit->group=NULL;
  9078. unit->alive=0;
  9079. map_delobjectnofree(unit->bl.id);
  9080. if(--group->alive_count==0)
  9081. skill_delunitgroup(NULL, group);
  9082. return 0;
  9083. }
  9084. /*==========================================
  9085. *
  9086. *------------------------------------------*/
  9087. static int skill_unit_group_newid = MAX_SKILL_DB;
  9088. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  9089. {
  9090. struct unit_data* ud = unit_bl2ud( src );
  9091. struct skill_unit_group* group;
  9092. int i;
  9093. if(skilllv <= 0) return 0;
  9094. nullpo_retr(NULL, src);
  9095. nullpo_retr(NULL, ud);
  9096. // find a free spot to store the new unit group
  9097. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  9098. if(i == MAX_SKILLUNITGROUP)
  9099. {
  9100. // array is full, make room by discarding oldest group
  9101. int j=0;
  9102. unsigned maxdiff=0,x,tick=gettick();
  9103. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  9104. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  9105. maxdiff=x;
  9106. j=i;
  9107. }
  9108. skill_delunitgroup(src, ud->skillunit[j]);
  9109. //Since elements must have shifted, we use the last slot.
  9110. i = MAX_SKILLUNITGROUP-1;
  9111. }
  9112. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  9113. group->src_id = src->id;
  9114. group->party_id = status_get_party_id(src);
  9115. group->guild_id = status_get_guild_id(src);
  9116. group->group_id = skill_unit_group_newid++;
  9117. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9118. group->unit_count = count;
  9119. group->alive_count = 0;
  9120. group->val1 = 0;
  9121. group->val2 = 0;
  9122. group->val3 = 0;
  9123. group->skill_id = skillid;
  9124. group->skill_lv = skilllv;
  9125. group->unit_id = unit_id;
  9126. group->map = src->m;
  9127. group->limit = limit;
  9128. group->interval = interval;
  9129. group->tick = gettick();
  9130. group->valstr = NULL;
  9131. ud->skillunit[i] = group;
  9132. if(skill_unit_group_newid<=0)
  9133. skill_unit_group_newid = MAX_SKILL_DB;
  9134. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9135. group->tick += 1500;
  9136. return group;
  9137. }
  9138. /*==========================================
  9139. *
  9140. *------------------------------------------*/
  9141. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  9142. {
  9143. struct unit_data *ud;
  9144. int i,j;
  9145. nullpo_retr(0, group);
  9146. if (!src) src=map_id2bl(group->src_id);
  9147. ud = unit_bl2ud(src);
  9148. if(!src || !ud) {
  9149. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9150. return 0;
  9151. }
  9152. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9153. {
  9154. struct status_change* sc = status_get_sc(src);
  9155. if (sc && sc->data[SC_DANCING].timer != -1)
  9156. {
  9157. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9158. status_change_end(src,SC_DANCING,-1);
  9159. }
  9160. }
  9161. // end Gospel's status change on 'src'
  9162. // (needs to be done when the group is deleted by other means than skill deactivation)
  9163. if (group->unit_id == UNT_GOSPEL) {
  9164. struct status_change *sc = status_get_sc(src);
  9165. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  9166. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  9167. status_change_end(src,SC_GOSPEL,-1);
  9168. }
  9169. }
  9170. if (group->skill_id == SG_SUN_WARM ||
  9171. group->skill_id == SG_MOON_WARM ||
  9172. group->skill_id == SG_STAR_WARM) {
  9173. struct status_change *sc = status_get_sc(src);
  9174. if(sc && sc->data[SC_WARM].timer != -1) {
  9175. sc->data[SC_WARM].val4 = 0;
  9176. status_change_end(src,SC_WARM,-1);
  9177. }
  9178. }
  9179. if (src->type==BL_PC && group->state.ammo_consume)
  9180. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9181. group->alive_count=0;
  9182. // remove all unit cells
  9183. if(group->unit != NULL)
  9184. for( i = 0; i < group->unit_count; i++ )
  9185. skill_delunit(&group->unit[i]);
  9186. // clear Talkie-box string
  9187. if( group->valstr != NULL )
  9188. {
  9189. aFree(group->valstr);
  9190. group->valstr = NULL;
  9191. }
  9192. map_freeblock(&group->unit->bl);
  9193. group->unit=NULL;
  9194. group->group_id=0;
  9195. group->unit_count=0;
  9196. // locate this group, swap with the last entry and delete it
  9197. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  9198. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  9199. if( i < MAX_SKILLUNITGROUP )
  9200. {
  9201. ud->skillunit[i] = ud->skillunit[j];
  9202. ud->skillunit[j] = NULL;
  9203. ers_free(skill_unit_ers, group);
  9204. }
  9205. else
  9206. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9207. return 1;
  9208. }
  9209. /*==========================================
  9210. *
  9211. *------------------------------------------*/
  9212. int skill_clear_unitgroup (struct block_list *src)
  9213. {
  9214. struct unit_data *ud = unit_bl2ud(src);
  9215. nullpo_retr(0, ud);
  9216. while (ud->skillunit[0])
  9217. skill_delunitgroup(src, ud->skillunit[0]);
  9218. return 1;
  9219. }
  9220. /*==========================================
  9221. *
  9222. *------------------------------------------*/
  9223. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9224. {
  9225. int i,j=-1,k,s,id;
  9226. struct unit_data *ud;
  9227. struct skill_unit_group_tickset *set;
  9228. nullpo_retr(0, bl);
  9229. if (group->interval==-1)
  9230. return NULL;
  9231. ud = unit_bl2ud(bl);
  9232. if (!ud) return NULL;
  9233. set = ud->skillunittick;
  9234. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9235. id = s = group->skill_id;
  9236. else
  9237. id = s = group->group_id;
  9238. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9239. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9240. if (set[k].id == id)
  9241. return &set[k];
  9242. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9243. j=k;
  9244. }
  9245. if (j == -1) {
  9246. if(battle_config.error_log) {
  9247. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9248. }
  9249. j = id % MAX_SKILLUNITGROUPTICKSET;
  9250. }
  9251. set[j].id = id;
  9252. set[j].tick = tick;
  9253. return &set[j];
  9254. }
  9255. /*==========================================
  9256. *
  9257. *------------------------------------------*/
  9258. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9259. {
  9260. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9261. struct skill_unit_group* group = unit->group;
  9262. unsigned int tick = va_arg(ap,unsigned int);
  9263. if( !unit->alive || bl->prev == NULL )
  9264. return 0;
  9265. nullpo_retr(0, group);
  9266. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9267. return 0; //AoE skills are ineffective. [Skotlex]
  9268. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9269. return 0;
  9270. skill_unit_onplace_timer(unit,bl,tick);
  9271. return 1;
  9272. }
