skill.c 559 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/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  56. DBMap* skilldb_name2id = NULL;
  57. /**
  58. * Skill Cool Down Delay Saving
  59. * Struct skill_cd is not a member of struct map_session_data
  60. * to keep cooldowns in memory between player log-ins.
  61. * All cooldowns are reset when server is restarted.
  62. **/
  63. DBMap* skillcd_db = NULL; // char_id -> struct skill_cd
  64. struct skill_cd {
  65. int duration[MAX_SKILL_TREE];//milliseconds
  66. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  67. short nameid[MAX_SKILL_TREE];//skill id
  68. unsigned char cursor;
  69. };
  70. /**
  71. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  72. **/
  73. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  74. struct skill_usave {
  75. int skill_num, skill_lv;
  76. };
  77. struct s_skill_db skill_db[MAX_SKILL_DB];
  78. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  79. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  80. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  81. struct s_skill_improvise_db {
  82. int skillid;
  83. short per;//1-10000
  84. };
  85. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  86. bool skill_reproduce_db[MAX_SKILL_DB];
  87. struct s_skill_changematerial_db {
  88. int itemid;
  89. short rate;
  90. int qty[5];
  91. short qty_rate[5];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  94. //Warlock
  95. struct s_skill_spellbook_db {
  96. int nameid;
  97. int skillid;
  98. int point;
  99. };
  100. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  101. //Guillotine Cross
  102. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  103. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  104. int firewall_unit_pos;
  105. int icewall_unit_pos;
  106. int earthstrain_unit_pos;
  107. //early declaration
  108. int skill_block_check(struct block_list *bl, enum sc_type type, int skillid);
  109. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
  110. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
  111. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  112. //Since only mob-casted splash skills can hit ice-walls
  113. static inline int splash_target(struct block_list* bl)
  114. {
  115. #ifndef RENEWAL
  116. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  117. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  118. return BL_SKILL|BL_CHAR;
  119. #endif
  120. }
  121. /// Returns the id of the skill, or 0 if not found.
  122. int skill_name2id(const char* name)
  123. {
  124. if( name == NULL )
  125. return 0;
  126. return strdb_iget(skilldb_name2id, name);
  127. }
  128. /// Maps skill ids to skill db offsets.
  129. /// Returns the skill's array index, or 0 (Unknown Skill).
  130. int skill_get_index( int id )
  131. {
  132. // avoid ranges reserved for mapping guild/homun/mercenary skills
  133. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  134. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  135. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  136. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) )
  137. return 0;
  138. // map skill id to skill db index
  139. if( id >= GD_SKILLBASE )
  140. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  141. else if( id >= EL_SKILLBASE )
  142. id = EL_SKILLRANGEMIN + id - EL_SKILLBASE;
  143. else if( id >= MC_SKILLBASE )
  144. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  145. else if( id >= HM_SKILLBASE )
  146. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  147. // validate result
  148. if( id <= 0 || id >= MAX_SKILL_DB )
  149. return 0;
  150. return id;
  151. }
  152. const char* skill_get_name( int id )
  153. {
  154. return skill_db[skill_get_index(id)].name;
  155. }
  156. const char* skill_get_desc( int id )
  157. {
  158. return skill_db[skill_get_index(id)].desc;
  159. }
  160. // out of bounds error checking [celest]
  161. static void skill_chk(int* id, int lv)
  162. {
  163. *id = skill_get_index(*id); // checks/adjusts id
  164. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  165. }
  166. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  167. // Skill DB
  168. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  169. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  170. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  171. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  172. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  173. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  174. 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); }
  175. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  176. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  177. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  178. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  179. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  180. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  181. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  182. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  183. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  184. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  185. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  186. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  187. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  188. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  189. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  190. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  191. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  192. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  193. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  194. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  195. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  196. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  197. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  198. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  199. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  200. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  201. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  202. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  203. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  204. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  205. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  206. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  207. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  208. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  209. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  210. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  211. #ifdef RENEWAL_CAST
  212. int skill_get_fixed_cast( int id ,int lv ){ skill_get (skill_db[id].fixed_cast[lv-1], id, lv); }
  213. #endif
  214. int skill_tree_get_max(int id, int b_class)
  215. {
  216. int i;
  217. b_class = pc_class2idx(b_class);
  218. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  219. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  220. return skill_tree[b_class][i].max;
  221. else
  222. return skill_get_max(id);
  223. }
  224. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  225. int skill_attack_area(struct block_list *bl,va_list ap);
  226. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  227. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  228. int skill_greed(struct block_list *bl, va_list ap);
  229. static void skill_toggle_magicpower(struct block_list *bl, short skillid);
  230. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  231. static int skill_trap_splash(struct block_list *bl, va_list ap);
  232. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  233. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  234. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  235. static int skill_unit_effect(struct block_list *bl,va_list ap);
  236. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  237. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  238. int skill_get_casttype (int id)
  239. {
  240. int inf = skill_get_inf(id);
  241. if (inf&(INF_GROUND_SKILL))
  242. return CAST_GROUND;
  243. if (inf&INF_SUPPORT_SKILL)
  244. return CAST_NODAMAGE;
  245. if (inf&INF_SELF_SKILL) {
  246. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  247. return CAST_DAMAGE; //Combo skill.
  248. return CAST_NODAMAGE;
  249. }
  250. if (skill_get_nk(id)&NK_NO_DAMAGE)
  251. return CAST_NODAMAGE;
  252. return CAST_DAMAGE;
  253. }
  254. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  255. int skill_get_range2 (struct block_list *bl, int id, int lv)
  256. {
  257. int range;
  258. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  259. return 9; //Mobs have a range of 9 regardless of skill used.
  260. range = skill_get_range(id, lv);
  261. if( range < 0 )
  262. {
  263. if( battle_config.use_weapon_skill_range&bl->type )
  264. return status_get_range(bl);
  265. range *=-1;
  266. }
  267. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  268. switch( id )
  269. {
  270. case AC_SHOWER: case MA_SHOWER:
  271. case AC_DOUBLE: case MA_DOUBLE:
  272. case HT_BLITZBEAT:
  273. case AC_CHARGEARROW:
  274. case MA_CHARGEARROW:
  275. case SN_FALCONASSAULT:
  276. case HT_POWER:
  277. /**
  278. * Ranger
  279. **/
  280. case RA_ARROWSTORM:
  281. case RA_AIMEDBOLT:
  282. case RA_WUGBITE:
  283. if( bl->type == BL_PC )
  284. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  285. else
  286. range += 10; //Assume level 10?
  287. break;
  288. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  289. case GS_RAPIDSHOWER:
  290. case GS_PIERCINGSHOT:
  291. case GS_FULLBUSTER:
  292. case GS_SPREADATTACK:
  293. case GS_GROUNDDRIFT:
  294. if (bl->type == BL_PC)
  295. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  296. else
  297. range += 10; //Assume level 10?
  298. break;
  299. case NJ_KIRIKAGE:
  300. if (bl->type == BL_PC)
  301. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  302. break;
  303. /**
  304. * Warlock
  305. **/
  306. case WL_WHITEIMPRISON:
  307. case WL_SOULEXPANSION:
  308. case WL_FROSTMISTY:
  309. case WL_MARSHOFABYSS:
  310. case WL_SIENNAEXECRATE:
  311. case WL_DRAINLIFE:
  312. case WL_CRIMSONROCK:
  313. case WL_HELLINFERNO:
  314. case WL_COMET:
  315. case WL_CHAINLIGHTNING:
  316. case WL_TETRAVORTEX:
  317. case WL_RELEASE:
  318. if( bl->type == BL_PC )
  319. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  320. break;
  321. /**
  322. * Ranger Bonus
  323. **/
  324. case HT_LANDMINE:
  325. case HT_FREEZINGTRAP:
  326. case HT_BLASTMINE:
  327. case HT_CLAYMORETRAP:
  328. case RA_CLUSTERBOMB:
  329. case RA_FIRINGTRAP:
  330. case RA_ICEBOUNDTRAP:
  331. if( bl->type == BL_PC )
  332. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  333. }
  334. if( !range && bl->type != BL_PC )
  335. return 9; // Enable non players to use self skills on others. [Skotlex]
  336. return range;
  337. }
  338. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) {
  339. int skill, hp;
  340. struct map_session_data *sd = BL_CAST(BL_PC, src);
  341. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  342. struct status_change* sc;
  343. switch( skill_id ) {
  344. case BA_APPLEIDUN:
  345. #ifdef RENEWAL
  346. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  347. #else
  348. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  349. #endif
  350. if( sd )
  351. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  352. break;
  353. case PR_SANCTUARY:
  354. hp = (skill_lv>6)?777:skill_lv*100;
  355. break;
  356. case NPC_EVILLAND:
  357. hp = (skill_lv>6)?666:skill_lv*100;
  358. break;
  359. default:
  360. if (skill_lv >= battle_config.max_heal_lv)
  361. return battle_config.max_heal;
  362. #ifdef RENEWAL
  363. /**
  364. * Renewal Heal Formula (from Doddler)
  365. * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
  366. * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
  367. * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
  368. **/
  369. hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rnd()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) );
  370. #else
  371. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  372. #endif
  373. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  374. hp += hp * skill * 2 / 100;
  375. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  376. hp += hp * skill * 2 / 100;
  377. break;
  378. }
  379. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  380. hp >>= 1;
  381. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  382. hp += hp*skill/100;
  383. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  384. hp += hp*skill/100;
  385. sc = status_get_sc(target);
  386. if( sc && sc->count ) {
  387. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  388. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  389. if( sc->data[SC_DEATHHURT] && heal )
  390. hp -= hp * 20/100;
  391. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  392. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  393. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  394. hp += hp / 10;
  395. }
  396. return hp;
  397. }
  398. // Making plagiarize check its own function [Aru]
  399. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  400. {
  401. // Never copy NPC/Wedding Skills
  402. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  403. return 0;
  404. // High-class skills
  405. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  406. {
  407. if(battle_config.copyskill_restrict == 2)
  408. return 0;
  409. else if(battle_config.copyskill_restrict)
  410. return (sd->status.class_ == JOB_STALKER);
  411. }
  412. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  413. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  414. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  415. skillid == MER_INCAGI || skillid == MER_BLESSING))
  416. return 0;
  417. // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
  418. if( !(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING) )
  419. return 0;
  420. // Reproduce will only copy skills according on the list. [Jobbie]
  421. else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid] )
  422. return 0;
  423. return 1;
  424. }
  425. // [MouseJstr] - skill ok to cast? and when?
  426. int skillnotok (int skillid, struct map_session_data *sd)
  427. {
  428. int i,m;
  429. nullpo_retr (1, sd);
  430. m = sd->bl.m;
  431. i = skill_get_index(skillid);
  432. if (i == 0)
  433. return 1; // invalid skill id
  434. if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  435. return 0; // can do any damn thing they want
  436. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  437. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  438. // Epoque:
  439. // This code will compare the player's attack motion value which is influenced by ASPD before
  440. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  441. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  442. if( !sd->state.autocast && sd->skillitem != skillid && sd->canskill_tick &&
  443. DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  444. {// attempted to cast a skill before the attack motion has finished
  445. return 1;
  446. }
  447. if (sd->blockskill[i] > 0){
  448. clif_skill_fail(sd, skillid, USESKILL_FAIL_SKILLINTERVAL, 0);
  449. return 1;
  450. }
  451. /**
  452. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  453. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  454. **/
  455. if( sd->skillitem == skillid )
  456. return 0;
  457. // Check skill restrictions [Celest]
  458. if( (!map_flag_vs(m) && skill_get_nocast (skillid) & 1) ||
  459. (map[m].flag.pvp && skill_get_nocast (skillid) & 2) ||
  460. (map_flag_gvg(m) && skill_get_nocast (skillid) & 4) ||
  461. (map[m].flag.battleground && skill_get_nocast (skillid) & 8) ||
  462. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone)) ){
  463. clif_msg(sd, 0x536); // This skill cannot be used within this area
  464. return 1;
  465. }
  466. if( sd->sc.option&OPTION_MOUNTING )
  467. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  468. switch (skillid) {
  469. case AL_WARP:
  470. case RETURN_TO_ELDICASTES:
  471. case ALL_GUARDIAN_RECALL:
  472. if(map[m].flag.nowarp) {
  473. clif_skill_teleportmessage(sd,0);
  474. return 1;
  475. }
  476. return 0;
  477. case AL_TELEPORT:
  478. case SC_FATALMENACE:
  479. case SC_DIMENSIONDOOR:
  480. if(map[m].flag.noteleport) {
  481. clif_skill_teleportmessage(sd,0);
  482. return 1;
  483. }
  484. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  485. case WE_CALLPARTNER:
  486. case WE_CALLPARENT:
  487. case WE_CALLBABY:
  488. if (map[m].flag.nomemo) {
  489. clif_skill_teleportmessage(sd,1);
  490. return 1;
  491. }
  492. break;
  493. case MC_VENDING:
  494. case MC_IDENTIFY:
  495. case ALL_BUYING_STORE:
  496. return 0; // always allowed
  497. case WZ_ICEWALL:
  498. // noicewall flag [Valaris]
  499. if (map[m].flag.noicewall) {
  500. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  501. return 1;
  502. }
  503. break;
  504. case GC_DARKILLUSION:
  505. if( map_flag_gvg(m) ) {
  506. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  507. return 1;
  508. }
  509. break;
  510. case GD_EMERGENCYCALL:
  511. if (
  512. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  513. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  514. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  515. ) {
  516. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  517. return 1;
  518. }
  519. break;
  520. case BS_GREED:
  521. case WS_CARTBOOST:
  522. case BS_HAMMERFALL:
  523. case BS_ADRENALINE:
  524. case MC_CARTREVOLUTION:
  525. case MC_MAMMONITE:
  526. case WS_MELTDOWN:
  527. case MG_SIGHT:
  528. case TF_HIDING:
  529. /**
  530. * These skills cannot be used while in mado gear (credits to Xantara)
  531. **/
  532. if( pc_ismadogear(sd) ) {
  533. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  534. return 1;
  535. }
  536. break;
  537. case WM_SIRCLEOFNATURE:
  538. case WM_SOUND_OF_DESTRUCTION:
  539. case SC_MANHOLE:
  540. case WM_LULLABY_DEEPSLEEP:
  541. case WM_SATURDAY_NIGHT_FEVER:
  542. if( !map_flag_vs(m) ) {
  543. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  544. return 1;
  545. }
  546. break;
  547. }
  548. return (map[m].flag.noskill);
  549. }
  550. int skillnotok_hom(int skillid, struct homun_data *hd)
  551. {
  552. int i = skill_get_index(skillid);
  553. nullpo_retr(1,hd);
  554. if (i == 0)
  555. return 1; // invalid skill id
  556. if (hd->blockskill[i] > 0)
  557. return 1;
  558. switch(skillid){
  559. case MH_LIGHT_OF_REGENE:
  560. if(hd->homunculus.intimacy <= 750) //if not cordial
  561. return 1;
  562. break;
  563. case MH_OVERED_BOOST:
  564. if(hd->homunculus.hunger <= 1) //if we starving
  565. return 1;
  566. case MH_GOLDENE_FERSE: //can be used with angriff
  567. if(hd->sc.data[SC_ANGRIFFS_MODUS])
  568. return 1;
  569. case MH_ANGRIFFS_MODUS:
  570. if(hd->sc.data[SC_GOLDENE_FERSE])
  571. return 1;
  572. break;
  573. }
  574. //Use master's criteria.
  575. return skillnotok(skillid, hd->master);
  576. }
  577. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  578. {
  579. int i = skill_get_index(skillid);
  580. nullpo_retr(1,md);
  581. if( i == 0 )
  582. return 1; // Invalid Skill ID
  583. if( md->blockskill[i] > 0 )
  584. return 1;
  585. return skillnotok(skillid, md->master);
  586. }
  587. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  588. {
  589. int pos = skill_get_unit_layout_type(skillid,skilllv);
  590. int dir;
  591. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  592. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  593. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  594. }
  595. if (pos != -1) // simple single-definition layout
  596. return &skill_unit_layout[pos];
  597. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  598. if (skillid == MG_FIREWALL)
  599. return &skill_unit_layout [firewall_unit_pos + dir];
  600. else if (skillid == WZ_ICEWALL)
  601. return &skill_unit_layout [icewall_unit_pos + dir];
  602. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  603. return &skill_unit_layout [earthstrain_unit_pos + dir];
  604. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  605. return &skill_unit_layout[0]; // default 1x1 layout
  606. }
  607. /*==========================================
  608. *
  609. *------------------------------------------*/
  610. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  611. {
  612. struct map_session_data *sd, *dstsd;
  613. struct mob_data *md, *dstmd;
  614. struct status_data *sstatus, *tstatus;
  615. struct status_change *sc, *tsc;
  616. enum sc_type status;
  617. int skill;
  618. int rate;
  619. nullpo_ret(src);
  620. nullpo_ret(bl);
  621. if(skillid < 0) return 0;
  622. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  623. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  624. return 0;
  625. sd = BL_CAST(BL_PC, src);
  626. md = BL_CAST(BL_MOB, src);
  627. dstsd = BL_CAST(BL_PC, bl);
  628. dstmd = BL_CAST(BL_MOB, bl);
  629. sc = status_get_sc(src);
  630. tsc = status_get_sc(bl);
  631. sstatus = status_get_status_data(src);
  632. tstatus = status_get_status_data(bl);
  633. if (!tsc) //skill additional effect is about adding effects to the target...