  9273. /*==========================================
  9274. *
  9275. *------------------------------------------*/
  9276. int skill_unit_timer_sub (struct block_list* bl, va_list ap)
  9277. {
  9278. struct skill_unit* unit = (struct skill_unit *)bl;
  9279. struct skill_unit_group* group = unit->group;
  9280. unsigned int tick = va_arg(ap,unsigned int);
  9281. int flag;
  9282. if( !unit->alive )
  9283. return 0;
  9284. nullpo_retr(0, group);
  9285. flag = skill_dance_switch(unit, group, 0);
  9286. if( unit->range >= 0 && group->interval != -1 )
  9287. {
  9288. if( battle_config.skill_wall_check )
  9289. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9290. else
  9291. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9292. if( !unit->alive )
  9293. {
  9294. if( flag )
  9295. skill_dance_switch(unit, group, 1);
  9296. return 0;
  9297. }
  9298. }
  9299. if (flag)
  9300. skill_dance_switch(unit, group, 1);
  9301. // check for expiration
  9302. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9303. { // stuff inlined from skill_unit_onlimit()
  9304. switch( group->unit_id )
  9305. {
  9306. case UNT_BLASTMINE:
  9307. case UNT_GROUNDDRIFT_WIND:
  9308. case UNT_GROUNDDRIFT_DARK:
  9309. case UNT_GROUNDDRIFT_POISON:
  9310. case UNT_GROUNDDRIFT_WATER:
  9311. case UNT_GROUNDDRIFT_FIRE:
  9312. group->unit_id = UNT_USED_TRAPS;
  9313. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9314. group->limit=DIFF_TICK(tick+1500,group->tick);
  9315. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9316. break;
  9317. case UNT_ANKLESNARE:
  9318. if( group->val2 > 0 ) { // used trap
  9319. struct block_list *target = map_id2bl(group->val2);
  9320. if(target)
  9321. status_change_end(target,SC_ANKLE,-1);
  9322. skill_delunit(unit);
  9323. break;
  9324. }
  9325. // else fall through
  9326. case UNT_SKIDTRAP:
  9327. case UNT_LANDMINE:
  9328. case UNT_SHOCKWAVE:
  9329. case UNT_SANDMAN:
  9330. case UNT_FLASHER:
  9331. case UNT_FREEZINGTRAP:
  9332. case UNT_CLAYMORETRAP:
  9333. case UNT_TALKIEBOX:
  9334. {
  9335. struct block_list* src = map_id2bl(group->src_id);
  9336. if( src && src->type == BL_PC )
  9337. { // revert unit back into a trap
  9338. struct item item_tmp;
  9339. memset(&item_tmp,0,sizeof(item_tmp));
  9340. item_tmp.nameid = ITEMID_TRAP;
  9341. item_tmp.identify = 1;
  9342. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9343. }
  9344. skill_delunit(unit);
  9345. }
  9346. break;
  9347. case UNT_WARP_ACTIVE:
  9348. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  9349. group->unit_id = UNT_WARP_WAITING;
  9350. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  9351. // restart timers
  9352. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  9353. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  9354. // apply effect to all units standing on it
  9355. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9356. break;
  9357. case UNT_CALLFAMILY:
  9358. {
  9359. struct map_session_data *sd = NULL;
  9360. if(group->val1) {
  9361. sd = map_charid2sd(group->val1);
  9362. group->val1 = 0;
  9363. if (sd && !map[sd->bl.m].flag.nowarp)
  9364. pc_setpos(sd,map[unit->bl.m].index,unit->bl.x,unit->bl.y,3);
  9365. }
  9366. if(group->val2) {
  9367. sd = map_charid2sd(group->val2);
  9368. group->val2 = 0;
  9369. if (sd && !map[sd->bl.m].flag.nowarp)
  9370. pc_setpos(sd,map[unit->bl.m].index,unit->bl.x,unit->bl.y,3);
  9371. }
  9372. skill_delunit(unit);
  9373. }
  9374. break;
  9375. default:
  9376. skill_delunit(unit);
  9377. }
  9378. }
  9379. else
  9380. {
  9381. switch( group->unit_id )
  9382. {
  9383. case UNT_ICEWALL:
  9384. // icewall loses 50 hp every second (and this executes every 100ms, so...)
  9385. unit->val1 -= 5; // trap's hp
  9386. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9387. unit->limit = DIFF_TICK(tick+700,group->tick);
  9388. break;
  9389. case UNT_TATAMIGAESHI:
  9390. if( unit->range >= 0 )
  9391. { //Disable processed cell.
  9392. unit->range = -1;
  9393. if (--group->val1 <= 0) // number of live cells
  9394. { //All tiles were processed, disable skill.
  9395. group->target_flag=BCT_NOONE;
  9396. group->bl_flag= BL_NUL;
  9397. }
  9398. }
  9399. break;
  9400. }
  9401. }
  9402. return 0;
  9403. }
  9404. /*==========================================
  9405. * Executes on all skill units every SKILLUNITTIMER_INVERVAL miliseconds.
  9406. *------------------------------------------*/
  9407. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9408. {
  9409. map_freeblock_lock();
  9410. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9411. map_freeblock_unlock();
  9412. return 0;
  9413. }
  9414. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  9415. /*==========================================
  9416. *
  9417. *------------------------------------------*/
  9418. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9419. {
  9420. struct skill_unit* unit = (struct skill_unit *)bl;
  9421. struct skill_unit_group* group = unit->group;
  9422. struct block_list* target = va_arg(ap,struct block_list*);
  9423. unsigned int tick = va_arg(ap,unsigned int);
  9424. int flag = va_arg(ap,int);
  9425. int skill_id;
  9426. int i;
  9427. nullpo_retr(0, group);
  9428. if( !unit->alive || target->prev == NULL )
  9429. return 0;
  9430. if( skill_dance_switch(unit, group, 0) )
  9431. flag|=64; //Signal to remember to restore it.
  9432. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9433. skill_id = unit->group->skill_id;
  9434. if( unit->group->interval!=-1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9435. { //Skills in dual mode have to trigger both. [Skotlex]
  9436. if( flag&64 )
  9437. skill_dance_switch(unit, group, 1);
  9438. return 0;
  9439. }
  9440. //Target-type check.
  9441. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9442. {
  9443. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9444. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9445. if( flag&1 )
  9446. {
  9447. if( flag&2 )
  9448. { //Clear this skill id.
  9449. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9450. if( i < ARRAYLENGTH(skill_unit_temp) )
  9451. skill_unit_temp[i] = 0;
  9452. }
  9453. }
  9454. else
  9455. {
  9456. if( flag&2 )
  9457. { //Store this skill id.
  9458. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9459. if( i < ARRAYLENGTH(skill_unit_temp) )
  9460. skill_unit_temp[i] = skill_id;
  9461. else if( battle_config.error_log )
  9462. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9463. }
  9464. }
  9465. if( flag&4 )
  9466. skill_unit_onleft(skill_id,target,tick);
  9467. }
  9468. if( flag&64 )
  9469. skill_dance_switch(unit, group, 1);
  9470. return 0;
  9471. }
  9472. else
  9473. {
  9474. if( flag&1 )
  9475. {
  9476. unsigned int result = skill_unit_onplace(unit,target,tick);
  9477. if( flag&2 && result )
  9478. { //Clear skill ids we have stored in onout.
  9479. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9480. if( i < ARRAYLENGTH(skill_unit_temp) )
  9481. skill_unit_temp[i] = 0;
  9482. }
  9483. }
  9484. else
  9485. {
  9486. unsigned int result = skill_unit_onout(unit,target,tick);
  9487. if( flag&2 && result )
  9488. { //Store this unit id.
  9489. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9490. if( i < ARRAYLENGTH(skill_unit_temp) )
  9491. skill_unit_temp[i] = skill_id;
  9492. else if( battle_config.error_log )
  9493. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9494. }
  9495. }
  9496. //TODO: Normally, this is dangerous since the unit and group could be freed
  9497. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9498. //cells do not get deleted within them. [Skotlex]
  9499. if( flag&64 )
  9500. skill_dance_switch(unit, group, 1);
  9501. if( flag&4 )
  9502. skill_unit_onleft(skill_id,target,tick);
  9503. return 1;
  9504. }
  9505. }
  9506. /*==========================================
  9507. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9508. * Flag values:
  9509. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9510. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9511. * units to figure out when they have left a group.
  9512. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9513. *------------------------------------------*/
  9514. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9515. {
  9516. nullpo_retr(0, bl);
  9517. if( bl->prev == NULL )
  9518. return 0;
  9519. if( flag&2 && !(flag&1) )
  9520. { //Onout, clear data
  9521. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  9522. }
  9523. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9524. if( flag&2 && flag&1 )
  9525. { //Onplace, check any skill units you have left.
  9526. int i;
  9527. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  9528. if( skill_unit_temp[i] )
  9529. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9530. }
  9531. return 0;
  9532. }
  9533. /*==========================================
  9534. *
  9535. *------------------------------------------*/
  9536. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9537. {
  9538. int i,j;
  9539. unsigned int tick = gettick();
  9540. int *m_flag;
  9541. struct skill_unit *unit1;
  9542. struct skill_unit *unit2;
  9543. nullpo_retr(0, group);
  9544. if (group->unit_count<=0)
  9545. return 0;
  9546. if (group->unit==NULL)
  9547. return 0;
  9548. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9549. return 0;
  9550. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9551. // m_flag
  9552. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9553. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9554. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9555. // 3: Both 1+2.
  9556. for(i=0;i<group->unit_count;i++){
  9557. unit1=&group->unit[i];
  9558. if (!unit1->alive || unit1->bl.m!=m)
  9559. continue;
  9560. for(j=0;j<group->unit_count;j++){
  9561. unit2=&group->unit[j];
  9562. if (!unit2->alive)
  9563. continue;
  9564. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9565. m_flag[i] |= 0x1;
  9566. }
  9567. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9568. m_flag[i] |= 0x2;
  9569. }
  9570. }
  9571. }
  9572. j = 0;
  9573. for (i=0;i<group->unit_count;i++) {
  9574. unit1=&group->unit[i];
  9575. if (!unit1->alive)
  9576. continue;
  9577. if (!(m_flag[i]&0x2)) {
  9578. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9579. skill_dance_overlap(unit1, 0);
  9580. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9581. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9582. }
  9583. //Move Cell using "smart" criteria (avoid useless moving around)
  9584. switch(m_flag[i])
  9585. {
  9586. case 0:
  9587. //Cell moves independently, safely move it.
  9588. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9589. break;
  9590. case 1:
  9591. //Cell moves unto another cell, look for a replacement cell that won't collide
  9592. //and has no cell moving into it (flag == 2)
  9593. for(;j<group->unit_count;j++)
  9594. {
  9595. if(m_flag[j]!=2 || !group->unit[j].alive)
  9596. continue;
  9597. //Move to where this cell would had moved.
  9598. unit2 = &group->unit[j];
  9599. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9600. j++; //Skip this cell as we have used it.
  9601. break;
  9602. }
  9603. break;
  9604. case 2:
  9605. case 3:
  9606. break; //Don't move the cell as a cell will end on this tile anyway.
  9607. }
  9608. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9609. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9610. skill_dance_overlap(unit1, 1);
  9611. clif_skill_setunit(unit1);
  9612. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9613. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9614. }
  9615. }
  9616. aFree(m_flag);
  9617. return 0;
  9618. }
  9619. /*==========================================
  9620. *
  9621. *------------------------------------------*/
  9622. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9623. {
  9624. int i,j;
  9625. nullpo_retr(0, sd);
  9626. if(nameid<=0)
  9627. return 0;
  9628. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9629. if(skill_produce_db[i].nameid == nameid )
  9630. break;
  9631. }
  9632. if( i >= MAX_SKILL_PRODUCE_DB )
  9633. return 0;
  9634. if(trigger>=0){
  9635. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9636. if(skill_produce_db[i].itemlv!=trigger)
  9637. return 0;
  9638. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9639. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9640. return 0;
  9641. } else { // Weapon (itemlv must be higher or equal)
  9642. if(skill_produce_db[i].itemlv>trigger)
  9643. return 0;
  9644. }
  9645. }
  9646. if((j=skill_produce_db[i].req_skill)>0 &&
  9647. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9648. return 0;
  9649. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9650. int id,x,y;
  9651. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9652. continue;
  9653. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9654. if(pc_search_inventory(sd,id) < 0)
  9655. return 0;
  9656. }
  9657. else {
  9658. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9659. if( sd->status.inventory[y].nameid == id )
  9660. x+=sd->status.inventory[y].amount;
  9661. if(x<qty*skill_produce_db[i].mat_amount[j])
  9662. return 0;
  9663. }
  9664. }
  9665. return i+1;
  9666. }
  9667. /*==========================================
  9668. *
  9669. *------------------------------------------*/
  9670. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9671. {
  9672. int slot[3];
  9673. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9674. struct status_data *status;
  9675. nullpo_retr(0, sd);
  9676. status = status_get_status_data(&sd->bl);
  9677. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9678. return 0;
  9679. idx--;
  9680. if (qty < 1)
  9681. qty = 1;
  9682. if (!skill_id) //A skill can be specified for some override cases.