  634. //So if the target can't be inflicted with statuses, this is pointless.
  635. return 0;
  636. if( sd )
  637. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  638. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  639. { // Trigger status effects
  640. enum sc_type type;
  641. int i;
  642. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  643. {
  644. rate = sd->addeff[i].rate;
  645. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  646. rate += sd->addeff[i].arrow_rate;
  647. if( !rate ) continue;
  648. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  649. { // Trigger has attack type consideration.
  650. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  651. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  652. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  653. else
  654. continue;
  655. }
  656. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  657. { // Trigger has range consideration.
  658. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  659. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  660. continue; //Range Failed.
  661. }
  662. type = sd->addeff[i].id;
  663. skill = skill_get_time2(status_sc2skill(type),7);
  664. if (sd->addeff[i].flag&ATF_TARGET)
  665. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  666. if (sd->addeff[i].flag&ATF_SELF)
  667. status_change_start(src,type,rate,7,0,0,0,skill,0);
  668. }
  669. }
  670. if( skillid )
  671. { // Trigger status effects on skills
  672. enum sc_type type;
  673. int i;
  674. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  675. {
  676. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  677. continue;
  678. type = sd->addeff3[i].id;
  679. skill = skill_get_time2(status_sc2skill(type),7);
  680. if( sd->addeff3[i].target&ATF_TARGET )
  681. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  682. if( sd->addeff3[i].target&ATF_SELF )
  683. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  684. }
  685. }
  686. }
  687. if( dmg_lv < ATK_DEF ) // no damage, return;
  688. return 0;
  689. switch(skillid)
  690. {
  691. case 0: // Normal attacks (no skill used)
  692. {
  693. if( attack_type&BF_SKILL )
  694. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  695. if(sd) {
  696. // Automatic trigger of Blitz Beat
  697. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  698. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  699. rate=(sd->status.job_level+9)/10;
  700. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  701. }
  702. // Automatic trigger of Warg Strike [Jobbie]
  703. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  704. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  705. // Gank
  706. if(dstmd && sd->status.weapon != W_BOW &&
  707. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  708. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  709. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  710. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  711. else
  712. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  713. }
  714. // Chance to trigger Taekwon kicks [Dralnu]
  715. if(sc && !sc->data[SC_COMBO]) {
  716. if(sc->data[SC_READYSTORM] &&
  717. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  718. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  719. ; //Stance triggered
  720. else if(sc->data[SC_READYDOWN] &&
  721. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  722. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  723. ; //Stance triggered
  724. else if(sc->data[SC_READYTURN] &&
  725. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  726. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  727. ; //Stance triggered
  728. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  729. rate = 20;
  730. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  731. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  732. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  733. }
  734. sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id,
  735. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  736. }
  737. }
  738. if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) )
  739. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  740. }
  741. if (sc) {
  742. struct status_change_entry *sce;
  743. // Enchant Poison gives a chance to poison attacked enemies
  744. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  745. status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  746. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  747. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  748. if((sce=sc->data[SC_EDP]))
  749. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  750. skill_get_time2(ASC_EDP,sce->val1));
  751. }
  752. }
  753. break;
  754. case SM_BASH:
  755. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  756. //TODO: How much % per base level it actually is?
  757. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  758. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  759. }
  760. break;
  761. case MER_CRASH:
  762. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  763. break;
  764. case AS_VENOMKNIFE:
  765. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  766. skilllv = pc_checkskill(sd, TF_POISON);
  767. case TF_POISON:
  768. case AS_SPLASHER:
  769. if(!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv))
  770. && sd && skillid==TF_POISON
  771. )
  772. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  773. break;
  774. case AS_SONICBLOW:
  775. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  776. break;
  777. case WZ_FIREPILLAR:
  778. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  779. break;
  780. case MG_FROSTDIVER:
  781. #ifndef RENEWAL
  782. case WZ_FROSTNOVA:
  783. #endif
  784. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  785. break;
  786. #ifdef RENEWAL
  787. case WZ_FROSTNOVA:
  788. sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv));
  789. break;
  790. #endif
  791. case WZ_STORMGUST:
  792. /**
  793. * Storm Gust counter was dropped in renewal
  794. **/
  795. #ifdef RENEWAL
  796. sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  797. #else
  798. //Tharis pointed out that this is normal freeze chance with a base of 300%
  799. if(tsc->sg_counter >= 3 &&
  800. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  801. tsc->sg_counter = 0;
  802. /**
  803. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  804. **/
  805. else if( tsc->sg_counter > 250 )
  806. tsc->sg_counter = 0;
  807. #endif
  808. break;
  809. case WZ_METEOR:
  810. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  811. break;
  812. case WZ_VERMILION:
  813. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  814. break;
  815. case HT_FREEZINGTRAP:
  816. case MA_FREEZINGTRAP:
  817. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  818. break;
  819. case HT_FLASHER:
  820. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  821. break;
  822. case HT_LANDMINE:
  823. case MA_LANDMINE:
  824. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  825. break;
  826. case HT_SHOCKWAVE:
  827. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  828. break;
  829. case HT_SANDMAN:
  830. case MA_SANDMAN:
  831. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  832. break;
  833. case TF_SPRINKLESAND:
  834. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  835. break;
  836. case TF_THROWSTONE:
  837. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  838. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  839. break;
  840. case NPC_DARKCROSS:
  841. case CR_HOLYCROSS:
  842. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  843. break;
  844. case CR_GRANDCROSS:
  845. case NPC_GRANDDARKNESS:
  846. //Chance to cause blind status vs demon and undead element, but not against players
  847. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  848. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  849. attack_type |= BF_WEAPON;
  850. break;
  851. case AM_ACIDTERROR:
  852. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  853. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  854. clif_emotion(bl,E_OMG);
  855. break;
  856. case AM_DEMONSTRATION:
  857. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  858. break;
  859. case CR_SHIELDCHARGE:
  860. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  861. break;
  862. case PA_PRESSURE:
  863. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  864. break;
  865. case RG_RAID:
  866. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  867. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  868. #ifdef RENEWAL
  869. sc_start(bl,SC_RAID,100,7,5000);
  870. break;
  871. case RG_BACKSTAP:
  872. sc_start(bl,SC_STUN,(5+2*skilllv),skilllv,skill_get_time(skillid,skilllv));
  873. #endif
  874. break;
  875. case BA_FROSTJOKER:
  876. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  877. break;
  878. case DC_SCREAM:
  879. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  880. break;
  881. case BD_LULLABY:
  882. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  883. break;
  884. case DC_UGLYDANCE:
  885. rate = 5+5*skilllv;
  886. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  887. rate += 5+skill;
  888. status_zap(bl, 0, rate);
  889. break;
  890. case SL_STUN:
  891. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  892. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  893. break;
  894. case NPC_PETRIFYATTACK:
  895. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  896. skilllv,0,0,skill_get_time(skillid,skilllv),
  897. skill_get_time2(skillid,skilllv));
  898. break;
  899. case NPC_CURSEATTACK:
  900. case NPC_SLEEPATTACK:
  901. case NPC_BLINDATTACK:
  902. case NPC_POISON:
  903. case NPC_SILENCEATTACK:
  904. case NPC_STUNATTACK:
  905. case NPC_HELLPOWER:
  906. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  907. break;
  908. case NPC_ACIDBREATH:
  909. case NPC_ICEBREATH:
  910. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  911. break;
  912. case NPC_BLEEDING:
  913. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  914. break;
  915. case NPC_MENTALBREAKER:
  916. { //Based on observations by Tharis, Mental Breaker should do SP damage
  917. //equal to Matk*skLevel.
  918. rate = sstatus->matk_min;
  919. if (rate < sstatus->matk_max)
  920. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  921. rate*=skilllv;
  922. status_zap(bl, 0, rate);
  923. break;
  924. }
  925. // Equipment breaking monster skills [Celest]
  926. case NPC_WEAPONBRAKER:
  927. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  928. break;
  929. case NPC_ARMORBRAKE:
  930. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  931. break;
  932. case NPC_HELMBRAKE:
  933. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  934. break;
  935. case NPC_SHIELDBRAKE:
  936. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  937. break;
  938. case CH_TIGERFIST:
  939. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  940. break;
  941. case LK_SPIRALPIERCE:
  942. case ML_SPIRALPIERCE:
  943. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  944. break;
  945. case ST_REJECTSWORD:
  946. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  947. break;
  948. case PF_FOGWALL:
  949. if (src != bl && !tsc->data[SC_DELUGE])
  950. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  951. break;
  952. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  953. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  954. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  955. break;
  956. case LK_JOINTBEAT:
  957. status = status_skill2sc(skillid);
  958. if (tsc->jb_flag) {
  959. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  960. tsc->jb_flag = 0;
  961. }
  962. break;
  963. case ASC_METEORASSAULT:
  964. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  965. switch(rnd()%3) {
  966. case 0:
  967. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  968. break;
  969. case 1:
  970. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  971. break;
  972. default:
  973. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  974. }
  975. break;
  976. case HW_NAPALMVULCAN:
  977. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  978. break;
  979. case WS_CARTTERMINATION: // Cart termination
  980. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  981. break;
  982. case CR_ACIDDEMONSTRATION:
  983. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  984. break;
  985. case TK_DOWNKICK:
  986. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  987. break;
  988. case TK_JUMPKICK:
  989. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  990. {// debuff the following statuses
  991. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  992. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  993. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  994. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  995. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  996. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  997. }
  998. break;
  999. case TK_TURNKICK:
  1000. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1001. if(attack_type&BF_MISC) //70% base stun chance...
  1002. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1003. break;
  1004. case GS_BULLSEYE: //0.1% coma rate.
  1005. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1006. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  1007. break;
  1008. case GS_PIERCINGSHOT:
  1009. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1010. break;
  1011. case NJ_HYOUSYOURAKU:
  1012. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1013. break;
  1014. case GS_FLING:
  1015. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1016. break;
  1017. case GS_DISARM:
  1018. rate = 3*skilllv;
  1019. if (sstatus->dex > tstatus->dex)
  1020. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1021. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  1022. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1023. break;
  1024. case NPC_EVILLAND:
  1025. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1026. break;
  1027. case NPC_HELLJUDGEMENT:
  1028. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  1029. break;
  1030. case NPC_CRITICALWOUND:
  1031. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  1032. break;
  1033. case RK_HUNDREDSPEAR:
  1034. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  1035. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  1036. rate = 10 + 3 * skilllv;
  1037. if( rnd()%100 < rate )
  1038. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  1039. break;
  1040. case RK_WINDCUTTER:
  1041. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1042. break;
  1043. case RK_DRAGONBREATH:
  1044. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1045. break;
  1046. case AB_ADORAMUS:
  1047. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1048. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  1049. break;
  1050. case WL_CRIMSONROCK:
  1051. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  1052. break;
  1053. case WL_COMET:
  1054. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1055. break;
  1056. case WL_EARTHSTRAIN:
  1057. {
  1058. int rate = 0, i;
  1059. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1060. rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  1061. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1062. for( i = 0; i < skilllv; i++ )
  1063. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  1064. }
  1065. break;
  1066. case WL_JACKFROST:
  1067. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  1068. break;
  1069. case RA_WUGBITE:
  1070. sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skilllv, (skill_get_time(skillid,skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1071. break;
  1072. case RA_SENSITIVEKEEN:
  1073. if( rnd()%100 < 8 * skilllv )
  1074. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  1075. break;
  1076. case RA_FIRINGTRAP:
  1077. case RA_ICEBOUNDTRAP:
  1078. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1079. break;
  1080. case NC_PILEBUNKER:
  1081. if( rnd()%100 < 5 + 15*skilllv )
  1082. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1083. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1084. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1085. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1086. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1087. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1088. }
  1089. break;
  1090. case NC_FLAMELAUNCHER:
  1091. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  1092. break;
  1093. case NC_COLDSLOWER:
  1094. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1095. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1096. break;
  1097. case NC_POWERSWING:
  1098. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1099. if( rnd()%100 < 5*skilllv )
  1100. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1101. break;
  1102. case GC_WEAPONCRUSH:
  1103. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1104. break;
  1105. case LG_SHIELDPRESS:
  1106. sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv));
  1107. break;
  1108. case LG_PINPOINTATTACK:
  1109. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1110. switch( skilllv ) {
  1111. case 1:
  1112. sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv));
  1113. break;
  1114. case 2:
  1115. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1116. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1117. break;
  1118. default:
  1119. skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1120. break;
  1121. }
  1122. break;
  1123. case LG_MOONSLASHER:
  1124. rate = 32 + 8 * skilllv;
  1125. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1126. skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1127. else if( dstmd && !is_boss(bl) )
  1128. sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv));
  1129. break;
  1130. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1131. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1132. sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv));
  1133. break;
  1134. case LG_EARTHDRIVE:
  1135. skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
  1136. sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
  1137. break;
  1138. case SR_DRAGONCOMBO:
  1139. sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv));
  1140. break;
  1141. case SR_FALLENEMPIRE:
  1142. sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  1143. break;
  1144. case SR_WINDMILL:
  1145. if( dstsd )
  1146. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1147. else if( dstmd && !is_boss(bl) )
  1148. sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3));
  1149. break;
  1150. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1151. sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv));
  1152. break;
  1153. case SR_EARTHSHAKER:
  1154. sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  1155. break;
  1156. case SR_HOWLINGOFLION:
  1157. sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1158. break;
  1159. case WM_SOUND_OF_DESTRUCTION:
  1160. if( rnd()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula
  1161. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1162. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1163. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1164. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1165. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1166. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1167. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1168. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1169. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1170. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1171. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1172. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1173. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1174. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1175. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1176. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1177. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1178. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1179. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1180. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1181. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1182. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1183. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1184. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1185. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1186. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1187. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1188. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1189. }
  1190. break;
  1191. case SO_EARTHGRAVE:
  1192. sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine]
  1193. break;
  1194. case SO_DIAMONDDUST:
  1195. rate = 5 + 5 * skilllv;
  1196. if( sc && sc->data[SC_COOLER_OPTION] )
  1197. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1198. sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv));
  1199. break;
  1200. case SO_VARETYR_SPEAR:
  1201. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1202. break;
  1203. case GN_SLINGITEM_RANGEMELEEATK:
  1204. if( sd ) {
  1205. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1206. case 13261:
  1207. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1208. sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1209. break;
  1210. case 13262:
  1211. sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces ASPD and moviment speed
  1212. break;
  1213. case 13264:
  1214. sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
  1215. sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds.
  1216. break;
  1217. }
  1218. sd->itemid = -1;
  1219. }
  1220. break;
  1221. case GN_HELLS_PLANT_ATK:
  1222. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1223. sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1224. break;
  1225. case EL_WIND_SLASH: // Non confirmed rate.
  1226. sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv));
  1227. break;
  1228. case EL_STONE_HAMMER:
  1229. rate = 10 * skilllv;
  1230. sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv));
  1231. break;
  1232. case EL_ROCK_CRUSHER:
  1233. case EL_ROCK_CRUSHER_ATK:
  1234. sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv));
  1235. break;
  1236. case EL_TYPOON_MIS:
  1237. sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1238. break;
  1239. case KO_JYUMONJIKIRI: // needs more info
  1240. sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv));
  1241. break;
  1242. case KO_MAKIBISHI:
  1243. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(skillid,skilllv));
  1244. break;
  1245. case MH_LAVA_SLIDE:
  1246. if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time(skillid, skilllv));
  1247. break;
  1248. case MH_STAHL_HORN:
  1249. sc_start(bl, SC_STUN, (20 + 4 * (skilllv-1)), skilllv, skill_get_time(skillid, skilllv));
  1250. break;
  1251. case MH_NEEDLE_OF_PARALYZE:
  1252. sc_start(bl, SC_PARALYSIS, 40 + (5*skilllv), skilllv, skill_get_time(skillid, skilllv));
  1253. break;
  1254. }
  1255. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1256. { //Pass heritage to Master for status causing effects. [Skotlex]
  1257. sd = map_id2sd(md->master_id);
  1258. src = sd?&sd->bl:src;
  1259. }
  1260. if( attack_type&BF_WEAPON )
  1261. { // Coma, Breaking Equipment
  1262. if( sd && sd->special_state.bonus_coma )
  1263. {
  1264. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1265. rate += sd->weapon_coma_race[tstatus->race];
  1266. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1267. if (rate)
  1268. status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1269. }
  1270. if( sd && battle_config.equip_self_break_rate )
  1271. { // Self weapon breaking
  1272. rate = battle_config.equip_natural_break_rate;
  1273. if( sc )
  1274. {
  1275. if(sc->data[SC_OVERTHRUST])
  1276. rate += 10;
  1277. if(sc->data[SC_MAXOVERTHRUST])
  1278. rate += 10;
  1279. }
  1280. if( rate )
  1281. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1282. }
  1283. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1284. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1285. // Target weapon breaking
  1286. rate = 0;
  1287. if( sd )
  1288. rate += sd->bonus.break_weapon_rate;
  1289. if( sc && sc->data[SC_MELTDOWN] )
  1290. rate += sc->data[SC_MELTDOWN]->val2;
  1291. if( rate )
  1292. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1293. // Target armor breaking
  1294. rate = 0;
  1295. if( sd )
  1296. rate += sd->bonus.break_armor_rate;
  1297. if( sc && sc->data[SC_MELTDOWN] )
  1298. rate += sc->data[SC_MELTDOWN]->val3;
  1299. if( rate )
  1300. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1301. }
  1302. }
  1303. // Autospell when attacking
  1304. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1305. {
  1306. struct block_list *tbl;
  1307. struct unit_data *ud;
  1308. int i, skilllv, type, notok;
  1309. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1310. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1311. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1312. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1313. continue; // one or more trigger conditions were not fulfilled
  1314. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1315. sd->state.autocast = 1;
  1316. notok = skillnotok(skill, sd);
  1317. sd->state.autocast = 0;
  1318. if ( notok )
  1319. continue;
  1320. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1321. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1322. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1323. if (rnd()%1000 >= rate)
  1324. continue;
  1325. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1326. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1327. int maxcount = 0;
  1328. if( !(BL_PC&battle_config.skill_reiteration) &&
  1329. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1330. skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
  1331. ) {
  1332. continue;
  1333. }
  1334. if( BL_PC&battle_config.skill_nofootset &&
  1335. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1336. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
  1337. ) {
  1338. continue;
  1339. }
  1340. if( BL_PC&battle_config.land_skill_limit &&
  1341. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1342. ) {
  1343. int v;
  1344. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1345. if(sd->ud.skillunit[v]->skill_id == skill)
  1346. maxcount--;
  1347. }
  1348. if( maxcount == 0 ) {
  1349. continue;
  1350. }
  1351. }
  1352. }
  1353. if( battle_config.autospell_check_range &&
  1354. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1355. continue;
  1356. if (skill == AS_SONICBLOW)
  1357. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1358. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1359. type = CAST_GROUND;
  1360. sd->state.autocast = 1;
  1361. skill_consume_requirement(sd,skill,skilllv,1);
  1362. skill_toggle_magicpower(src, skill);
  1363. switch (type) {
  1364. case CAST_GROUND:
  1365. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1366. break;
  1367. case CAST_NODAMAGE:
  1368. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1369. break;
  1370. case CAST_DAMAGE:
  1371. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1372. break;
  1373. }
  1374. sd->state.autocast = 0;
  1375. //Set canact delay. [Skotlex]
  1376. ud = unit_bl2ud(src);
  1377. if (ud) {
  1378. rate = skill_delayfix(src, skill, skilllv);
  1379. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1380. ud->canact_tick = tick+rate;
  1381. if ( battle_config.display_status_timers && sd )
  1382. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1383. }
  1384. }
  1385. }
  1386. }
  1387. //Autobonus when attacking
  1388. if( sd && sd->autobonus[0].rate )
  1389. {
  1390. int i;
  1391. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1392. {
  1393. if( rnd()%1000 >= sd->autobonus[i].rate )
  1394. continue;
  1395. if( sd->autobonus[i].active != INVALID_TIMER )
  1396. continue;
  1397. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1398. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1399. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1400. continue; // one or more trigger conditions were not fulfilled
  1401. pc_exeautobonus(sd,&sd->autobonus[i]);
  1402. }
  1403. }
  1404. //Polymorph
  1405. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1406. dstmd && !(tstatus->mode&MD_BOSS) &&
  1407. (rnd()%10000 < sd->bonus.classchange))
  1408. {
  1409. struct mob_db *mob;
  1410. int class_;
  1411. skill = 0;
  1412. do {
  1413. do {
  1414. class_ = rnd() % MAX_MOB_DB;
  1415. } while (!mobdb_checkid(class_));
  1416. rate = rnd() % 1000000;
  1417. mob = mob_db(class_);
  1418. } while (
  1419. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1420. (skill++) < 2000);
  1421. if (skill < 2000)
  1422. mob_class_change(dstmd,class_);
  1423. }
  1424. return 0;
  1425. }
  1426. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick) {
  1427. int skill, skilllv, i, type, notok;
  1428. struct block_list *tbl;
  1429. if( sd == NULL || skillid <= 0 )
  1430. return 0;
  1431. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1432. if( sd->autospell3[i].flag != skillid )
  1433. continue;
  1434. if( sd->autospell3[i].lock )
  1435. continue; // autospell already being executed
  1436. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1437. sd->state.autocast = 1;
  1438. notok = skillnotok(skill, sd);
  1439. sd->state.autocast = 0;
  1440. if ( notok )
  1441. continue;
  1442. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1443. if( skilllv < 0 ) skilllv = 1 + rnd()%(-skilllv);
  1444. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1445. continue; // No target
  1446. if( rnd()%1000 >= sd->autospell3[i].rate )
  1447. continue;
  1448. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1449. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1450. int maxcount = 0;
  1451. if( !(BL_PC&battle_config.skill_reiteration) &&
  1452. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1453. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1454. ) {
  1455. continue;
  1456. }
  1457. if( BL_PC&battle_config.skill_nofootset &&
  1458. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1459. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1460. ) {
  1461. continue;
  1462. }
  1463. if( BL_PC&battle_config.land_skill_limit &&
  1464. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1465. ) {
  1466. int v;
  1467. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1468. if(sd->ud.skillunit[v]->skill_id == skill)
  1469. maxcount--;
  1470. }
  1471. if( maxcount == 0 ) {
  1472. continue;
  1473. }
  1474. }
  1475. }
  1476. if( battle_config.autospell_check_range &&
  1477. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1478. continue;
  1479. sd->state.autocast = 1;
  1480. sd->autospell3[i].lock = true;
  1481. skill_consume_requirement(sd,skill,skilllv,1);
  1482. switch( type )
  1483. {
  1484. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1485. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1486. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1487. }
  1488. sd->autospell3[i].lock = false;
  1489. sd->state.autocast = 0;
  1490. }
  1491. if( sd && sd->autobonus3[0].rate )
  1492. {
  1493. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1494. {
  1495. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1496. continue;
  1497. if( sd->autobonus3[i].active != INVALID_TIMER )
  1498. continue;
  1499. if( sd->autobonus3[i].atk_type != skillid )
  1500. continue;
  1501. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1502. }
  1503. }
  1504. return 1;
  1505. }
  1506. /* Splitted off from skill_additional_effect, which is never called when the
  1507. * attack skill kills the enemy. Place in this function counter status effects
  1508. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1509. * from cards) that will take effect on the source, not the target. [Skotlex]
  1510. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1511. * type of skills, so not every instance of skill_additional_effect needs a call
  1512. * to this one.
  1513. */
  1514. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1515. {
  1516. int rate;
  1517. struct map_session_data *sd=NULL;
  1518. struct map_session_data *dstsd=NULL;
  1519. nullpo_ret(src);
  1520. nullpo_ret(bl);
  1521. if(skillid < 0) return 0;
  1522. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1523. sd = BL_CAST(BL_PC, src);
  1524. dstsd = BL_CAST(BL_PC, bl);
  1525. if(dstsd && attack_type&BF_WEAPON)
  1526. { //Counter effects.
  1527. enum sc_type type;
  1528. int i, time;
  1529. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1530. {
  1531. rate = dstsd->addeff2[i].rate;
  1532. if (attack_type&BF_LONG)
  1533. rate+=dstsd->addeff2[i].arrow_rate;
  1534. if (!rate) continue;
  1535. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1536. { //Trigger has range consideration.
  1537. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1538. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1539. continue; //Range Failed.
  1540. }
  1541. type = dstsd->addeff2[i].id;
  1542. time = skill_get_time2(status_sc2skill(type),7);
  1543. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1544. status_change_start(src,type,rate,7,0,0,0,time,0);
  1545. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1546. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1547. }
  1548. }
  1549. switch(skillid){
  1550. case MO_EXTREMITYFIST:
  1551. sc_start(src,SC_EXTREMITYFIST,100,skilllv,skill_get_time2(skillid,skilllv));
  1552. break;
  1553. case GS_FULLBUSTER:
  1554. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1555. break;
  1556. case HFLI_SBR44: //[orn]
  1557. case HVAN_EXPLOSION:
  1558. if(src->type == BL_HOM){
  1559. TBL_HOM *hd = (TBL_HOM*)src;
  1560. hd->homunculus.intimacy = 200;
  1561. if (hd->master)
  1562. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1563. }
  1564. break;
  1565. case CR_GRANDCROSS:
  1566. case NPC_GRANDDARKNESS:
  1567. attack_type |= BF_WEAPON;
  1568. break;
  1569. }
  1570. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1571. rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1572. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1573. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1574. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1575. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1576. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1577. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1578. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1579. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1580. }
  1581. if( sd && status_isdead(bl) ) {
  1582. int sp = 0, hp = 0;
  1583. if( attack_type&BF_WEAPON ) {
  1584. sp += sd->bonus.sp_gain_value;
  1585. sp += sd->sp_gain_race[status_get_race(bl)];
  1586. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1587. hp += sd->bonus.hp_gain_value;
  1588. }
  1589. if( attack_type&BF_MAGIC ) {
  1590. sp += sd->bonus.magic_sp_gain_value;
  1591. hp += sd->bonus.magic_hp_gain_value;
  1592. if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
  1593. struct status_change *sc = NULL;
  1594. if( ( sc = status_get_sc(src) ) ) {
  1595. if(sc->data[SC_SPIRIT] &&
  1596. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1597. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1598. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1599. }
  1600. }
  1601. }
  1602. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1603. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1604. }
  1605. }
  1606. // Trigger counter-spells to retaliate against damage causing skills.
  1607. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1608. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1609. {
  1610. struct block_list *tbl;
  1611. struct unit_data *ud;
  1612. int i, skillid, skilllv, rate, type, notok;
  1613. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1614. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1615. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1616. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1617. continue; // one or more trigger conditions were not fulfilled
  1618. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1619. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1620. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1621. rate = dstsd->autospell2[i].rate;
  1622. if (attack_type&BF_LONG)
  1623. rate>>=1;
  1624. dstsd->state.autocast = 1;
  1625. notok = skillnotok(skillid, dstsd);
  1626. dstsd->state.autocast = 0;
  1627. if ( notok )
  1628. continue;
  1629. if (rnd()%1000 >= rate)
  1630. continue;
  1631. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1632. if( (type = skill_get_casttype(skillid)) == CAST_GROUND ) {
  1633. int maxcount = 0;
  1634. if( !(BL_PC&battle_config.skill_reiteration) &&
  1635. skill_get_unit_flag(skillid)&UF_NOREITERATION &&
  1636. skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
  1637. ) {
  1638. continue;
  1639. }
  1640. if( BL_PC&battle_config.skill_nofootset &&
  1641. skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
  1642. skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
  1643. ) {
  1644. continue;
  1645. }
  1646. if( BL_PC&battle_config.land_skill_limit &&
  1647. (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
  1648. ) {
  1649. int v;
  1650. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1651. if(dstsd->ud.skillunit[v]->skill_id == skillid)
  1652. maxcount--;
  1653. }
  1654. if( maxcount == 0 ) {
  1655. continue;
  1656. }
  1657. }
  1658. }
  1659. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1660. continue;
  1661. dstsd->state.autocast = 1;
  1662. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1663. switch (type) {
  1664. case CAST_GROUND:
  1665. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1666. break;
  1667. case CAST_NODAMAGE:
  1668. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1669. break;
  1670. case CAST_DAMAGE:
  1671. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1672. break;
  1673. }
  1674. dstsd->state.autocast = 0;
  1675. //Set canact delay. [Skotlex]
  1676. ud = unit_bl2ud(bl);
  1677. if (ud) {
  1678. rate = skill_delayfix(bl, skillid, skilllv);
  1679. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1680. ud->canact_tick = tick+rate;
  1681. if ( battle_config.display_status_timers && dstsd )
  1682. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1683. }
  1684. }
  1685. }
  1686. }
  1687. //Autobonus when attacked
  1688. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1689. {
  1690. int i;
  1691. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1692. {
  1693. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1694. continue;
  1695. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1696. continue;
  1697. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1698. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1699. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1700. continue; // one or more trigger conditions were not fulfilled
  1701. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1702. }
  1703. }
  1704. return 0;
  1705. }
  1706. /*=========================================================================
  1707. Breaks equipment. On-non players causes the corresponding strip effect.
  1708. - rate goes from 0 to 10000 (100.00%)
  1709. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1710. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1711. --------------------------------------------------------------------------*/
  1712. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1713. {
  1714. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1715. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1716. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1717. struct status_change *sc = status_get_sc(bl);
  1718. int i,j;
  1719. TBL_PC *sd;
  1720. sd = BL_CAST(BL_PC, bl);
  1721. if (sc && !sc->count)
  1722. sc = NULL;
  1723. if (sd) {
  1724. if (sd->bonus.unbreakable_equip)
  1725. where &= ~sd->bonus.unbreakable_equip;
  1726. if (sd->bonus.unbreakable)
  1727. rate -= rate*sd->bonus.unbreakable/100;
  1728. if (where&EQP_WEAPON) {
  1729. switch (sd->status.weapon) {
  1730. case W_FIST: //Bare fists should not break :P
  1731. case W_1HAXE:
  1732. case W_2HAXE:
  1733. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1734. case W_2HMACE:
  1735. case W_STAFF:
  1736. case W_2HSTAFF:
  1737. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1738. case W_HUUMA:
  1739. where &= ~EQP_WEAPON;
  1740. }
  1741. }
  1742. }
  1743. if (flag&BCT_ENEMY) {
  1744. if (battle_config.equip_skill_break_rate != 100)
  1745. rate = rate*battle_config.equip_skill_break_rate/100;
  1746. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1747. if (battle_config.equip_self_break_rate != 100)
  1748. rate = rate*battle_config.equip_self_break_rate/100;
  1749. }
  1750. for (i = 0; i < 4; i++) {
  1751. if (where&where_list[i]) {
  1752. if (sc && sc->count && sc->data[scdef[i]])
  1753. where&=~where_list[i];
  1754. else if (rnd()%10000 >= rate)
  1755. where&=~where_list[i];
  1756. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1757. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1758. }
  1759. }
  1760. if (!where) //Nothing to break.
  1761. return 0;
  1762. if (sd) {
  1763. for (i = 0; i < EQI_MAX; i++) {
  1764. j = sd->equip_index[i];
  1765. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1766. continue;
  1767. switch(i) {
  1768. case EQI_HEAD_TOP: //Upper Head
  1769. flag = (where&EQP_HELM);
  1770. break;
  1771. case EQI_ARMOR: //Body
  1772. flag = (where&EQP_ARMOR);
  1773. break;
  1774. case EQI_HAND_R: //Left/Right hands
  1775. case EQI_HAND_L:
  1776. flag = (
  1777. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1778. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1779. break;
  1780. case EQI_SHOES:
  1781. flag = (where&EQP_SHOES);
  1782. break;
  1783. case EQI_GARMENT:
  1784. flag = (where&EQP_GARMENT);
  1785. break;
  1786. default:
  1787. continue;
  1788. }
  1789. if (flag) {
  1790. sd->status.inventory[j].attribute = 1;
  1791. pc_unequipitem(sd, j, 3);
  1792. }
  1793. }
  1794. clif_equiplist(sd);
  1795. }
  1796. return where; //Return list of pieces broken.