  9683. skill_id = skill_produce_db[idx].req_skill;
  9684. slot[0]=slot1;
  9685. slot[1]=slot2;
  9686. slot[2]=slot3;
  9687. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9688. int j;
  9689. if( slot[i]<=0 )
  9690. continue;
  9691. j = pc_search_inventory(sd,slot[i]);
  9692. if(j < 0)
  9693. continue;
  9694. if(slot[i]==1000){ /* Star Crumb */
  9695. pc_delitem(sd,j,1,1);
  9696. sc++;
  9697. }
  9698. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9699. static const int ele_table[4]={3,1,4,2};
  9700. pc_delitem(sd,j,1,1);
  9701. ele=ele_table[slot[i]-994];
  9702. }
  9703. }
  9704. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9705. int j,id,x;
  9706. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9707. continue;
  9708. x=qty*skill_produce_db[idx].mat_amount[i];
  9709. do{
  9710. int y=0;
  9711. j = pc_search_inventory(sd,id);
  9712. if(j >= 0){
  9713. y = sd->status.inventory[j].amount;
  9714. if(y>x)y=x;
  9715. pc_delitem(sd,j,y,0);
  9716. }else {
  9717. if(battle_config.error_log)
  9718. ShowError("skill_produce_mix: material item error\n");
  9719. }
  9720. x-=y;
  9721. }while( j>=0 && x>0 );
  9722. }
  9723. if((equip=itemdb_isequip(nameid)))
  9724. wlv = itemdb_wlv(nameid);
  9725. if(!equip) {
  9726. switch(skill_id){
  9727. case BS_IRON:
  9728. case BS_STEEL:
  9729. case BS_ENCHANTEDSTONE:
  9730. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9731. i = pc_checkskill(sd,skill_id);
  9732. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9733. switch(nameid){
  9734. case 998: // Iron
  9735. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9736. break;
  9737. case 999: // Steel
  9738. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9739. break;
  9740. case 1000: //Star Crumb
  9741. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9742. break;
  9743. default: // Enchanted Stones
  9744. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9745. break;
  9746. }
  9747. break;
  9748. case ASC_CDP:
  9749. make_per = (2000 + 40*status->dex + 20*status->luk);
  9750. break;
  9751. case AL_HOLYWATER:
  9752. make_per = 100000; //100% success
  9753. break;
  9754. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9755. case AM_TWILIGHT1:
  9756. case AM_TWILIGHT2:
  9757. case AM_TWILIGHT3:
  9758. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9759. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9760. + status->int_*5 + status->dex*10+status->luk*10;
  9761. switch(nameid){
  9762. case 501: // Red Potion
  9763. case 503: // Yellow Potion
  9764. case 504: // White Potion
  9765. case 605: // Anodyne
  9766. case 606: // Aloevera
  9767. make_per += 2000;
  9768. break;
  9769. case 505: // Blue Potion
  9770. make_per -= 500;
  9771. break;
  9772. case 545: // Condensed Red Potion
  9773. case 546: // Condensed Yellow Potion
  9774. case 547: // Condensed White Potion
  9775. make_per -= 1000;
  9776. break;
  9777. case 970: // Alcohol
  9778. make_per += 1000;
  9779. break;
  9780. case 7139: // Glistening Coat
  9781. make_per -= 1000;
  9782. break;
  9783. case 7135: // Bottle Grenade
  9784. case 7136: // Acid Bottle
  9785. case 7137: // Plant Bottle
  9786. case 7138: // Marine Sphere Bottle
  9787. default:
  9788. break;
  9789. }
  9790. if(battle_config.pp_rate != 100)
  9791. make_per = make_per * battle_config.pp_rate / 100;
  9792. break;
  9793. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9794. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9795. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9796. switch(nameid){
  9797. case 12114:
  9798. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9799. if (flag > 0)
  9800. make_per += 1000*flag-500;
  9801. break;
  9802. case 12115:
  9803. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9804. if (flag > 0)
  9805. make_per += 1000*flag-500;
  9806. break;
  9807. case 12116:
  9808. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9809. if (flag > 0)
  9810. make_per += 1000*flag-500;
  9811. break;
  9812. case 12117:
  9813. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9814. if (flag > 0)
  9815. make_per += 1000*flag-500;
  9816. break;
  9817. }
  9818. break;
  9819. default:
  9820. if (sd->menuskill_id == AM_PHARMACY &&
  9821. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9822. { //Assume Cooking Dish
  9823. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9824. make_per = 10000; //100% Success
  9825. else
  9826. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9827. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9828. break;
  9829. }
  9830. make_per = 5000;
  9831. break;
  9832. }
  9833. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9834. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9835. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9836. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  9837. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  9838. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9839. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9840. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9841. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9842. if(battle_config.wp_rate != 100)
  9843. make_per = make_per * battle_config.wp_rate / 100;
  9844. }
  9845. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9846. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9847. make_per = (make_per * 80) / 100; //Lupus
  9848. if(make_per < 1) make_per = 1;
  9849. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9850. struct item tmp_item;
  9851. memset(&tmp_item,0,sizeof(tmp_item));
  9852. tmp_item.nameid=nameid;
  9853. tmp_item.amount=1;
  9854. tmp_item.identify=1;
  9855. if(equip){
  9856. tmp_item.card[0]=CARD0_FORGE;
  9857. tmp_item.card[1]=((sc*5)<<8)+ele;
  9858. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9859. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9860. } else {
  9861. //Flag is only used on the end, so it can be used here. [Skotlex]
  9862. switch (skill_id) {
  9863. case BS_DAGGER:
  9864. case BS_SWORD:
  9865. case BS_TWOHANDSWORD:
  9866. case BS_AXE:
  9867. case BS_MACE:
  9868. case BS_KNUCKLE:
  9869. case BS_SPEAR:
  9870. flag = battle_config.produce_item_name_input&0x1;
  9871. break;
  9872. case AM_PHARMACY:
  9873. case AM_TWILIGHT1:
  9874. case AM_TWILIGHT2:
  9875. case AM_TWILIGHT3:
  9876. flag = battle_config.produce_item_name_input&0x2;
  9877. break;
  9878. case AL_HOLYWATER:
  9879. flag = battle_config.produce_item_name_input&0x8;
  9880. break;
  9881. case ASC_CDP:
  9882. flag = battle_config.produce_item_name_input&0x10;
  9883. break;
  9884. default:
  9885. flag = battle_config.produce_item_name_input&0x80;
  9886. break;
  9887. }
  9888. if (flag) {
  9889. tmp_item.card[0]=CARD0_CREATE;
  9890. tmp_item.card[1]=0;
  9891. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9892. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9893. }
  9894. }
  9895. // if(log_config.produce > 0)
  9896. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9897. //TODO update PICKLOG
  9898. if(equip){
  9899. clif_produceeffect(sd,0,nameid);
  9900. clif_misceffect(&sd->bl,3);
  9901. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9902. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9903. } else {
  9904. int fame = 0;
  9905. tmp_item.amount = 0;
  9906. for (i=0; i< qty; i++)
  9907. { //Apply quantity modifiers.
  9908. if (rand()%10000 < make_per || qty == 1)
  9909. { //Success
  9910. tmp_item.amount++;
  9911. if(nameid < 545 || nameid > 547)
  9912. continue;
  9913. if(skill_id != AM_PHARMACY &&
  9914. skill_id != AM_TWILIGHT1 &&
  9915. skill_id != AM_TWILIGHT2 &&
  9916. skill_id != AM_TWILIGHT3)
  9917. continue;
  9918. //Add fame as needed.
  9919. switch(++sd->potion_success_counter) {
  9920. case 3:
  9921. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9922. break;
  9923. case 5:
  9924. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9925. break;
  9926. case 7:
  9927. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9928. break;
  9929. case 10:
  9930. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9931. sd->potion_success_counter = 0;
  9932. break;
  9933. }
  9934. } else //Failure
  9935. sd->potion_success_counter = 0;
  9936. }
  9937. if (fame)
  9938. pc_addfame(sd,fame);
  9939. //Visual effects and the like.
  9940. switch (skill_id) {
  9941. case AM_PHARMACY:
  9942. case AM_TWILIGHT1:
  9943. case AM_TWILIGHT2:
  9944. case AM_TWILIGHT3:
  9945. case ASC_CDP:
  9946. clif_produceeffect(sd,2,nameid);
  9947. clif_misceffect(&sd->bl,5);
  9948. break;
  9949. case BS_IRON:
  9950. case BS_STEEL:
  9951. case BS_ENCHANTEDSTONE:
  9952. clif_produceeffect(sd,0,nameid);
  9953. clif_misceffect(&sd->bl,3);
  9954. break;
  9955. default: //Those that don't require a skill?
  9956. if (skill_produce_db[idx].itemlv>10 &&
  9957. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9958. clif_specialeffect(&sd->bl, 608, AREA);
  9959. break;
  9960. }
  9961. }
  9962. if (tmp_item.amount) { //Success
  9963. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9964. clif_additem(sd,0,0,flag);
  9965. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9966. }
  9967. return 1;
  9968. }
  9969. }
  9970. //Failure
  9971. // if(log_config.produce)
  9972. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9973. //TODO update PICKLOG
  9974. if(equip){
  9975. clif_produceeffect(sd,1,nameid);
  9976. clif_misceffect(&sd->bl,2);
  9977. } else {
  9978. switch (skill_id) {
  9979. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9980. status_percent_damage(NULL, &sd->bl, -25, 0);
  9981. case AM_PHARMACY:
  9982. case AM_TWILIGHT1:
  9983. case AM_TWILIGHT2:
  9984. case AM_TWILIGHT3:
  9985. clif_produceeffect(sd,3,nameid);
  9986. clif_misceffect(&sd->bl,6);
  9987. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9988. break;
  9989. case BS_IRON:
  9990. case BS_STEEL:
  9991. case BS_ENCHANTEDSTONE:
  9992. clif_produceeffect(sd,1,nameid);
  9993. clif_misceffect(&sd->bl,2);
  9994. break;
  9995. default:
  9996. if (skill_produce_db[idx].itemlv>10 &&
  9997. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9998. clif_specialeffect(&sd->bl, 609, AREA);
  9999. }
  10000. }
  10001. return 0;
  10002. }
  10003. int skill_arrow_create (struct map_session_data *sd, int nameid)
  10004. {
  10005. int i,j,flag,index=-1;
  10006. struct item tmp_item;
  10007. nullpo_retr(0, sd);
  10008. if(nameid <= 0)
  10009. return 1;
  10010. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  10011. if(nameid == skill_arrow_db[i].nameid) {
  10012. index = i;
  10013. break;
  10014. }
  10015. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  10016. return 1;
  10017. pc_delitem(sd,j,1,0);
  10018. for(i=0;i<5;i++) {
  10019. memset(&tmp_item,0,sizeof(tmp_item));
  10020. tmp_item.identify = 1;
  10021. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  10022. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  10023. if(battle_config.produce_item_name_input&0x4) {
  10024. tmp_item.card[0]=CARD0_CREATE;
  10025. tmp_item.card[1]=0;
  10026. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  10027. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  10028. }
  10029. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  10030. continue;
  10031. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  10032. clif_additem(sd,0,0,flag);
  10033. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  10034. }
  10035. }
  10036. return 0;
  10037. }
  10038. /*==========================================
  10039. *
  10040. *------------------------------------------*/
  10041. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  10042. {
  10043. struct map_session_data *sd = map_id2sd(id);
  10044. if (data <= 0 || data >= MAX_SKILL)
  10045. return 0;
  10046. if (sd) sd->blockskill[data] = 0;
  10047. return 1;
  10048. }
  10049. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  10050. {
  10051. nullpo_retr (-1, sd);
  10052. if (skillid >= GD_SKILLBASE)
  10053. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  10054. if (skillid >= HM_SKILLBASE) //[orn]
  10055. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  10056. if (skillid < 1 || skillid > MAX_SKILL)
  10057. return -1;
  10058. if (tick < 1) {
  10059. sd->blockskill[skillid] = 0;
  10060. return -1;
  10061. }
  10062. sd->blockskill[skillid] = 1;
  10063. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  10064. }
  10065. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  10066. {
  10067. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  10068. if (data <= 0 || data >= MAX_SKILL)
  10069. return 0;
  10070. if (hd) hd->blockskill[data] = 0;
  10071. return 1;
  10072. }
  10073. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  10074. {
  10075. nullpo_retr (-1, hd);
  10076. if (skillid >= GD_SKILLBASE)
  10077. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  10078. if (skillid >= HM_SKILLBASE) //[orn]
  10079. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  10080. if (skillid < 1 || skillid > MAX_SKILL)
  10081. return -1;
  10082. if (tick < 1) {
  10083. hd->blockskill[skillid] = 0;
  10084. return -1;
  10085. }
  10086. hd->blockskill[skillid] = 1;
  10087. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  10088. }
  10089. /*
  10090. *
  10091. */
  10092. int skill_split_str (char *str, char **val, int num)
  10093. {
  10094. int i;
  10095. for (i=0; i<num && str; i++){
  10096. val[i] = str;
  10097. str = strchr(str,',');
  10098. if (str)
  10099. *str++=0;
  10100. }
  10101. return i;
  10102. }
  10103. /*
  10104. *
  10105. */
  10106. int skill_split_atoi (char *str, int *val)
  10107. {
  10108. int i, j, diff, step = 1;
  10109. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10110. if (!str) break;
  10111. val[i] = atoi(str);
  10112. str = strchr(str,':');
  10113. if (str)
  10114. *str++=0;
  10115. }
  10116. if(i==0) //No data found.
  10117. return 0;
  10118. if(i==1)
  10119. { //Single value, have the whole range have the same value.
  10120. for (; i < MAX_SKILL_LEVEL; i++)
  10121. val[i] = val[i-1];
  10122. return i;
  10123. }
  10124. //Check for linear change with increasing steps until we reach half of the data acquired.
  10125. for (step = 1; step <= i/2; step++)
  10126. {
  10127. diff = val[i-1] - val[i-step-1];
  10128. for(j = i-1; j >= step; j--)
  10129. if ((val[j]-val[j-step]) != diff)
  10130. break;
  10131. if (j>=step) //No match, try next step.