  1797. }
  1798. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1799. {
  1800. struct status_change *sc;
  1801. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1802. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1803. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
  1804. int i;
  1805. if (rnd()%100 >= rate)
  1806. return 0;
  1807. sc = status_get_sc(bl);
  1808. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1809. return 0;
  1810. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1811. if (where&pos[i] && sc->data[sc_def[i]])
  1812. where&=~pos[i];
  1813. }
  1814. if (!where) return 0;
  1815. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1816. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1817. where&=~pos[i];
  1818. }
  1819. return where?1:0;
  1820. }
  1821. //Early declaration
  1822. static int skill_area_temp[8];
  1823. /*=========================================================================
  1824. Used to knock back players, monsters, traps, etc
  1825. - 'count' is the number of squares to knock back
  1826. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1827. - if 'flag&0x1', position update packets must not be sent.
  1828. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1829. -------------------------------------------------------------------------*/
  1830. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1831. {
  1832. int dx = 0, dy = 0;
  1833. struct skill_unit* su = NULL;
  1834. nullpo_ret(src);
  1835. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1836. return 0; //No knocking back in WoE
  1837. if (count == 0)
  1838. return 0; //Actual knockback distance is 0.
  1839. switch (target->type) {
  1840. case BL_MOB: {
  1841. struct mob_data* md = BL_CAST(BL_MOB, target);
  1842. if( md->class_ == MOBID_EMPERIUM )
  1843. return 0;
  1844. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1845. return 0;
  1846. }
  1847. break;
  1848. case BL_PC: {
  1849. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1850. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1851. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1852. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  1853. return 0;
  1854. }
  1855. break;
  1856. case BL_SKILL:
  1857. su = (struct skill_unit *)target;
  1858. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  1859. return 0; // ankle snare cannot be knocked back
  1860. break;
  1861. }
  1862. if (direction == -1) // <optimized>: do the computation here instead of outside
  1863. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1864. if (direction >= 0 && direction < 8)
  1865. { // take the reversed 'direction' and reverse it
  1866. dx = -dirx[direction];
  1867. dy = -diry[direction];
  1868. }
  1869. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  1870. }
  1871. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1872. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1873. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1874. {
  1875. struct status_change *sc = status_get_sc(bl);
  1876. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1877. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  1878. return 0;
  1879. // item-based reflection
  1880. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  1881. return 1;
  1882. if( is_boss(src) )
  1883. return 0;
  1884. // status-based reflection
  1885. if( !sc || sc->count == 0 )
  1886. return 0;
  1887. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1888. return 1;
  1889. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1890. {// Kaite only works against non-players if they are low-level.
  1891. clif_specialeffect(bl, 438, AREA);
  1892. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1893. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1894. return 2;
  1895. }
  1896. return 0;
  1897. }
  1898. /*
  1899. * =========================================================================
  1900. * Does a skill attack with the given properties.
  1901. * src is the master behind the attack (player/mob/pet)
  1902. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1903. * bl is the target to be attacked.
  1904. * flag can hold a bunch of information:
  1905. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1906. * (usually holds number of targets, or just 1 for simple splash attacks)
  1907. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1908. * packet shouldn't display a skill animation)
  1909. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1910. * client (causes player characters to not scream skill name)
  1911. *-------------------------------------------------------------------------*/
  1912. 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)
  1913. {
  1914. struct Damage dmg;
  1915. struct status_data *sstatus, *tstatus;
  1916. struct status_change *sc;
  1917. struct map_session_data *sd, *tsd;
  1918. int type,damage,rdamage=0;
  1919. if(skillid > 0 && skilllv <= 0) return 0;
  1920. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1921. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1922. nullpo_ret(bl); //Target to be attacked.
  1923. if (src != dsrc) {
  1924. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1925. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1926. return 0;
  1927. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1928. //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]
  1929. if (!status_check_skilluse(src, bl, skillid, 2))
  1930. return 0;
  1931. }
  1932. sd = BL_CAST(BL_PC, src);
  1933. tsd = BL_CAST(BL_PC, bl);
  1934. sstatus = status_get_status_data(src);
  1935. tstatus = status_get_status_data(bl);
  1936. sc= status_get_sc(bl);
  1937. if (sc && !sc->count) sc = NULL; //Don't need it.
  1938. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1939. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1940. return 0;
  1941. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1942. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1943. return 0;
  1944. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1945. //Skotlex: Adjusted to the new system
  1946. if(src->type==BL_PET)
  1947. { // [Valaris]
  1948. struct pet_data *pd = (TBL_PET*)src;
  1949. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1950. {
  1951. int element = skill_get_ele(skillid, skilllv);
  1952. if (skillid == -1)
  1953. element = sstatus->rhw.ele;
  1954. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1955. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1956. else
  1957. dmg.damage= skilllv;
  1958. dmg.damage2=0;
  1959. dmg.div_= pd->a_skill->div_;
  1960. }
  1961. }
  1962. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1963. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1964. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1965. { //Magic reflection, switch caster/target
  1966. struct block_list *tbl = bl;
  1967. bl = src;
  1968. src = tbl;
  1969. sd = BL_CAST(BL_PC, src);
  1970. tsd = BL_CAST(BL_PC, bl);
  1971. sc = status_get_sc(bl);
  1972. if (sc && !sc->count)
  1973. sc = NULL; //Don't need it.
  1974. /* bugreport:2564 flag&2 disables double casting trigger */
  1975. flag |= 2;
  1976. //Spirit of Wizard blocks Kaite's reflection
  1977. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1978. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  1979. type = tsd?pc_search_inventory (tsd, 7321):0;
  1980. if (type >= 0) {
  1981. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  1982. dmg.damage = dmg.damage2 = 0;
  1983. dmg.dmg_lv = ATK_MISS;
  1984. sc->data[SC_SPIRIT]->val3 = skillid;
  1985. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1986. }
  1987. }
  1988. /**
  1989. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  1990. **/
  1991. #if MAGIC_REFLECTION_TYPE
  1992. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  1993. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  1994. #endif
  1995. }
  1996. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1997. int sp = skill_get_sp(skillid,skilllv);
  1998. dmg.damage = dmg.damage2 = 0;
  1999. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2000. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  2001. if(skillid == WZ_WATERBALL && skilllv > 1)
  2002. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  2003. status_heal(bl, 0, sp, 2);
  2004. }
  2005. }
  2006. damage = dmg.damage + dmg.damage2;
  2007. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  2008. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  2009. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2010. damage = 1;
  2011. if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ))
  2012. || (sc && sc->data[SC_REFLECTDAMAGE])) )
  2013. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid);
  2014. if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2015. struct block_list *nbl = NULL;
  2016. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2017. if( nbl ){ // Only one target is chosen.
  2018. damage = damage / 2; // Deflect half of the damage to a target nearby
  2019. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2020. }
  2021. }
  2022. //Skill hit type
  2023. type=(skillid==0)?5:skill_get_hit(skillid);
  2024. if(damage < dmg.div_
  2025. //Only skills that knockback even when they miss. [Skotlex]
  2026. && skillid != CH_PALMSTRIKE)
  2027. dmg.blewcount = 0;
  2028. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  2029. if(battle_config.gx_disptype) dsrc = src;
  2030. if(src == bl) type = 4;
  2031. else flag|=SD_ANIMATION;
  2032. }
  2033. if(skillid == NJ_TATAMIGAESHI) {
  2034. dsrc = src; //For correct knockback.
  2035. flag|=SD_ANIMATION;
  2036. }
  2037. if(sd) {
  2038. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  2039. struct status_change_entry *sce;
  2040. if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex]
  2041. switch (skillid) {
  2042. case TK_TURNKICK:
  2043. case TK_STORMKICK:
  2044. case TK_DOWNKICK:
  2045. case TK_COUNTER:
  2046. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2047. sce->val1 = skillid; //Update combo-skill
  2048. sce->val3 = skillid;
  2049. if( sce->timer != INVALID_TIMER )
  2050. delete_timer(sce->timer, status_change_timer);
  2051. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2052. break;
  2053. }
  2054. unit_cancel_combo(src); // Cancel combo wait
  2055. break;
  2056. default:
  2057. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2058. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2059. }
  2060. }
  2061. switch(skillid) {
  2062. case MO_TRIPLEATTACK:
  2063. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2064. flag=1;
  2065. break;
  2066. case MO_CHAINCOMBO:
  2067. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2068. flag=1;
  2069. break;
  2070. case MO_COMBOFINISH:
  2071. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2072. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  2073. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2074. flag=1;
  2075. case CH_TIGERFIST:
  2076. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2077. flag=1;
  2078. case CH_CHAINCRUSH:
  2079. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2080. flag=1;
  2081. break;
  2082. case AC_DOUBLE:
  2083. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2084. {
  2085. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  2086. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  2087. clif_combo_delay(src,2000);
  2088. }
  2089. break;
  2090. case TK_COUNTER:
  2091. { //bonus from SG_FRIEND [Komurka]
  2092. int level;
  2093. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2094. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2095. }
  2096. break;
  2097. case SL_STIN:
  2098. case SL_STUN:
  2099. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  2100. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  2101. break;
  2102. case GS_FULLBUSTER:
  2103. //Can't attack nor use items until skill's delay expires. [Skotlex]
  2104. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2105. break;
  2106. case SR_DRAGONCOMBO:
  2107. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2108. flag = 1;
  2109. break;
  2110. case SR_FALLENEMPIRE:
  2111. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2112. flag = 1;
  2113. break;
  2114. } //Switch End
  2115. if (flag) { //Possible to chain
  2116. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  2117. if (flag < 1) flag = 1;
  2118. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  2119. clif_combo_delay(src, flag);
  2120. }
  2121. }
  2122. //Display damage.
  2123. switch( skillid )
  2124. {
  2125. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2126. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2127. break;
  2128. //Skills that need be passed as a normal attack for the client to display correctly.
  2129. case HVAN_EXPLOSION:
  2130. case NPC_SELFDESTRUCTION:
  2131. if(src->type==BL_PC)
  2132. dmg.blewcount = 10;
  2133. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2134. // fall through
  2135. case KN_AUTOCOUNTER:
  2136. case NPC_CRITICALSLASH:
  2137. case TF_DOUBLE:
  2138. case GS_CHAINACTION:
  2139. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2140. break;
  2141. case AS_SPLASHER:
  2142. if( flag&SD_ANIMATION ) // the surrounding targets
  2143. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  2144. else // the central target doesn't display an animation
  2145. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  2146. break;
  2147. case WL_HELLINFERNO:
  2148. case SR_EARTHSHAKER:
  2149. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  2150. break;
  2151. case WL_SOULEXPANSION:
  2152. case WL_COMET:
  2153. case KO_MUCHANAGE:
  2154. case NJ_HUUMA:
  2155. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  2156. break;
  2157. case WL_CHAINLIGHTNING_ATK:
  2158. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2159. break;
  2160. case LG_OVERBRAND_BRANDISH:
  2161. case LG_OVERBRAND_PLUSATK:
  2162. case EL_FIRE_BOMB:
  2163. case EL_FIRE_BOMB_ATK:
  2164. case EL_FIRE_WAVE:
  2165. case EL_FIRE_WAVE_ATK:
  2166. case EL_FIRE_MANTLE:
  2167. case EL_CIRCLE_OF_FIRE:
  2168. case EL_FIRE_ARROW:
  2169. case EL_ICE_NEEDLE:
  2170. case EL_WATER_SCREW:
  2171. case EL_WATER_SCREW_ATK:
  2172. case EL_WIND_SLASH:
  2173. case EL_TIDAL_WEAPON:
  2174. case EL_ROCK_CRUSHER:
  2175. case EL_ROCK_CRUSHER_ATK:
  2176. case EL_HURRICANE:
  2177. case EL_HURRICANE_ATK:
  2178. case EL_TYPOON_MIS:
  2179. case EL_TYPOON_MIS_ATK:
  2180. case KO_BAKURETSU:
  2181. case GN_CRAZYWEED_ATK:
  2182. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
  2183. break;
  2184. case GN_SLINGITEM_RANGEMELEEATK:
  2185. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2186. break;
  2187. case EL_STONE_RAIN:
  2188. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,(flag&1)?8:5);
  2189. break;
  2190. case WM_SEVERE_RAINSTORM_MELEE:
  2191. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skilllv,5);
  2192. break;
  2193. case WM_REVERBERATION_MELEE:
  2194. case WM_REVERBERATION_MAGIC:
  2195. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2196. break;
  2197. case HT_CLAYMORETRAP:
  2198. case HT_BLASTMINE:
  2199. case HT_FLASHER:
  2200. case HT_FREEZINGTRAP:
  2201. case RA_CLUSTERBOMB:
  2202. case RA_FIRINGTRAP:
  2203. case RA_ICEBOUNDTRAP:
  2204. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid,flag&SD_LEVEL?-1:skilllv, 5);
  2205. if( dsrc != src ) // avoid damage display redundancy
  2206. break;
  2207. case HT_LANDMINE:
  2208. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, type);
  2209. break;
  2210. case AB_DUPLELIGHT_MELEE:
  2211. case AB_DUPLELIGHT_MAGIC:
  2212. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2213. default:
  2214. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2215. type = 5;
  2216. if( bl->type == BL_SKILL ){
  2217. TBL_SKILL *su = (TBL_SKILL*)bl;
  2218. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2219. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
  2220. }
  2221. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  2222. break;
  2223. }
  2224. map_freeblock_lock();
  2225. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2226. && pc_checkskill(tsd,RG_PLAGIARISM)
  2227. && (!sc || !sc->data[SC_PRESERVE])
  2228. && damage < tsd->battle_status.hp)
  2229. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2230. int copy_skill = skillid;
  2231. /**
  2232. * Copy Referal: dummy skills should point to their source upon copying
  2233. **/
  2234. switch( skillid ) {
  2235. case AB_DUPLELIGHT_MELEE:
  2236. case AB_DUPLELIGHT_MAGIC:
  2237. copy_skill = AB_DUPLELIGHT;
  2238. break;
  2239. case WL_CHAINLIGHTNING_ATK:
  2240. copy_skill = WL_CHAINLIGHTNING;
  2241. break;
  2242. case WM_REVERBERATION_MELEE:
  2243. case WM_REVERBERATION_MAGIC:
  2244. copy_skill = WM_REVERBERATION;
  2245. break;
  2246. case WM_SEVERE_RAINSTORM_MELEE:
  2247. copy_skill = WM_SEVERE_RAINSTORM;
  2248. break;
  2249. case GN_CRAZYWEED_ATK:
  2250. copy_skill = GN_CRAZYWEED;
  2251. break;
  2252. case GN_HELLS_PLANT_ATK:
  2253. copy_skill = GN_HELLS_PLANT;
  2254. break;
  2255. case LG_OVERBRAND_BRANDISH:
  2256. case LG_OVERBRAND_PLUSATK:
  2257. copy_skill = LG_OVERBRAND;
  2258. break;
  2259. }
  2260. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  2261. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  2262. {
  2263. int lv;
  2264. if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
  2265. //Level dependent and limitation.
  2266. lv = min(lv,skill_get_max(copy_skill));
  2267. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2268. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2269. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2270. tsd->status.skill[tsd->reproduceskill_id].flag = 0;
  2271. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2272. }
  2273. tsd->reproduceskill_id = copy_skill;
  2274. pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
  2275. pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
  2276. tsd->status.skill[copy_skill].id = copy_skill;
  2277. tsd->status.skill[copy_skill].lv = lv;
  2278. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2279. clif_addskill(tsd,copy_skill);
  2280. } else {
  2281. lv = skilllv;
  2282. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2283. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2284. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2285. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2286. clif_deleteskill(tsd,tsd->cloneskill_id);
  2287. }
  2288. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2289. lv = type;
  2290. tsd->cloneskill_id = copy_skill;
  2291. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2292. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2293. tsd->status.skill[skillid].id = copy_skill;
  2294. tsd->status.skill[skillid].lv = lv;
  2295. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  2296. clif_addskill(tsd,skillid);
  2297. }
  2298. }
  2299. }
  2300. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  2301. { //Skills with can't walk delay also stop normal attacking for that
  2302. //duration when the attack connects. [Skotlex]
  2303. struct unit_data *ud = unit_bl2ud(src);
  2304. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2305. ud->attackabletime = tick + type;
  2306. }
  2307. if( !dmg.amotion )
  2308. { //Instant damage
  2309. if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
  2310. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2311. if( !status_isdead(bl) )
  2312. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  2313. if( damage > 0 ) //Counter status effects [Skotlex]
  2314. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  2315. }
  2316. // Hell Inferno burning status only starts if Fire part hits.
  2317. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  2318. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  2319. // Apply knock back chance in SC_TRIANGLESHOT skill.
  2320. else if( skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv) )
  2321. dmg.blewcount = 0;
  2322. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2323. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2324. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2325. int direction = -1; // default
  2326. switch(skillid) {//direction
  2327. case MG_FIREWALL:
  2328. case PR_SANCTUARY:
  2329. case SC_TRIANGLESHOT:
  2330. case LG_OVERBRAND:
  2331. case SR_KNUCKLEARROW:
  2332. case GN_WALLOFTHORN:
  2333. case EL_FIRE_MANTLE:
  2334. direction = unit_getdir(bl);// backwards
  2335. break;
  2336. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2337. case WZ_STORMGUST:
  2338. direction = rand()%8;
  2339. break;
  2340. case WL_CRIMSONROCK:
  2341. direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2342. break;
  2343. }
  2344. //blown-specific handling
  2345. switch( skillid ) {
  2346. case LG_OVERBRAND:
  2347. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) {
  2348. short dir_x, dir_y;
  2349. dir_x = dirx[(direction+4)%8];
  2350. dir_y = diry[(direction+4)%8];
  2351. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2352. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2353. } else
  2354. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2355. break;
  2356. case SR_KNUCKLEARROW:
  2357. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4) ) {
  2358. short dir_x, dir_y;
  2359. dir_x = dirx[(direction+4)%8];
  2360. dir_y = diry[(direction+4)%8];
  2361. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2362. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4);
  2363. }
  2364. break;
  2365. case GN_WALLOFTHORN:
  2366. unit_stop_walking(bl,1);
  2367. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 );
  2368. clif_fixpos(bl);
  2369. break;
  2370. default:
  2371. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 );
  2372. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2373. TBL_SKILL *su = (TBL_SKILL*)bl;
  2374. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2375. skill_blown(src, bl, 3, -1, 0);
  2376. }
  2377. break;
  2378. }
  2379. }
  2380. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2381. if (dmg.amotion)
  2382. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2383. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  2384. {
  2385. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2386. struct block_list *d_bl = map_id2bl(sce->val1);
  2387. if( d_bl && (
  2388. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2389. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2390. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2391. {
  2392. /**
  2393. * Check for devotion and change targetted dmg.
  2394. * [d_bl = paladin; bl = player; src = source of dmg]
  2395. **/
  2396. bool devo_flag = false; /* false = paladin devoing; true = player */
  2397. if ( src )
  2398. {
  2399. struct status_change *tsc;
  2400. tsc = status_get_sc(src);
  2401. /* Per official standards, following skills should reflect at the bl */
  2402. if( (tsc->data[SC_KAITE] && attack_type == BF_MAGIC) ||
  2403. (tsc->data[SC_REFLECTDAMAGE] && attack_type != BF_MAGIC)
  2404. )
  2405. devo_flag = true;
  2406. }
  2407. clif_damage(
  2408. ( (devo_flag) ? bl:d_bl),
  2409. ( (devo_flag) ? bl:d_bl), gettick(), 0, 0, damage, 0, 0, 0);
  2410. status_fix_damage(
  2411. ( (devo_flag) ? bl:NULL),
  2412. ( (devo_flag) ? bl:d_bl), damage, 0);
  2413. }
  2414. else {
  2415. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2416. if( !dmg.amotion )
  2417. status_fix_damage(src,bl,damage,dmg.dmotion);
  2418. }
  2419. }
  2420. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2421. if( skillid == RG_INTIMIDATE ) {
  2422. int rate = 50 + skilllv * 5;
  2423. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2424. if(rnd()%100 < rate)
  2425. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2426. } else if( skillid == SC_FATALMENACE )
  2427. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag);
  2428. }
  2429. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  2430. dmg.flag |= BF_WEAPON;
  2431. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2432. (dmg.flag&BF_MISC && (skillid == RA_CLUSTERBOMB || skillid == RA_FIRINGTRAP || skillid == RA_ICEBOUNDTRAP || skillid == RK_DRAGONBREATH)) ) )
  2433. {
  2434. if (battle_config.left_cardfix_to_right)
  2435. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2436. else
  2437. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2438. }
  2439. if( rdamage > 0 ) {
  2440. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2441. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2442. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2443. } else {
  2444. if( dmg.amotion )
  2445. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  2446. else
  2447. status_fix_damage(bl,src,rdamage,0);
  2448. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
  2449. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2450. if( tsd && src != bl )
  2451. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2452. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2453. }
  2454. }
  2455. if( damage > 0 ) {
  2456. /**
  2457. * Post-damage effects
  2458. **/
  2459. switch( skillid ) {
  2460. case RK_CRUSHSTRIKE:
  2461. skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2462. break;
  2463. case GC_VENOMPRESSURE: {
  2464. struct status_change *ssc = status_get_sc(src);
  2465. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) {
  2466. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2467. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2468. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2469. }
  2470. }
  2471. break;
  2472. case WM_METALICSOUND:
  2473. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2474. break;
  2475. case SR_TIGERCANNON:
  2476. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2477. break;
  2478. }
  2479. if( sd )
  2480. skill_onskillusage(sd, bl, skillid, tick);
  2481. }
  2482. if (!(flag&2) &&
  2483. (
  2484. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2485. ) &&
  2486. (sc = status_get_sc(src)) &&
  2487. sc->data[SC_DOUBLECAST] &&
  2488. rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2489. {
  2490. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2491. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2492. }
  2493. map_freeblock_unlock();
  2494. return damage;
  2495. }
  2496. /*==========================================
  2497. * sub fonction for recursive skill call.
  2498. * Checking bl battle flag and display dammage
  2499. * then call func with source,target,skillid,skilllv,tick,flag
  2500. *------------------------------------------*/
  2501. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2502. int skill_area_sub (struct block_list *bl, va_list ap)
  2503. {
  2504. struct block_list *src;
  2505. int skill_id,skill_lv,flag;
  2506. unsigned int tick;
  2507. SkillFunc func;
  2508. nullpo_ret(bl);
  2509. src=va_arg(ap,struct block_list *);
  2510. skill_id=va_arg(ap,int);
  2511. skill_lv=va_arg(ap,int);
  2512. tick=va_arg(ap,unsigned int);
  2513. flag=va_arg(ap,int);
  2514. func=va_arg(ap,SkillFunc);
  2515. if(battle_check_target(src,bl,flag) > 0)
  2516. {
  2517. // several splash skills need this initial dummy packet to display correctly
  2518. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2519. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2520. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2521. skill_area_temp[2]++;
  2522. return func(src,bl,skill_id,skill_lv,tick,flag);
  2523. }
  2524. return 0;
  2525. }
  2526. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2527. {
  2528. struct skill_unit *unit;
  2529. int skillid,g_skillid;
  2530. unit = (struct skill_unit *)bl;
  2531. if(bl->prev == NULL || bl->type != BL_SKILL)
  2532. return 0;
  2533. if(!unit->alive)
  2534. return 0;
  2535. skillid = va_arg(ap,int);
  2536. g_skillid = unit->group->skill_id;
  2537. switch (skillid) {
  2538. case MH_STEINWAND:
  2539. case MG_SAFETYWALL:
  2540. case AL_PNEUMA:
  2541. case SC_MAELSTROM:
  2542. if(g_skillid != MH_STEINWAND && g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM)
  2543. return 0;
  2544. break;
  2545. case AL_WARP:
  2546. case HT_SKIDTRAP:
  2547. case MA_SKIDTRAP:
  2548. case HT_LANDMINE:
  2549. case MA_LANDMINE:
  2550. case HT_ANKLESNARE:
  2551. case HT_SHOCKWAVE:
  2552. case HT_SANDMAN:
  2553. case MA_SANDMAN:
  2554. case HT_FLASHER:
  2555. case HT_FREEZINGTRAP:
  2556. case MA_FREEZINGTRAP:
  2557. case HT_BLASTMINE:
  2558. case HT_CLAYMORETRAP:
  2559. case HT_TALKIEBOX:
  2560. case HP_BASILICA:
  2561. case RA_ELECTRICSHOCKER:
  2562. case RA_CLUSTERBOMB:
  2563. case RA_MAGENTATRAP:
  2564. case RA_COBALTTRAP:
  2565. case RA_MAIZETRAP:
  2566. case RA_VERDURETRAP:
  2567. case RA_FIRINGTRAP:
  2568. case RA_ICEBOUNDTRAP:
  2569. case SC_DIMENSIONDOOR:
  2570. case SC_BLOODYLUST:
  2571. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2572. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST && g_skillid != MH_POISON_MIST)
  2573. return 0;
  2574. break;
  2575. default: //Avoid stacking with same kind of trap. [Skotlex]
  2576. if (g_skillid != skillid)
  2577. return 0;
  2578. break;
  2579. }
  2580. return 1;
  2581. }
  2582. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2583. {
  2584. //Non players do not check for the skill's splash-trigger area.
  2585. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2586. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2587. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2588. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2589. return 0;
  2590. }
  2591. range += layout_type;
  2592. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2593. }
  2594. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2595. {
  2596. int skillid;
  2597. if(bl->prev == NULL)
  2598. return 0;
  2599. skillid = va_arg(ap,int);
  2600. if( status_isdead(bl) && skillid != AL_WARP )
  2601. return 0;
  2602. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2603. return 0;
  2604. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2605. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2606. return 1;
  2607. }
  2608. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2609. {
  2610. int range, type;
  2611. switch (skillid) { // to be expanded later
  2612. case WZ_ICEWALL:
  2613. range = 2;
  2614. break;
  2615. default:
  2616. {
  2617. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2618. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2619. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2620. return 0;
  2621. }
  2622. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2623. }
  2624. break;
  2625. }
  2626. // if the caster is a monster/NPC, only check for players
  2627. // otherwise just check characters
  2628. if (bl->type == BL_PC)
  2629. type = BL_CHAR;
  2630. else
  2631. type = BL_PC;
  2632. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2633. x - range, y - range, x + range, y + range,
  2634. type, skillid);
  2635. }
  2636. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2637. {
  2638. if(id == sd->bl.id && battle_config.guild_aura&16)
  2639. return 0; // Do not affect guild leader
  2640. if (sd->sc.data[SC_GUILDAURA]) {
  2641. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2642. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2643. sce->val3 = strvit;
  2644. sce->val4 = agidex;
  2645. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2646. }
  2647. return 0;
  2648. }
  2649. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2650. return 1;
  2651. }
  2652. /*==========================================
  2653. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2654. * Flag:
  2655. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2656. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2657. *------------------------------------------*/
  2658. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2659. {
  2660. struct status_data *status;
  2661. struct map_session_data *sd = NULL;
  2662. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2663. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2664. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2665. return 0;
  2666. nullpo_ret(bl);
  2667. switch( bl->type )
  2668. {
  2669. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2670. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2671. }
  2672. status = status_get_status_data(bl);
  2673. if( (j = skill_get_index(skill)) == 0 )
  2674. return 0;
  2675. // Requeriments
  2676. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2677. {
  2678. itemid[i] = skill_db[j].itemid[i];
  2679. amount[i] = skill_db[j].amount[i];
  2680. }
  2681. hp = skill_db[j].hp[lv-1];
  2682. sp = skill_db[j].sp[lv-1];
  2683. hp_rate = skill_db[j].hp_rate[lv-1];
  2684. sp_rate = skill_db[j].sp_rate[lv-1];
  2685. state = skill_db[j].state;
  2686. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2687. hp += (status->max_hp * mhp) / 100;
  2688. if( hp_rate > 0 )
  2689. hp += (status->hp * hp_rate) / 100;
  2690. else
  2691. hp += (status->max_hp * (-hp_rate)) / 100;
  2692. if( sp_rate > 0 )
  2693. sp += (status->sp * sp_rate) / 100;
  2694. else
  2695. sp += (status->max_sp * (-sp_rate)) / 100;
  2696. if( bl->type == BL_HOM )
  2697. { // Intimacy Requeriments
  2698. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2699. switch( skill )
  2700. {
  2701. case HFLI_SBR44:
  2702. if( hd->homunculus.intimacy <= 200 )
  2703. return 0;
  2704. break;
  2705. case HVAN_EXPLOSION:
  2706. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2707. return 0;
  2708. break;
  2709. }
  2710. }
  2711. if( !(type&2) )
  2712. {
  2713. if( hp > 0 && status->hp <= (unsigned int)hp )
  2714. {
  2715. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2716. return 0;
  2717. }
  2718. if( sp > 0 && status->sp <= (unsigned int)sp )
  2719. {
  2720. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2721. return 0;
  2722. }
  2723. }
  2724. if( !type )
  2725. switch( state )
  2726. {
  2727. case ST_MOVE_ENABLE:
  2728. if( !unit_can_move(bl) )
  2729. {
  2730. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2731. return 0;
  2732. }
  2733. break;
  2734. }
  2735. if( !(type&1) )
  2736. return 1;
  2737. // Check item existences
  2738. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2739. {
  2740. index[i] = -1;
  2741. if( itemid[i] < 1 ) continue; // No item
  2742. index[i] = pc_search_inventory(sd, itemid[i]);
  2743. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2744. {
  2745. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2746. return 0;
  2747. }
  2748. }
  2749. // Consume items
  2750. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2751. {
  2752. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2753. }
  2754. if( type&2 )
  2755. return 1;
  2756. if( sp || hp )
  2757. status_zap(bl, hp, sp);
  2758. return 1;
  2759. }
  2760. /*==========================================
  2761. *
  2762. *------------------------------------------*/
  2763. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2764. {
  2765. return 1;
  2766. }
  2767. /*==========================================
  2768. *
  2769. *------------------------------------------*/
  2770. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2771. {
  2772. struct block_list *src = map_id2bl(id),*target;
  2773. struct unit_data *ud = unit_bl2ud(src);
  2774. struct skill_timerskill *skl = NULL;
  2775. int range;
  2776. nullpo_ret(src);
  2777. nullpo_ret(ud);
  2778. skl = ud->skilltimerskill[data];
  2779. nullpo_ret(skl);
  2780. ud->skilltimerskill[data] = NULL;
  2781. do {
  2782. if(src->prev == NULL)
  2783. break; // Source not on Map
  2784. if(skl->target_id) {
  2785. target = map_id2bl(skl->target_id);
  2786. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2787. target = src; //Required since it has to warp.
  2788. if(target == NULL)
  2789. break; // Target offline?
  2790. if(target->prev == NULL)
  2791. break; // Target not on Map
  2792. if(src->m != target->m)
  2793. break; // Different Maps
  2794. if(status_isdead(src))
  2795. break; // Caster is Dead
  2796. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2797. break;
  2798. switch(skl->skill_id) {
  2799. case RG_INTIMIDATE:
  2800. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2801. short x,y;
  2802. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2803. if (target != src && !status_isdead(target))
  2804. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2805. }
  2806. break;
  2807. case BA_FROSTJOKER:
  2808. case DC_SCREAM:
  2809. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2810. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2811. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2812. break;
  2813. case NPC_EARTHQUAKE:
  2814. if( skl->type > 1 )
  2815. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2816. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2817. skill_area_temp[1] = src->id;
  2818. skill_area_temp[2] = 0;
  2819. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2820. break;
  2821. case WZ_WATERBALL:
  2822. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2823. if (!status_isdead(target))
  2824. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2825. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  2826. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2827. } else {
  2828. struct status_change *sc = status_get_sc(src);
  2829. if(sc) {
  2830. if(sc->data[SC_SPIRIT] &&
  2831. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2832. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2833. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2834. }
  2835. }
  2836. break;
  2837. /**
  2838. * Warlock
  2839. **/
  2840. case WL_CHAINLIGHTNING_ATK:
  2841. {
  2842. struct block_list *nbl = NULL; // Next Target of Chain
  2843. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2844. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2845. if( skl->type > 1 )
  2846. { // Remaining Chains Hit
  2847. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2848. if( nbl == NULL && skl->x > 1 )
  2849. {
  2850. nbl = target;
  2851. skl->x--;
  2852. }
  2853. else skl->x = 3;
  2854. }
  2855. if( nbl )
  2856. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2857. }
  2858. break;
  2859. case WL_TETRAVORTEX_FIRE:
  2860. case WL_TETRAVORTEX_WATER:
  2861. case WL_TETRAVORTEX_WIND:
  2862. case WL_TETRAVORTEX_GROUND:
  2863. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  2864. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2865. if( skl->type >= 3 )
  2866. { // Final Hit
  2867. if( !status_isdead(target) )
  2868. { // Final Status Effect
  2869. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2870. applyeffects[4] = { 0, 0, 0, 0 },
  2871. i, j = 0, k = 0;
  2872. for( i = 1; i <= 8; i = i + i )
  2873. {
  2874. if( skl->x&i )
  2875. {
  2876. applyeffects[j] = effects[k];
  2877. j++;
  2878. }
  2879. k++;
  2880. }
  2881. if( j )
  2882. {
  2883. i = applyeffects[rnd()%j];
  2884. status_change_start(target, i, 10000, skl->skill_lv,
  2885. (i == SC_BURNING ? 1000 : 0),
  2886. (i == SC_BURNING ? src->id : 0),
  2887. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2888. }
  2889. }
  2890. }
  2891. break;
  2892. case WM_REVERBERATION_MELEE:
  2893. case WM_REVERBERATION_MAGIC:
  2894. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  2895. break;
  2896. case SC_FATALMENACE:
  2897. if( src == target ) // Casters Part
  2898. unit_warp(src, -1, skl->x, skl->y, 3);
  2899. else { // Target's Part
  2900. short x = skl->x, y = skl->y;
  2901. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  2902. unit_warp(target,-1,x,y,3);
  2903. }
  2904. break;
  2905. case LG_MOONSLASHER:
  2906. case SR_WINDMILL:
  2907. if( target->type == BL_PC ) {
  2908. struct map_session_data *tsd = NULL;
  2909. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  2910. pc_setsit(tsd);
  2911. skill_sit(tsd,1);
  2912. clif_sitting(&tsd->bl);
  2913. }
  2914. }
  2915. break;
  2916. case LG_OVERBRAND_BRANDISH:
  2917. case LG_OVERBRAND_PLUSATK:
  2918. case SR_KNUCKLEARROW:
  2919. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  2920. break;
  2921. case GN_SPORE_EXPLOSION:
  2922. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  2923. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  2924. break;
  2925. case CH_PALMSTRIKE:
  2926. {
  2927. struct status_change* tsc = status_get_sc(target);
  2928. if( tsc && tsc->option&OPTION_HIDE ){
  2929. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  2930. break;
  2931. }
  2932. }
  2933. default:
  2934. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2935. break;
  2936. }
  2937. }
  2938. else {
  2939. if(src->m != skl->map)
  2940. break;
  2941. switch( skl->skill_id )
  2942. {
  2943. case WZ_METEOR:
  2944. if( skl->type >= 0 )
  2945. {
  2946. int x = skl->type>>16, y = skl->type&0xFFFF;
  2947. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2948. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2949. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2950. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2951. }
  2952. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2953. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2954. break;
  2955. case GN_CRAZYWEED_ATK:
  2956. {
  2957. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  2958. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  2959. }
  2960. case WL_EARTHSTRAIN:
  2961. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  2962. break;
  2963. }
  2964. }
  2965. } while (0);
  2966. //Free skl now that it is no longer needed.