  10132. continue;
  10133. for(; i < MAX_SKILL_LEVEL; i++)
  10134. { //Apply linear increase
  10135. val[i] = val[i-step]+diff;
  10136. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10137. { val[i] = 1; diff = 0; step = 1; }
  10138. }
  10139. return i;
  10140. }
  10141. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10142. for (;i<MAX_SKILL_LEVEL; i++)
  10143. val[i] = val[i-1];
  10144. return i;
  10145. }
  10146. /*
  10147. *
  10148. */
  10149. void skill_init_unit_layout (void)
  10150. {
  10151. int i,j,size,pos = 0;
  10152. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10153. // standard square layouts go first
  10154. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10155. size = i*2+1;
  10156. skill_unit_layout[i].count = size*size;
  10157. for (j=0; j<size*size; j++) {
  10158. skill_unit_layout[i].dx[j] = (j%size-i);
  10159. skill_unit_layout[i].dy[j] = (j/size-i);
  10160. }
  10161. }
  10162. // afterwards add special ones
  10163. pos = i;
  10164. for (i=0;i<MAX_SKILL_DB;i++) {
  10165. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10166. continue;
  10167. switch (i) {
  10168. case MG_FIREWALL:
  10169. case WZ_ICEWALL:
  10170. // these will be handled later
  10171. break;
  10172. case PR_SANCTUARY:
  10173. case NPC_EVILLAND:
  10174. {
  10175. static const int dx[] = {
  10176. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10177. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10178. static const int dy[]={
  10179. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10180. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10181. skill_unit_layout[pos].count = 21;
  10182. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10183. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10184. break;
  10185. }
  10186. case PR_MAGNUS:
  10187. {
  10188. static const int dx[] = {
  10189. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10190. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10191. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10192. static const int dy[] = {
  10193. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10194. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10195. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10196. skill_unit_layout[pos].count = 33;
  10197. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10198. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10199. break;
  10200. }
  10201. case AS_VENOMDUST:
  10202. {
  10203. static const int dx[] = {-1, 0, 0, 0, 1};
  10204. static const int dy[] = { 0,-1, 0, 1, 0};
  10205. skill_unit_layout[pos].count = 5;
  10206. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10207. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10208. break;
  10209. }
  10210. case CR_GRANDCROSS:
  10211. case NPC_GRANDDARKNESS:
  10212. {
  10213. static const int dx[] = {
  10214. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10215. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10216. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10217. static const int dy[] = {
  10218. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10219. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10220. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10221. skill_unit_layout[pos].count = 29;
  10222. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10223. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10224. break;
  10225. }
  10226. case PF_FOGWALL:
  10227. {
  10228. static const int dx[] = {
  10229. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10230. static const int dy[] = {
  10231. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10232. skill_unit_layout[pos].count = 15;
  10233. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10234. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10235. break;
  10236. }
  10237. case PA_GOSPEL:
  10238. {
  10239. static const int dx[] = {
  10240. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10241. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10242. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10243. -1, 0, 1};
  10244. static const int dy[] = {
  10245. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10246. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10247. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10248. 3, 3, 3};
  10249. skill_unit_layout[pos].count = 33;
  10250. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10251. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10252. break;
  10253. }
  10254. case NJ_KAENSIN:
  10255. {
  10256. static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10257. static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
  10258. skill_unit_layout[pos].count = 24;
  10259. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10260. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10261. break;
  10262. }
  10263. case NJ_TATAMIGAESHI:
  10264. {
  10265. //Level 1 (count 4, cross of 3x3)
  10266. static const int dx1[] = {-1, 1, 0, 0};
  10267. static const int dy1[] = { 0, 0,-1, 1};
  10268. //Level 2-3 (count 8, cross of 5x5)
  10269. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10270. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10271. //Level 4-5 (count 12, cross of 7x7
  10272. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10273. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10274. //lv1
  10275. j = 0;
  10276. skill_unit_layout[pos].count = 4;
  10277. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10278. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10279. skill_db[i].unit_layout_type[j] = pos;
  10280. //lv2/3
  10281. j++;
  10282. pos++;
  10283. skill_unit_layout[pos].count = 8;
  10284. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10285. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10286. skill_db[i].unit_layout_type[j] = pos;
  10287. skill_db[i].unit_layout_type[++j] = pos;
  10288. //lv4/5
  10289. j++;
  10290. pos++;
  10291. skill_unit_layout[pos].count = 12;
  10292. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10293. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10294. skill_db[i].unit_layout_type[j] = pos;
  10295. skill_db[i].unit_layout_type[++j] = pos;
  10296. //Fill in the rest using lv 5.
  10297. for (;j<MAX_SKILL_LEVEL;j++)
  10298. skill_db[i].unit_layout_type[j] = pos;
  10299. //Skip, this way the check below will fail and continue to the next skill.
  10300. pos++;
  10301. break;
  10302. }
  10303. default:
  10304. ShowError("unknown unit layout at skill %d\n",i);
  10305. break;
  10306. }
  10307. if (!skill_unit_layout[pos].count)
  10308. continue;
  10309. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10310. skill_db[i].unit_layout_type[j] = pos;
  10311. pos++;
  10312. }
  10313. // firewall and icewall have 8 layouts (direction-dependent)
  10314. firewall_unit_pos = pos;
  10315. for (i=0;i<8;i++) {
  10316. if (i&1) {
  10317. skill_unit_layout[pos].count = 5;
  10318. if (i&0x2) {
  10319. int dx[] = {-1,-1, 0, 0, 1};
  10320. int dy[] = { 1, 0, 0,-1,-1};
  10321. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10322. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10323. } else {
  10324. int dx[] = { 1, 1 ,0, 0,-1};
  10325. int dy[] = { 1, 0, 0,-1,-1};
  10326. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10327. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10328. }
  10329. } else {
  10330. skill_unit_layout[pos].count = 3;
  10331. if (i%4==0) {
  10332. int dx[] = {-1, 0, 1};
  10333. int dy[] = { 0, 0, 0};
  10334. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10335. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10336. } else {
  10337. int dx[] = { 0, 0, 0};
  10338. int dy[] = {-1, 0, 1};
  10339. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10340. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10341. }
  10342. }
  10343. pos++;
  10344. }
  10345. icewall_unit_pos = pos;
  10346. for (i=0;i<8;i++) {
  10347. skill_unit_layout[pos].count = 5;
  10348. if (i&1) {
  10349. if (i&0x2) {
  10350. int dx[] = {-2,-1, 0, 1, 2};
  10351. int dy[] = { 2, 1, 0,-1,-2};
  10352. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10353. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10354. } else {
  10355. int dx[] = { 2, 1 ,0,-1,-2};
  10356. int dy[] = { 2, 1, 0,-1,-2};
  10357. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10358. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10359. }
  10360. } else {
  10361. if (i%4==0) {
  10362. int dx[] = {-2,-1, 0, 1, 2};
  10363. int dy[] = { 0, 0, 0, 0, 0};
  10364. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10365. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10366. } else {
  10367. int dx[] = { 0, 0, 0, 0, 0};
  10368. int dy[] = {-2,-1, 0, 1, 2};
  10369. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10370. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10371. }
  10372. }
  10373. pos++;
  10374. }
  10375. }
  10376. /*==========================================
  10377. * DB reading.