  2967. ers_free(skill_timer_ers, skl);
  2968. return 0;
  2969. }
  2970. /*==========================================
  2971. *
  2972. *------------------------------------------*/
  2973. 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)
  2974. {
  2975. int i;
  2976. struct unit_data *ud;
  2977. nullpo_retr(1, src);
  2978. if (src->prev == NULL)
  2979. return 0;
  2980. ud = unit_bl2ud(src);
  2981. nullpo_retr(1, ud);
  2982. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2983. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2984. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2985. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2986. ud->skilltimerskill[i]->src_id = src->id;
  2987. ud->skilltimerskill[i]->target_id = target;
  2988. ud->skilltimerskill[i]->skill_id = skill_id;
  2989. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2990. ud->skilltimerskill[i]->map = src->m;
  2991. ud->skilltimerskill[i]->x = x;
  2992. ud->skilltimerskill[i]->y = y;
  2993. ud->skilltimerskill[i]->type = type;
  2994. ud->skilltimerskill[i]->flag = flag;
  2995. return 0;
  2996. }
  2997. /*==========================================
  2998. *
  2999. *------------------------------------------*/
  3000. int skill_cleartimerskill (struct block_list *src)
  3001. {
  3002. int i;
  3003. struct unit_data *ud;
  3004. nullpo_ret(src);
  3005. ud = unit_bl2ud(src);
  3006. nullpo_ret(ud);
  3007. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3008. if(ud->skilltimerskill[i]) {
  3009. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3010. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3011. ud->skilltimerskill[i]=NULL;
  3012. }
  3013. }
  3014. return 1;
  3015. }
  3016. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3017. struct skill_unit *su = (TBL_SKILL*)bl;
  3018. struct skill_unit_group *sg;
  3019. if( bl->type != BL_SKILL )
  3020. return 0;
  3021. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3022. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3023. su->limit=DIFF_TICK(gettick(),sg->tick);
  3024. sg->unit_id = UNT_USED_TRAPS;
  3025. }
  3026. return 0;
  3027. }
  3028. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3029. {
  3030. TBL_SKILL *su = (TBL_SKILL*)bl;
  3031. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3032. { //Reveal trap.
  3033. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3034. //clif_changetraplook(bl, su->group->unit_id);
  3035. clif_skill_setunit(su);
  3036. return 1;
  3037. }
  3038. return 0;
  3039. }
  3040. /*==========================================
  3041. *
  3042. *
  3043. *------------------------------------------*/
  3044. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3045. {
  3046. struct map_session_data *sd = NULL;
  3047. struct status_data *tstatus;
  3048. struct status_change *sc;
  3049. if (skillid > 0 && skilllv <= 0) return 0;
  3050. nullpo_retr(1, src);
  3051. nullpo_retr(1, bl);
  3052. if (src->m != bl->m)
  3053. return 1;
  3054. if (bl->prev == NULL)
  3055. return 1;
  3056. sd = BL_CAST(BL_PC, src);
  3057. if (status_isdead(bl))
  3058. return 1;
  3059. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  3060. { //GTB makes all targetted magic display miss with a single bolt.
  3061. sc_type sct = status_skill2sc(skillid);
  3062. if(sct != SC_NONE)
  3063. status_change_end(bl, sct, INVALID_TIMER);
  3064. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  3065. return 1;
  3066. }
  3067. sc = status_get_sc(src);
  3068. if (sc && !sc->count)
  3069. sc = NULL; //Unneeded
  3070. tstatus = status_get_status_data(bl);
  3071. map_freeblock_lock();
  3072. switch(skillid)
  3073. {
  3074. case MER_CRASH:
  3075. case SM_BASH:
  3076. case MS_BASH:
  3077. case MC_MAMMONITE:
  3078. case TF_DOUBLE:
  3079. case AC_DOUBLE:
  3080. case MA_DOUBLE:
  3081. case AS_SONICBLOW:
  3082. case KN_PIERCE:
  3083. case ML_PIERCE:
  3084. case KN_SPEARBOOMERANG:
  3085. case TF_POISON:
  3086. case TF_SPRINKLESAND:
  3087. case AC_CHARGEARROW:
  3088. case MA_CHARGEARROW:
  3089. case RG_INTIMIDATE:
  3090. case AM_ACIDTERROR:
  3091. case BA_MUSICALSTRIKE:
  3092. case DC_THROWARROW:
  3093. case BA_DISSONANCE:
  3094. case CR_HOLYCROSS:
  3095. case NPC_DARKCROSS:
  3096. case CR_SHIELDCHARGE:
  3097. case CR_SHIELDBOOMERANG:
  3098. case NPC_PIERCINGATT:
  3099. case NPC_MENTALBREAKER:
  3100. case NPC_RANGEATTACK:
  3101. case NPC_CRITICALSLASH:
  3102. case NPC_COMBOATTACK:
  3103. case NPC_GUIDEDATTACK:
  3104. case NPC_POISON:
  3105. case NPC_RANDOMATTACK:
  3106. case NPC_WATERATTACK:
  3107. case NPC_GROUNDATTACK:
  3108. case NPC_FIREATTACK:
  3109. case NPC_WINDATTACK:
  3110. case NPC_POISONATTACK:
  3111. case NPC_HOLYATTACK:
  3112. case NPC_DARKNESSATTACK:
  3113. case NPC_TELEKINESISATTACK:
  3114. case NPC_UNDEADATTACK:
  3115. case NPC_ARMORBRAKE:
  3116. case NPC_WEAPONBRAKER:
  3117. case NPC_HELMBRAKE:
  3118. case NPC_SHIELDBRAKE:
  3119. case NPC_BLINDATTACK:
  3120. case NPC_SILENCEATTACK:
  3121. case NPC_STUNATTACK:
  3122. case NPC_PETRIFYATTACK:
  3123. case NPC_CURSEATTACK:
  3124. case NPC_SLEEPATTACK:
  3125. case LK_AURABLADE:
  3126. case LK_SPIRALPIERCE:
  3127. case ML_SPIRALPIERCE:
  3128. case LK_HEADCRUSH:
  3129. case CG_ARROWVULCAN:
  3130. case HW_MAGICCRASHER:
  3131. case ITM_TOMAHAWK:
  3132. case MO_TRIPLEATTACK:
  3133. case CH_CHAINCRUSH:
  3134. case CH_TIGERFIST:
  3135. case PA_SHIELDCHAIN: // Shield Chain
  3136. case PA_SACRIFICE:
  3137. case WS_CARTTERMINATION: // Cart Termination
  3138. case AS_VENOMKNIFE:
  3139. case HT_PHANTASMIC:
  3140. case HT_POWER:
  3141. case TK_DOWNKICK:
  3142. case TK_COUNTER:
  3143. case GS_CHAINACTION:
  3144. case GS_TRIPLEACTION:
  3145. case GS_MAGICALBULLET:
  3146. case GS_TRACKING:
  3147. case GS_PIERCINGSHOT:
  3148. case GS_RAPIDSHOWER:
  3149. case GS_DUST:
  3150. case GS_DISARM: // Added disarm. [Reddozen]
  3151. case GS_FULLBUSTER:
  3152. case NJ_SYURIKEN:
  3153. case NJ_KUNAI:
  3154. case ASC_BREAKER:
  3155. case HFLI_MOON: //[orn]
  3156. case HFLI_SBR44: //[orn]
  3157. case NPC_BLEEDING:
  3158. case NPC_CRITICALWOUND:
  3159. case NPC_HELLPOWER:
  3160. case RK_SONICWAVE:
  3161. case RK_HUNDREDSPEAR:
  3162. case AB_DUPLELIGHT_MELEE:
  3163. case RA_AIMEDBOLT:
  3164. case NC_AXEBOOMERANG:
  3165. case NC_POWERSWING:
  3166. case GC_CROSSIMPACT:
  3167. case GC_VENOMPRESSURE:
  3168. case SC_TRIANGLESHOT:
  3169. case SC_FEINTBOMB:
  3170. case LG_BANISHINGPOINT:
  3171. case LG_SHIELDPRESS:
  3172. case LG_RAGEBURST:
  3173. case LG_RAYOFGENESIS:
  3174. case LG_HESPERUSLIT:
  3175. case SR_FALLENEMPIRE:
  3176. case SR_CRESCENTELBOW_AUTOSPELL:
  3177. case SR_GATEOFHELL:
  3178. case SR_GENTLETOUCH_QUIET:
  3179. case WM_SEVERE_RAINSTORM_MELEE:
  3180. case WM_GREAT_ECHO:
  3181. case GN_SLINGITEM_RANGEMELEEATK:
  3182. case KO_JYUMONJIKIRI:
  3183. case KO_SETSUDAN:
  3184. case KO_KAIHOU:
  3185. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3186. break;
  3187. /**
  3188. * Mechanic (MADO GEAR)
  3189. **/
  3190. case NC_BOOSTKNUCKLE:
  3191. case NC_PILEBUNKER:
  3192. case NC_VULCANARM:
  3193. case NC_COLDSLOWER:
  3194. case NC_ARMSCANNON:
  3195. if (sd) pc_overheat(sd,1);
  3196. case RK_WINDCUTTER:
  3197. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3198. break;
  3199. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3200. switch( rnd()%6 ){
  3201. case 0: flag |= BREAK_ANKLE; break;
  3202. case 1: flag |= BREAK_WRIST; break;
  3203. case 2: flag |= BREAK_KNEE; break;
  3204. case 3: flag |= BREAK_SHOULDER; break;
  3205. case 4: flag |= BREAK_WAIST; break;
  3206. case 5: flag |= BREAK_NECK; break;
  3207. }
  3208. //TODO: is there really no cleaner way to do this?
  3209. sc = status_get_sc(bl);
  3210. if (sc) sc->jb_flag = flag;
  3211. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3212. break;
  3213. case MO_COMBOFINISH:
  3214. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3215. { //Becomes a splash attack when Soul Linked.
  3216. map_foreachinrange(skill_area_sub, bl,
  3217. skill_get_splash(skillid, skilllv),splash_target(src),
  3218. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3219. skill_castend_damage_id);
  3220. } else
  3221. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3222. break;
  3223. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3224. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3225. skill_area_temp[1] = 0;
  3226. map_foreachinrange(skill_attack_area, src,
  3227. skill_get_splash(skillid, skilllv), splash_target(src),
  3228. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3229. break;
  3230. case KN_CHARGEATK:
  3231. {
  3232. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3233. unsigned int dist = distance_bl(src, bl);
  3234. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  3235. // teleport to target (if not on WoE grounds)
  3236. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3237. clif_slide(src, bl->x, bl->y);
  3238. // cause damage and knockback if the path to target was a straight one
  3239. if( path )
  3240. {
  3241. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  3242. skill_blown(src, bl, dist, dir, 0);
  3243. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3244. // make the caster look in the direction of the target
  3245. unit_setdir(src, (dir+4)%8);
  3246. }
  3247. }
  3248. break;
  3249. case NC_FLAMELAUNCHER:
  3250. if (sd) pc_overheat(sd,1);
  3251. case SN_SHARPSHOOTING:
  3252. case MA_SHARPSHOOTING:
  3253. case NJ_KAMAITACHI:
  3254. case LG_CANNONSPEAR:
  3255. //It won't shoot through walls since on castend there has to be a direct
  3256. //line of sight between caster and target.
  3257. skill_area_temp[1] = bl->id;
  3258. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3259. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3260. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3261. break;
  3262. case NPC_ACIDBREATH:
  3263. case NPC_DARKNESSBREATH:
  3264. case NPC_FIREBREATH:
  3265. case NPC_ICEBREATH:
  3266. case NPC_THUNDERBREATH:
  3267. skill_area_temp[1] = bl->id;
  3268. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3269. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3270. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3271. break;
  3272. case MO_INVESTIGATE:
  3273. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3274. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3275. break;
  3276. case RG_BACKSTAP:
  3277. {
  3278. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3279. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3280. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3281. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3282. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3283. unit_setdir(bl,dir);
  3284. }
  3285. else if (sd)
  3286. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3287. }
  3288. break;
  3289. case MO_FINGEROFFENSIVE:
  3290. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3291. if (battle_config.finger_offensive_type && sd) {
  3292. int i;
  3293. for (i = 1; i < sd->spiritball_old; i++)
  3294. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3295. }
  3296. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3297. break;
  3298. case MO_CHAINCOMBO:
  3299. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3300. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3301. break;
  3302. case NJ_ISSEN:
  3303. status_change_end(src, SC_NEN, INVALID_TIMER);
  3304. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3305. // fall through
  3306. case MO_EXTREMITYFIST:
  3307. if( skillid == MO_EXTREMITYFIST )
  3308. {
  3309. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3310. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3311. #ifdef RENEWAL
  3312. sc_start(src,SC_EXTREMITYFIST2,100,skilllv,skill_get_time(skillid,skilllv));
  3313. #endif
  3314. }
  3315. //Client expects you to move to target regardless of distance
  3316. {
  3317. struct unit_data *ud = unit_bl2ud(src);
  3318. short dx,dy;
  3319. int i,speed;
  3320. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  3321. dx = bl->x - src->x;
  3322. dy = bl->y - src->y;
  3323. if (dx < 0) dx-=i;
  3324. else if (dx > 0) dx+=i;
  3325. if (dy < 0) dy-=i;
  3326. else if (dy > 0) dy+=i;
  3327. if (!dx && !dy) dy++;
  3328. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  3329. {
  3330. dx = bl->x;
  3331. dy = bl->y;
  3332. } else {
  3333. dx = src->x + dx;
  3334. dy = src->y + dy;
  3335. }
  3336. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3337. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  3338. //Increase can't walk delay to not alter your walk path
  3339. ud->canmove_tick = tick;
  3340. speed = status_get_speed(src);
  3341. for (i = 0; i < ud->walkpath.path_len; i ++)
  3342. {
  3343. if(ud->walkpath.path[i]&1)
  3344. ud->canmove_tick+=7*speed/5;
  3345. else
  3346. ud->canmove_tick+=speed;
  3347. }
  3348. }
  3349. }
  3350. break;
  3351. //Splash attack skills.