  10378. * skill_db.txt
  10379. * skill_cast_db.txt
  10380. * produce_db.txt
  10381. * create_arrow_db.txt
  10382. * abra_db.txt
  10383. *------------------------------------------*/
  10384. int skill_readdb (void)
  10385. {
  10386. int i,j,k,l,m;
  10387. FILE *fp;
  10388. char line[1024],path[1024],*p;
  10389. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10390. memset(skill_db,0,sizeof(skill_db));
  10391. sprintf(path, "%s/skill_db.txt", db_path);
  10392. fp=fopen(path,"r");
  10393. if(fp==NULL){
  10394. ShowError("can't read %s\n", path);
  10395. return 1;
  10396. }
  10397. while(fgets(line, sizeof(line), fp))
  10398. {
  10399. char *split[50];
  10400. if(line[0]=='/' && line[1]=='/')
  10401. continue;
  10402. j = skill_split_str(line,split,15);
  10403. if(j < 15 || split[14]==NULL)
  10404. continue;
  10405. i=atoi(split[0]);
  10406. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10407. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10408. continue;
  10409. }
  10410. if (i >= GD_SKILLBASE)
  10411. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10412. if (i >= HM_SKILLBASE) //[orn]
  10413. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10414. if(i<=0 || i>MAX_SKILL_DB)
  10415. continue;
  10416. skill_split_atoi(split[1],skill_db[i].range);
  10417. skill_db[i].hit=atoi(split[2]);
  10418. skill_db[i].inf=atoi(split[3]);
  10419. skill_split_atoi(split[4],skill_db[i].pl);
  10420. skill_db[i].nk=(int)strtol(split[5], NULL, 0);
  10421. skill_split_atoi(split[6],skill_db[i].splash);
  10422. skill_db[i].max=atoi(split[7]);
  10423. skill_split_atoi(split[8],skill_db[i].num);
  10424. if(strcmpi(split[9],"yes") == 0)
  10425. skill_db[i].castcancel=1;
  10426. else
  10427. skill_db[i].castcancel=0;
  10428. skill_db[i].cast_def_rate=atoi(split[10]);
  10429. skill_db[i].inf2=(int)strtol(split[11], NULL, 0);
  10430. skill_split_atoi(split[12], skill_db[i].maxcount);
  10431. if(strcmpi(split[13],"weapon") == 0)
  10432. skill_db[i].skill_type=BF_WEAPON;
  10433. else if(strcmpi(split[13],"magic") == 0)
  10434. skill_db[i].skill_type=BF_MAGIC;
  10435. else if(strcmpi(split[13],"misc") == 0)
  10436. skill_db[i].skill_type=BF_MISC;
  10437. else
  10438. skill_db[i].skill_type=0;
  10439. skill_split_atoi(split[14],skill_db[i].blewcount);
  10440. for (j = 0; skill_names[j].id != 0; j++)
  10441. if (skill_names[j].id == i) {
  10442. skill_db[i].name = skill_names[j].name;
  10443. skill_db[i].desc = skill_names[j].desc;
  10444. break;
  10445. }
  10446. }
  10447. fclose(fp);
  10448. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10449. sprintf(path, "%s/skill_require_db.txt", db_path);
  10450. fp=fopen(path,"r");
  10451. if(fp==NULL){
  10452. ShowError("can't read %s\n", path);
  10453. return 1;
  10454. }
  10455. while(fgets(line, sizeof(line), fp))
  10456. {
  10457. char *split[50];
  10458. if(line[0]=='/' && line[1]=='/')
  10459. continue;
  10460. j = skill_split_str(line,split,32);
  10461. if(j < 32 || split[31]==NULL)
  10462. continue;
  10463. i=atoi(split[0]);
  10464. if (i >= GD_SKILLBASE)
  10465. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10466. if (i >= HM_SKILLBASE) //[orn]
  10467. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10468. if(i<=0 || i>MAX_SKILL_DB)
  10469. continue;
  10470. skill_split_atoi(split[1],skill_db[i].hp);
  10471. skill_split_atoi(split[2],skill_db[i].mhp);
  10472. skill_split_atoi(split[3],skill_db[i].sp);
  10473. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10474. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10475. skill_split_atoi(split[6],skill_db[i].zeny);
  10476. p = split[7];
  10477. for(j=0;j<32;j++){
  10478. l = atoi(p);
  10479. if (l==99) {
  10480. skill_db[i].weapon = 0xffffffff;
  10481. break;
  10482. }
  10483. else
  10484. skill_db[i].weapon |= 1<<l;
  10485. p=strchr(p,':');
  10486. if(!p)
  10487. break;
  10488. p++;
  10489. }
  10490. p = split[8];
  10491. for(j=0;j<32;j++){
  10492. l = atoi(p);
  10493. if (l==99) {
  10494. skill_db[i].ammo = 0xffffffff;
  10495. break;
  10496. }
  10497. else if (l)
  10498. skill_db[i].ammo |= 1<<l;
  10499. p=strchr(p,':');
  10500. if(!p)
  10501. break;
  10502. p++;
  10503. }
  10504. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10505. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10506. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10507. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10508. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10509. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10510. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10511. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10512. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10513. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10514. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10515. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10516. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10517. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10518. else skill_db[i].state=ST_NONE;
  10519. skill_split_atoi(split[11],skill_db[i].spiritball);
  10520. for (j = 0; j < 10; j++) {
  10521. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10522. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10523. }
  10524. }
  10525. fclose(fp);
  10526. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10527. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10528. fp=fopen(path,"r");
  10529. if(fp==NULL){
  10530. ShowError("can't read %s\n", path);
  10531. return 1;
  10532. }
  10533. l=0;
  10534. while(fgets(line, sizeof(line), fp))
  10535. {
  10536. char *split[50];
  10537. l++;
  10538. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10539. if(line[0]=='/' && line[1]=='/')
  10540. continue;
  10541. j = skill_split_str(line,split,6);
  10542. if(split[0]==NULL || j<2)
  10543. continue; //Blank line.
  10544. if(split[5]==NULL || j<6) {
  10545. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10546. continue;
  10547. }
  10548. i=atoi(split[0]);
  10549. if (i >= GD_SKILLBASE)
  10550. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10551. if (i >= HM_SKILLBASE) //[orn]
  10552. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10553. if(i<=0 || i>MAX_SKILL_DB)
  10554. continue;
  10555. skill_split_atoi(split[1],skill_db[i].cast);
  10556. skill_split_atoi(split[2],skill_db[i].delay);
  10557. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10558. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10559. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10560. }
  10561. fclose(fp);
  10562. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10563. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10564. fp=fopen(path,"r");
  10565. if (fp==NULL) {
  10566. ShowError("can't read %s\n", path);
  10567. return 1;
  10568. }
  10569. k = 0;
  10570. while (fgets(line, sizeof(line), fp))
  10571. {
  10572. char *split[50];
  10573. if (line[0]=='/' && line[1]=='/')
  10574. continue;
  10575. j = skill_split_str(line,split,8);
  10576. if (split[7]==NULL || j<8)
  10577. continue;
  10578. i=atoi(split[0]);
  10579. if (i >= GD_SKILLBASE)
  10580. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10581. if (i >= HM_SKILLBASE) //[orn]
  10582. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10583. if(i<=0 || i>MAX_SKILL_DB)
  10584. continue;
  10585. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10586. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10587. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10588. skill_split_atoi(split[4],skill_db[i].unit_range);
  10589. skill_db[i].unit_interval = atoi(split[5]);
  10590. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10591. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10592. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10593. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10594. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10595. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10596. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10597. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10598. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10599. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10600. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10601. skill_db[i].unit_target=BCT_NOENEMY;
  10602. //By default, target just characters.