  3352. case AS_GRIMTOOTH:
  3353. case MC_CARTREVOLUTION:
  3354. case NPC_SPLASHATTACK:
  3355. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3356. case AS_SPLASHER:
  3357. case SM_MAGNUM:
  3358. case MS_MAGNUM:
  3359. case HT_BLITZBEAT:
  3360. case AC_SHOWER:
  3361. case MA_SHOWER:
  3362. case MG_NAPALMBEAT:
  3363. case MG_FIREBALL:
  3364. case RG_RAID:
  3365. case HW_NAPALMVULCAN:
  3366. case NJ_HUUMA:
  3367. case NJ_BAKUENRYU:
  3368. case ASC_METEORASSAULT:
  3369. case GS_DESPERADO:
  3370. case GS_SPREADATTACK:
  3371. case NPC_EARTHQUAKE:
  3372. case NPC_PULSESTRIKE:
  3373. case NPC_HELLJUDGEMENT:
  3374. case NPC_VAMPIRE_GIFT:
  3375. case RK_IGNITIONBREAK:
  3376. case AB_JUDEX:
  3377. case WL_SOULEXPANSION:
  3378. case WL_CRIMSONROCK:
  3379. case WL_COMET:
  3380. case WL_JACKFROST:
  3381. case RA_ARROWSTORM:
  3382. case RA_WUGDASH:
  3383. case NC_SELFDESTRUCTION:
  3384. case NC_AXETORNADO:
  3385. case GC_ROLLINGCUTTER:
  3386. case GC_COUNTERSLASH:
  3387. case LG_MOONSLASHER:
  3388. case LG_EARTHDRIVE:
  3389. case SR_TIGERCANNON:
  3390. case SR_RAMPAGEBLASTER:
  3391. case SR_SKYNETBLOW:
  3392. case SR_WINDMILL:
  3393. case SR_RIDEINLIGHTNING:
  3394. case WM_SOUND_OF_DESTRUCTION:
  3395. case WM_REVERBERATION_MELEE:
  3396. case WM_REVERBERATION_MAGIC:
  3397. case SO_VARETYR_SPEAR:
  3398. case GN_CART_TORNADO:
  3399. case GN_CARTCANNON:
  3400. case KO_HAPPOKUNAI:
  3401. case KO_HUUMARANKA:
  3402. case KO_MUCHANAGE:
  3403. case KO_BAKURETSU:
  3404. if( flag&1 ) {//Recursive invocation
  3405. // skill_area_temp[0] holds number of targets in area
  3406. // skill_area_temp[1] holds the id of the original target
  3407. // skill_area_temp[2] counts how many targets have already been processed
  3408. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3409. if( flag&SD_LEVEL )
  3410. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3411. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  3412. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3413. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  3414. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3415. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3416. status_heal(src,heal,0,0);
  3417. }
  3418. } else {
  3419. switch ( skillid ) {
  3420. case NJ_BAKUENRYU:
  3421. case LG_EARTHDRIVE:
  3422. case GN_CARTCANNON:
  3423. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3424. break;
  3425. case LG_MOONSLASHER:
  3426. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3427. break;
  3428. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3429. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3430. default:
  3431. break;
  3432. }
  3433. skill_area_temp[0] = 0;
  3434. skill_area_temp[1] = bl->id;
  3435. skill_area_temp[2] = 0;
  3436. if( skillid == WL_CRIMSONROCK ) {
  3437. skill_area_temp[4] = bl->x;
  3438. skill_area_temp[5] = bl->y;
  3439. }
  3440. if( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )
  3441. skill_area_temp[1] = 0;
  3442. // if skill damage should be split among targets, count them
  3443. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3444. //special case: Venom Splasher uses a different range for searching than for splashing
  3445. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  3446. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  3447. // recursive invocation of skill_castend_damage_id() with flag|1
  3448. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), ( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3449. }
  3450. break;
  3451. case KN_BRANDISHSPEAR:
  3452. case ML_BRANDISH:
  3453. //Coded apart for it needs the flag passed to the damage calculation.
  3454. if (skill_area_temp[1] != bl->id)
  3455. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  3456. else
  3457. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3458. break;
  3459. case KN_BOWLINGBASH:
  3460. case MS_BOWLINGBASH:
  3461. if(flag&1){
  3462. if(bl->id==skill_area_temp[1])
  3463. break;
  3464. //two hits for 500%
  3465. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3466. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3467. } else {
  3468. int i,c;
  3469. c = skill_get_blewcount(skillid,skilllv);
  3470. // keep moving target in the direction that src is looking, square by square
  3471. for(i=0;i<c;i++){
  3472. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3473. break; //Can't knockback
  3474. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  3475. if( skill_area_temp[0] > 1 ) break; // collision
  3476. }
  3477. clif_blown(bl); //Update target pos.
  3478. if (i!=c) { //Splash
  3479. skill_area_temp[1] = bl->id;
  3480. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3481. }
  3482. //Weirdo dual-hit property, two attacks for 500%
  3483. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3484. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3485. }
  3486. break;
  3487. case KN_SPEARSTAB:
  3488. if(flag&1) {
  3489. if (bl->id==skill_area_temp[1])
  3490. break;
  3491. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  3492. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3493. } else {
  3494. int x=bl->x,y=bl->y,i,dir;
  3495. dir = map_calc_dir(bl,src->x,src->y);
  3496. skill_area_temp[1] = bl->id;
  3497. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  3498. // all the enemies between the caster and the target are hit, as well as the target
  3499. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  3500. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3501. for (i=0;i<4;i++) {
  3502. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3503. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3504. x += dirx[dir];
  3505. y += diry[dir];
  3506. }
  3507. }
  3508. break;
  3509. case TK_TURNKICK:
  3510. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3511. {
  3512. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3513. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  3514. map_foreachinrange(skill_area_sub,bl,
  3515. skill_get_splash(skillid, skilllv),BL_CHAR,
  3516. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  3517. skill_castend_nodamage_id);
  3518. }
  3519. break;
  3520. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3521. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  3522. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3523. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3524. break;
  3525. case PR_TURNUNDEAD:
  3526. case ALL_RESURRECTION:
  3527. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3528. break;
  3529. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3530. break;
  3531. case MG_SOULSTRIKE:
  3532. case NPC_DARKSTRIKE:
  3533. case MG_COLDBOLT:
  3534. case MG_FIREBOLT:
  3535. case MG_LIGHTNINGBOLT:
  3536. case WZ_EARTHSPIKE:
  3537. case AL_HEAL:
  3538. case AL_HOLYLIGHT:
  3539. case WZ_JUPITEL:
  3540. case NPC_DARKTHUNDER:
  3541. case PR_ASPERSIO:
  3542. case MG_FROSTDIVER:
  3543. case WZ_SIGHTBLASTER:
  3544. case WZ_SIGHTRASHER:
  3545. case NJ_KOUENKA:
  3546. case NJ_HYOUSENSOU:
  3547. case NJ_HUUJIN:
  3548. case AB_ADORAMUS:
  3549. case AB_RENOVATIO:
  3550. case AB_HIGHNESSHEAL:
  3551. case AB_DUPLELIGHT_MAGIC:
  3552. case WM_METALICSOUND:
  3553. case MH_ERASER_CUTTER:
  3554. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3555. break;
  3556. case NPC_MAGICALATTACK:
  3557. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3558. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3559. break;
  3560. case HVAN_CAPRICE: //[blackhole89]
  3561. {
  3562. int ran=rnd()%4;
  3563. int sid = 0;
  3564. switch(ran)
  3565. {
  3566. case 0: sid=MG_COLDBOLT; break;
  3567. case 1: sid=MG_FIREBOLT; break;
  3568. case 2: sid=MG_LIGHTNINGBOLT; break;
  3569. case 3: sid=WZ_EARTHSPIKE; break;
  3570. }
  3571. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3572. }
  3573. break;
  3574. case WZ_WATERBALL:
  3575. {
  3576. int range = skilllv / 2;
  3577. int maxlv = skill_get_max(skillid); // learnable level
  3578. int count = 0;
  3579. int x, y;
  3580. struct skill_unit* unit;
  3581. if( skilllv > maxlv )
  3582. {
  3583. if( src->type == BL_MOB && skilllv == 10 )
  3584. range = 4;
  3585. else
  3586. range = maxlv / 2;
  3587. }
  3588. for( y = src->y - range; y <= src->y + range; ++y )
  3589. for( x = src->x - range; x <= src->x + range; ++x )
  3590. {
  3591. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3592. {
  3593. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3594. count++; // natural water cell
  3595. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  3596. {
  3597. count++; // skill-induced water cell
  3598. skill_delunit(unit); // consume cell
  3599. }
  3600. }
  3601. }
  3602. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3603. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3604. }
  3605. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3606. break;
  3607. case PR_BENEDICTIO:
  3608. //Should attack undead and demons. [Skotlex]
  3609. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3610. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3611. break;
  3612. case SL_SMA:
  3613. status_change_end(src, SC_SMA, INVALID_TIMER);
  3614. case SL_STIN:
  3615. case SL_STUN:
  3616. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3617. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3618. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3619. break;
  3620. }
  3621. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3622. break;
  3623. case NPC_DARKBREATH:
  3624. clif_emotion(src,E_AG);
  3625. case SN_FALCONASSAULT:
  3626. case PA_PRESSURE:
  3627. case CR_ACIDDEMONSTRATION:
  3628. case TF_THROWSTONE:
  3629. case NPC_SMOKING:
  3630. case GS_FLING:
  3631. case NJ_ZENYNAGE:
  3632. case GN_THORNS_TRAP:
  3633. case GN_HELLS_PLANT_ATK:
  3634. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3635. break;
  3636. /**
  3637. * Rune Knight
  3638. **/
  3639. case RK_DRAGONBREATH: {
  3640. struct status_change *tsc = NULL;
  3641. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3642. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3643. } else
  3644. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3645. }
  3646. break;
  3647. case NPC_SELFDESTRUCTION: {
  3648. struct status_change *tsc = NULL;
  3649. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3650. break;
  3651. }
  3652. case HVAN_EXPLOSION:
  3653. if (src != bl)
  3654. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3655. break;
  3656. // Celest
  3657. case PF_SOULBURN:
  3658. if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3659. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3660. if (skilllv == 5)
  3661. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3662. status_percent_damage(src, bl, 0, 100, false);
  3663. } else {
  3664. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3665. if (skilllv == 5)
  3666. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3667. status_percent_damage(src, src, 0, 100, false);
  3668. }
  3669. break;
  3670. case NPC_BLOODDRAIN:
  3671. case NPC_ENERGYDRAIN:
  3672. {
  3673. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3674. src, src, bl, skillid, skilllv, tick, flag);
  3675. if (heal > 0){
  3676. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3677. status_heal(src, heal, 0, 0);
  3678. }
  3679. }
  3680. break;
  3681. case GS_BULLSEYE:
  3682. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3683. break;
  3684. case NJ_KASUMIKIRI:
  3685. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3686. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3687. break;
  3688. case NJ_KIRIKAGE:
  3689. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3690. { //You don't move on GVG grounds.
  3691. short x, y;
  3692. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3693. if (unit_movepos(src, x, y, 0, 0))
  3694. clif_slide(src,src->x,src->y);
  3695. }
  3696. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3697. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3698. break;
  3699. case RK_PHANTOMTHRUST:
  3700. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3701. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3702. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3703. if( battle_check_target(src,bl,BCT_ENEMY) )
  3704. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3705. break;
  3706. case RK_STORMBLAST:
  3707. case RK_CRUSHSTRIKE:
  3708. if( sd ) {
  3709. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3710. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3711. else
  3712. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3713. } else //non-sd support
  3714. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3715. break;
  3716. case GC_DARKILLUSION:
  3717. {
  3718. short x, y;
  3719. short dir = map_calc_dir(src,bl->x,bl->y);
  3720. if( dir > 4 ) x = -1;
  3721. else if( dir > 0 && dir < 4 ) x = 1;
  3722. else x = 0;
  3723. if( dir < 3 || dir > 5 ) y = -1;
  3724. else if( dir > 3 && dir < 5 ) y = 1;
  3725. else y = 0;
  3726. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3727. {
  3728. clif_slide(src,bl->x+x,bl->y+y);
  3729. clif_fixpos(src); // the official server send these two packts.
  3730. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3731. if( rnd()%100 < 4 * skilllv )
  3732. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3733. }
  3734. }
  3735. break;
  3736. case GC_WEAPONCRUSH:
  3737. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3738. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3739. else if( sd )
  3740. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3741. break;
  3742. case GC_CROSSRIPPERSLASHER:
  3743. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3744. clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
  3745. else
  3746. {
  3747. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3748. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  3749. }
  3750. break;
  3751. case GC_PHANTOMMENACE:
  3752. if( flag&1 )
  3753. { // Only Hits Invisible Targets
  3754. struct status_change *tsc = status_get_sc(bl);
  3755. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3756. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3757. }
  3758. break;
  3759. case WL_CHAINLIGHTNING:
  3760. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3761. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3762. break;
  3763. case WL_DRAINLIFE:
  3764. {
  3765. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3766. int rate = 70 + 5 * skilllv;
  3767. heal = heal * (5 + 5 * skilllv) / 100;
  3768. if( bl->type == BL_SKILL )
  3769. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3770. if( heal && rnd()%100 < rate )
  3771. {
  3772. status_heal(src, heal, 0, 0);
  3773. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3774. }
  3775. }
  3776. break;
  3777. case WL_TETRAVORTEX:
  3778. if( sd )
  3779. {
  3780. int spheres[5] = { 0, 0, 0, 0, 0 },
  3781. positions[5] = {-1,-1,-1,-1,-1 },
  3782. i, j = 0, k, subskill = 0;
  3783. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3784. if( sc && sc->data[i] )
  3785. {
  3786. spheres[j] = i;
  3787. positions[j] = sc->data[i]->val2;
  3788. j++; //
  3789. }
  3790. if( j < 4 )
  3791. { // Need 4 spheres minimum
  3792. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3793. break;
  3794. }
  3795. // Sphere Sort, this time from new to old
  3796. for( i = 0; i <= j - 2; i++ )
  3797. for( k = i + 1; k <= j - 1; k++ )
  3798. if( positions[i] < positions[k] )
  3799. {
  3800. swap(positions[i],positions[k]);
  3801. swap(spheres[i],spheres[k]);
  3802. }
  3803. k = 0;
  3804. for( i = 0; i < 4; i++ )
  3805. {
  3806. switch( sc->data[spheres[i]]->val1 )
  3807. {
  3808. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3809. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3810. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3811. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3812. }
  3813. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skilllv, i, flag);
  3814. clif_skill_nodamage(src, bl, subskill, skilllv, 1);
  3815. status_change_end(src, spheres[i], INVALID_TIMER);
  3816. }
  3817. }
  3818. break;
  3819. case WL_RELEASE:
  3820. if( sd )
  3821. {
  3822. int i;
  3823. // Priority is to release SpellBook
  3824. if( sc && sc->data[SC_READING_SB] )
  3825. { // SpellBook
  3826. int skill_id, skill_lv, point, s = 0;
  3827. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  3828. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  3829. if( sc->data[i] ) spell[s++] = i;
  3830. if ( s == 0 )
  3831. break;
  3832. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  3833. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  3834. skill_id = sc->data[i]->val1;
  3835. skill_lv = sc->data[i]->val2;
  3836. point = sc->data[i]->val3;
  3837. status_change_end(src, (sc_type)i, INVALID_TIMER);
  3838. }else //something went wrong :(
  3839. break;
  3840. if( sc->data[SC_READING_SB]->val2 > point )
  3841. sc->data[SC_READING_SB]->val2 -= point;
  3842. else // Last spell to be released
  3843. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3844. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3845. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  3846. break;
  3847. switch( skill_get_casttype(skill_id) )
  3848. {
  3849. case CAST_GROUND:
  3850. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  3851. break;
  3852. case CAST_NODAMAGE:
  3853. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  3854. break;
  3855. case CAST_DAMAGE:
  3856. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  3857. break;
  3858. }
  3859. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  3860. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  3861. }
  3862. else
  3863. { // Summon Balls
  3864. int j = 0, k, skele;
  3865. int spheres[5] = { 0, 0, 0, 0, 0 },
  3866. positions[5] = {-1,-1,-1,-1,-1 };
  3867. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3868. if( sc && sc->data[i] )
  3869. {
  3870. spheres[j] = i;
  3871. positions[j] = sc->data[i]->val2;
  3872. sc->data[i]->val2--; // Prepares for next position
  3873. j++;
  3874. }
  3875. if( j == 0 )
  3876. { // No Spheres
  3877. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0);
  3878. break;
  3879. }
  3880. // Sphere Sort
  3881. for( i = 0; i <= j - 2; i++ )
  3882. for( k = i + 1; k <= j - 1; k++ )
  3883. if( positions[i] > positions[k] )
  3884. {
  3885. swap(positions[i],positions[k]);
  3886. swap(spheres[i],spheres[k]);
  3887. }
  3888. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3889. for( i = 0; i < j; i++ )
  3890. {
  3891. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3892. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3893. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3894. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3895. }
  3896. clif_skill_nodamage(src,bl,skillid,0,1);
  3897. }
  3898. }
  3899. break;
  3900. case WL_FROSTMISTY:
  3901. // Causes Freezing status through walls.