  10603. skill_db[i].unit_target |= BL_CHAR;
  10604. if (skill_db[i].unit_flag&UF_NOPC)
  10605. skill_db[i].unit_target &= ~BL_PC;
  10606. if (skill_db[i].unit_flag&UF_NOMOB)
  10607. skill_db[i].unit_target &= ~BL_MOB;
  10608. if (skill_db[i].unit_flag&UF_SKILL)
  10609. skill_db[i].unit_target |= BL_SKILL;
  10610. k++;
  10611. }
  10612. fclose(fp);
  10613. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10614. skill_init_unit_layout();
  10615. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10616. k=0;
  10617. for(m=0;m<2;m++){
  10618. sprintf(path, "%s/%s", db_path, filename[m]);
  10619. fp=fopen(path,"r");
  10620. if(fp==NULL){
  10621. if(m>0)
  10622. continue;
  10623. ShowError("can't read %s\n",path);
  10624. return 1;
  10625. }
  10626. while(fgets(line, sizeof(line), fp))
  10627. {
  10628. char *split[7 + MAX_PRODUCE_RESOURCE * 2];
  10629. int x,y;
  10630. if(line[0]=='/' && line[1]=='/')
  10631. continue;
  10632. memset(split,0,sizeof(split));
  10633. j = skill_split_str(line,split,(4 + MAX_PRODUCE_RESOURCE * 2));
  10634. if(split[0]==0) //fixed by Lupus
  10635. continue;
  10636. i=atoi(split[0]);
  10637. if(i<=0) continue;
  10638. skill_produce_db[k].nameid=i;
  10639. skill_produce_db[k].itemlv=atoi(split[1]);
  10640. skill_produce_db[k].req_skill=atoi(split[2]);
  10641. skill_produce_db[k].req_skill_lv=atoi(split[3]);
  10642. for(x=4,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10643. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10644. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10645. }
  10646. k++;
  10647. if(k >= MAX_SKILL_PRODUCE_DB)
  10648. {
  10649. ShowError("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB);
  10650. break;
  10651. }
  10652. }
  10653. fclose(fp);
  10654. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10655. }
  10656. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10657. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10658. fp=fopen(path,"r");
  10659. if(fp==NULL){
  10660. ShowError("can't read %s\n", path);
  10661. return 1;
  10662. }
  10663. k=0;
  10664. while(fgets(line, sizeof(line), fp))
  10665. {
  10666. char *split[16];
  10667. int x,y;
  10668. if(line[0]=='/' && line[1]=='/')
  10669. continue;
  10670. memset(split,0,sizeof(split));
  10671. j = skill_split_str(line,split,13);
  10672. if(split[0]==0) //fixed by Lupus
  10673. continue;
  10674. i=atoi(split[0]);
  10675. if(i<=0)
  10676. continue;
  10677. skill_arrow_db[k].nameid=i;
  10678. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10679. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10680. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10681. }
  10682. k++;
  10683. if(k >= MAX_SKILL_ARROW_DB)
  10684. break;
  10685. }
  10686. fclose(fp);
  10687. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10688. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10689. sprintf(path, "%s/abra_db.txt", db_path);
  10690. fp=fopen(path,"r");
  10691. if(fp==NULL){
  10692. ShowError("can't read %s\n", path);
  10693. return 1;
  10694. }
  10695. k=0;
  10696. while(fgets(line, sizeof(line), fp))
  10697. {
  10698. char *split[16];
  10699. if(line[0]=='/' && line[1]=='/')
  10700. continue;
  10701. memset(split,0,sizeof(split));
  10702. j = skill_split_str(line,split,13);
  10703. if(split[0]==0) //fixed by Lupus
  10704. continue;
  10705. i=atoi(split[0]);
  10706. if(i<=0)
  10707. continue;
  10708. skill_abra_db[i].req_lv=atoi(split[2]);
  10709. skill_abra_db[i].per=atoi(split[3]);
  10710. k++;
  10711. if(k >= MAX_SKILL_ABRA_DB)
  10712. break;
  10713. }
  10714. fclose(fp);
  10715. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10716. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10717. fp=fopen(path,"r");
  10718. if(fp==NULL){
  10719. ShowError("can't read %s\n", path);
  10720. return 1;
  10721. }
  10722. while(fgets(line, sizeof(line), fp))
  10723. {
  10724. char *split[50];
  10725. if(line[0]=='/' && line[1]=='/')
  10726. continue;
  10727. memset(split,0,sizeof(split));
  10728. j = skill_split_str(line,split,3);
  10729. if(split[0]==0) //fixed by Lupus
  10730. continue;
  10731. i=atoi(split[0]);
  10732. if (i >= GD_SKILLBASE)
  10733. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10734. if(i<=0 || i>MAX_SKILL_DB)
  10735. continue;
  10736. skill_split_atoi(split[1],skill_db[i].castnodex);
  10737. if (!split[2])
  10738. continue;
  10739. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10740. }
  10741. fclose(fp);
  10742. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10743. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10744. fp=fopen(path,"r");
  10745. if(fp==NULL){
  10746. ShowError("can't read %s\n", path);
  10747. return 1;
  10748. }
  10749. k=0;
  10750. while(fgets(line, sizeof(line), fp))
  10751. {
  10752. char *split[16];
  10753. if(line[0]=='/' && line[1]=='/')
  10754. continue;
  10755. memset(split,0,sizeof(split));
  10756. j = skill_split_str(line,split,2);
  10757. if(split[0]==0) //fixed by Lupus
  10758. continue;
  10759. i=atoi(split[0]);
  10760. if (i >= GD_SKILLBASE)
  10761. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10762. if(i<=0 || i>MAX_SKILL_DB)
  10763. continue;
  10764. skill_db[i].nocast|=atoi(split[1]);
  10765. k++;
  10766. }
  10767. fclose(fp);
  10768. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10769. return 0;
  10770. }
  10771. void skill_reload (void)
  10772. {
  10773. skill_readdb();
  10774. }
  10775. /*==========================================
  10776. *
  10777. *------------------------------------------*/
  10778. int do_init_skill (void)
  10779. {
  10780. skill_readdb();
  10781. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10782. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10783. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10784. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10785. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10786. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10787. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10788. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10789. return 0;
  10790. }
  10791. int do_final_skill(void)
  10792. {
  10793. ers_destroy(skill_unit_ers);
  10794. ers_destroy(skill_timer_ers);
  10795. return 0;
  10796. }