  3902. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3903. // Doesn't deal damage through non-shootable walls.
  3904. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3905. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3906. break;
  3907. case WL_HELLINFERNO:
  3908. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3909. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|ELE_DARK);
  3910. break;
  3911. case RA_WUGSTRIKE:
  3912. if( sd && pc_isridingwug(sd) ){
  3913. short x[8]={0,-1,-1,-1,0,1,1,1};
  3914. short y[8]={1,1,0,-1,-1,-1,0,1};
  3915. int dir = map_calc_dir(bl, src->x, src->y);
  3916. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  3917. {
  3918. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  3919. clif_fixpos(src);
  3920. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3921. }
  3922. break;
  3923. }
  3924. case RA_WUGBITE:
  3925. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3926. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3927. }else if( sd && skillid == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  3928. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  3929. break;
  3930. case RA_SENSITIVEKEEN:
  3931. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3932. struct status_change * tsc = status_get_sc(bl);
  3933. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  3934. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3935. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  3936. }
  3937. }
  3938. else
  3939. {
  3940. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3941. struct skill_unit_group* sg;
  3942. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  3943. {
  3944. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3945. {
  3946. struct item item_tmp;
  3947. memset(&item_tmp,0,sizeof(item_tmp));
  3948. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  3949. item_tmp.identify = 1;
  3950. if( item_tmp.nameid )
  3951. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  3952. }
  3953. skill_delunit(su);
  3954. }
  3955. }
  3956. break;
  3957. case NC_INFRAREDSCAN:
  3958. if( flag&1 )
  3959. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  3960. if( rnd()%100 < 50 )
  3961. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  3962. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  3963. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  3964. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  3965. }
  3966. else
  3967. {
  3968. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3969. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3970. if( sd ) pc_overheat(sd,1);
  3971. }
  3972. break;
  3973. case NC_MAGNETICFIELD:
  3974. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  3975. break;
  3976. case SC_FATALMENACE:
  3977. if( flag&1 )
  3978. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3979. else
  3980. {
  3981. short x, y;
  3982. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  3983. // Destination area
  3984. skill_area_temp[4] = x;
  3985. skill_area_temp[5] = y;
  3986. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3987. skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self
  3988. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  3989. }
  3990. break;
  3991. case LG_PINPOINTATTACK:
  3992. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  3993. clif_slide(src,bl->x,bl->y);
  3994. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3995. break;
  3996. case LG_SHIELDSPELL:
  3997. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  3998. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3999. break;
  4000. case LG_OVERBRAND:
  4001. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  4002. break;
  4003. case LG_OVERBRAND_BRANDISH:
  4004. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL);
  4005. break;
  4006. case SR_DRAGONCOMBO:
  4007. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4008. break;
  4009. case SR_KNUCKLEARROW:
  4010. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4011. clif_slide(src,bl->x,bl->y);
  4012. clif_fixpos(src); // Aegis send this packet too.
  4013. }
  4014. if( flag&1 )
  4015. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  4016. else
  4017. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2);
  4018. break;
  4019. case SR_HOWLINGOFLION:
  4020. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4021. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4022. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4023. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4024. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4025. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4026. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4027. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4028. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4029. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4030. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4031. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4032. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4033. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  4034. break;
  4035. case SR_EARTHSHAKER:
  4036. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4037. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  4038. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4039. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4040. } else{
  4041. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4042. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4043. }
  4044. break;
  4045. case WM_LULLABY_DEEPSLEEP:
  4046. if( bl != src && rnd()%100 < 88 + 2 * skilllv )
  4047. sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  4048. break;
  4049. case SO_POISON_BUSTER: {
  4050. struct status_change *tsc = status_get_sc(bl);
  4051. if( tsc && tsc->data[SC_POISON] ) {
  4052. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4053. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4054. }
  4055. else if( sd )
  4056. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4057. }
  4058. break;
  4059. case GN_SPORE_EXPLOSION:
  4060. if( flag&1 )
  4061. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4062. else {
  4063. clif_skill_nodamage(src, bl, skillid, 0, 1);
  4064. skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 0, 0);
  4065. }
  4066. break;
  4067. case EL_FIRE_BOMB:
  4068. case EL_FIRE_WAVE:
  4069. case EL_WATER_SCREW:
  4070. case EL_HURRICANE:
  4071. case EL_TYPOON_MIS:
  4072. if( flag&1 )
  4073. skill_attack(skill_get_type(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag);
  4074. else {
  4075. int i = skill_get_splash(skillid,skilllv);
  4076. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4077. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4078. if( rnd()%100 < 30 )
  4079. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4080. else
  4081. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4082. }
  4083. break;
  4084. case EL_ROCK_CRUSHER:
  4085. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4086. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4087. if( rnd()%100 < 50 )
  4088. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  4089. else
  4090. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag);
  4091. break;
  4092. case EL_STONE_RAIN:
  4093. if( flag&1 )
  4094. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4095. else {
  4096. int i = skill_get_splash(skillid,skilllv);
  4097. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4098. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4099. if( rnd()%100 < 30 )
  4100. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4101. else
  4102. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4103. }
  4104. break;
  4105. case EL_FIRE_ARROW:
  4106. case EL_ICE_NEEDLE:
  4107. case EL_WIND_SLASH:
  4108. case EL_STONE_HAMMER:
  4109. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4110. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4111. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4112. break;
  4113. case EL_TIDAL_WEAPON:
  4114. if( src->type == BL_ELEM ) {
  4115. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4116. struct status_change *sc = status_get_sc(&ele->bl);
  4117. struct status_change *tsc = status_get_sc(bl);
  4118. sc_type type = status_skill2sc(skillid), type2;
  4119. type2 = type-1;
  4120. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4121. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4122. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4123. elemental_clean_single_effect(ele, skillid);
  4124. }
  4125. if( rnd()%100 < 50 )
  4126. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4127. else {
  4128. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  4129. sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv));
  4130. }
  4131. clif_skill_nodamage(src,src,skillid,skilllv,1);
  4132. }
  4133. break;
  4134. //recursive homon skill
  4135. case MH_MAGMA_FLOW:
  4136. case MH_XENO_SLASHER:
  4137. case MH_HEILIGE_STANGE:
  4138. if(flag & 1)
  4139. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4140. else {
  4141. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4142. }
  4143. break;
  4144. case MH_STAHL_HORN:
  4145. case MH_NEEDLE_OF_PARALYZE:
  4146. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  4147. break;
  4148. case 0:/* no skill - basic/normal attack */
  4149. if(sd) {
  4150. if (flag & 3){
  4151. if (bl->id != skill_area_temp[1])
  4152. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  4153. } else {
  4154. skill_area_temp[1] = bl->id;
  4155. map_foreachinrange(skill_area_sub, bl,
  4156. sd->bonus.splash_range, BL_CHAR,
  4157. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  4158. skill_castend_damage_id);
  4159. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4160. }
  4161. }
  4162. break;
  4163. default:
  4164. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  4165. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4166. 0, abs(skill_get_num(skillid, skilllv)),
  4167. skillid, skilllv, skill_get_hit(skillid));
  4168. map_freeblock_unlock();
  4169. return 1;
  4170. }
  4171. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4172. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4173. map_freeblock_unlock();
  4174. if( sd && !(flag&1) )
  4175. {// ensure that the skill last-cast tick is recorded
  4176. sd->canskill_tick = gettick();
  4177. if( sd->state.arrow_atk )
  4178. {// consume arrow on last invocation to this skill.
  4179. battle_consume_ammo(sd, skillid, skilllv);
  4180. }
  4181. // perform skill requirement consumption
  4182. skill_consume_requirement(sd,skillid,skilllv,2);
  4183. }
  4184. return 0;
  4185. }
  4186. /*==========================================
  4187. *
  4188. *------------------------------------------*/
  4189. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  4190. {
  4191. struct map_session_data *sd, *dstsd;
  4192. struct mob_data *md, *dstmd;
  4193. struct homun_data *hd;
  4194. struct mercenary_data *mer;
  4195. struct status_data *sstatus, *tstatus;
  4196. struct status_change *tsc;
  4197. struct status_change_entry *tsce;
  4198. int i = 0;
  4199. enum sc_type type;
  4200. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4201. nullpo_retr(1, src);
  4202. nullpo_retr(1, bl);
  4203. if (src->m != bl->m)
  4204. return 1;
  4205. sd = BL_CAST(BL_PC, src);
  4206. hd = BL_CAST(BL_HOM, src);
  4207. md = BL_CAST(BL_MOB, src);
  4208. mer = BL_CAST(BL_MER, src);
  4209. dstsd = BL_CAST(BL_PC, bl);
  4210. dstmd = BL_CAST(BL_MOB, bl);
  4211. if(bl->prev == NULL)
  4212. return 1;
  4213. if(status_isdead(src))
  4214. return 1;
  4215. if( src != bl && status_isdead(bl) ) {
  4216. /**
  4217. * Skills that may be cast on dead targets
  4218. **/
  4219. switch( skillid ) {
  4220. case NPC_WIDESOULDRAIN:
  4221. case PR_REDEMPTIO:
  4222. case ALL_RESURRECTION:
  4223. case WM_DEADHILLHERE:
  4224. break;
  4225. default:
  4226. return 1;
  4227. }
  4228. }
  4229. tstatus = status_get_status_data(bl);
  4230. sstatus = status_get_status_data(src);
  4231. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4232. switch (skillid) {
  4233. case HLIF_HEAL: //[orn]
  4234. if (bl->type != BL_HOM) {
  4235. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ;
  4236. break ;
  4237. }
  4238. case AL_HEAL:
  4239. case ALL_RESURRECTION:
  4240. case PR_ASPERSIO:
  4241. /**
  4242. * Arch Bishop
  4243. **/
  4244. case AB_RENOVATIO:
  4245. case AB_HIGHNESSHEAL:
  4246. //Apparently only player casted skills can be offensive like this.
  4247. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4248. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4249. //Offensive heal does not works on non-enemies. [Skotlex]
  4250. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4251. return 0;
  4252. }
  4253. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4254. }
  4255. break;
  4256. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4257. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4258. case MH_STEINWAND: {
  4259. struct block_list *s_src = battle_get_master(src);
  4260. short ret;
  4261. if(!skill_check_unit_range(src, src->x, src->y, skillid, skilllv)) //prevent reiteration
  4262. ret = skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,flag); //cast on homon
  4263. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skillid, skilllv))
  4264. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skillid,skilllv,tick,flag); //cast on master
  4265. if (hd)
  4266. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  4267. return ret;
  4268. }
  4269. break;
  4270. default:
  4271. //Skill is actually ground placed.
  4272. if (src == bl && skill_get_unit_id(skillid,0))
  4273. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  4274. }
  4275. type = status_skill2sc(skillid);
  4276. tsc = status_get_sc(bl);
  4277. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4278. if (src!=bl && type > -1 &&
  4279. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  4280. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  4281. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4282. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4283. map_freeblock_lock();
  4284. switch(skillid)
  4285. {
  4286. case HLIF_HEAL: //[orn]
  4287. case AL_HEAL:
  4288. /**
  4289. * Arch Bishop
  4290. **/
  4291. case AB_HIGHNESSHEAL:
  4292. {
  4293. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  4294. int heal_get_jobexp;
  4295. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  4296. if( skillid == AB_HIGHNESSHEAL ) {
  4297. heal = heal * ( 15 + 5 * skilllv ) / 10;
  4298. }
  4299. if( status_isimmune(bl) ||
  4300. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4301. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4302. heal=0;
  4303. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  4304. heal = heal*2;
  4305. if( tsc && tsc->count )
  4306. {
  4307. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  4308. { //Bounce back heal
  4309. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4310. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4311. if (src == bl)
  4312. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4313. else {
  4314. bl = src;
  4315. dstsd = sd;
  4316. }
  4317. }
  4318. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
  4319. heal = 0; //Needed so that it actually displays 0 when healing.
  4320. }
  4321. clif_skill_nodamage (src, bl, skillid, heal, 1);
  4322. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != HLIF_HEAL )
  4323. heal = ~heal + 1;
  4324. heal_get_jobexp = status_heal(bl,heal,0,0);
  4325. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4326. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4327. if (heal_get_jobexp <= 0)
  4328. heal_get_jobexp = 1;
  4329. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4330. }
  4331. }
  4332. break;
  4333. case PR_REDEMPTIO:
  4334. if (sd && !(flag&1)) {
  4335. if (sd->status.party_id == 0) {
  4336. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4337. break;
  4338. }
  4339. skill_area_temp[0] = 0;
  4340. party_foreachsamemap(skill_area_sub,
  4341. sd,skill_get_splash(skillid, skilllv),
  4342. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4343. skill_castend_nodamage_id);
  4344. if (skill_area_temp[0] == 0) {
  4345. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4346. break;
  4347. }
  4348. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4349. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4350. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4351. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4352. clif_updatestatus(sd,SP_BASEEXP);
  4353. clif_updatestatus(sd,SP_JOBEXP);
  4354. }
  4355. status_set_hp(src, 1, 0);
  4356. status_set_sp(src, 0, 0);
  4357. break;
  4358. } else if (status_isdead(bl) && flag&1) { //Revive
  4359. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4360. skilllv = 3; //Resurrection level 3 is used
  4361. } else //Invalid target, skip resurrection.
  4362. break;
  4363. case ALL_RESURRECTION:
  4364. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4365. { //No reviving in WoE grounds!
  4366. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4367. break;
  4368. }
  4369. if (!status_isdead(bl))
  4370. break;
  4371. {
  4372. int per = 0, sper = 0;
  4373. if (tsc && tsc->data[SC_HELLPOWER])
  4374. break;
  4375. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4376. break;
  4377. switch(skilllv){
  4378. case 1: per=10; break;
  4379. case 2: per=30; break;
  4380. case 3: per=50; break;
  4381. case 4: per=80; break;
  4382. }
  4383. if(dstsd && dstsd->special_state.restart_full_recover)
  4384. per = sper = 100;
  4385. if (status_revive(bl, per, sper))
  4386. {
  4387. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  4388. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4389. {
  4390. int exp = 0,jexp = 0;
  4391. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4392. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4393. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4394. if (exp < 1) exp = 1;
  4395. }
  4396. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4397. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4398. if (jexp < 1) jexp = 1;
  4399. }
  4400. if(exp > 0 || jexp > 0)
  4401. pc_gainexp (sd, bl, exp, jexp, false);
  4402. }
  4403. }
  4404. }
  4405. break;
  4406. case AL_DECAGI:
  4407. case MER_DECAGI:
  4408. clif_skill_nodamage (src, bl, skillid, skilllv,
  4409. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  4410. break;
  4411. case AL_CRUCIS:
  4412. if (flag&1)
  4413. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  4414. else {
  4415. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  4416. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4417. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4418. }
  4419. break;
  4420. case PR_LEXDIVINA:
  4421. case MER_LEXDIVINA:
  4422. if( tsce )
  4423. status_change_end(bl,type, INVALID_TIMER);
  4424. else
  4425. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4426. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4427. break;
  4428. case SA_ABRACADABRA:
  4429. {
  4430. int abra_skillid = 0, abra_skilllv;
  4431. do {
  4432. i = rnd() % MAX_SKILL_ABRA_DB;
  4433. abra_skillid = skill_abra_db[i].skillid;
  4434. } while (abra_skillid == 0 ||
  4435. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  4436. rnd()%10000 >= skill_abra_db[i].per
  4437. );
  4438. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  4439. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4440. if( sd )
  4441. {// player-casted
  4442. sd->state.abra_flag = 1;
  4443. sd->skillitem = abra_skillid;
  4444. sd->skillitemlv = abra_skilllv;
  4445. clif_item_skill(sd, abra_skillid, abra_skilllv);
  4446. }
  4447. else
  4448. {// mob-casted
  4449. struct unit_data *ud = unit_bl2ud(src);
  4450. int inf = skill_get_inf(abra_skillid);
  4451. int target_id = 0;
  4452. if (!ud) break;
  4453. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4454. if (src->type == BL_PET)
  4455. bl = (struct block_list*)((TBL_PET*)src)->msd;
  4456. if (!bl) bl = src;
  4457. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  4458. } else { //Assume offensive skills
  4459. if (ud->target)
  4460. target_id = ud->target;
  4461. else switch (src->type) {
  4462. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4463. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4464. }
  4465. if (!target_id)
  4466. break;
  4467. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  4468. bl = map_id2bl(target_id);
  4469. if (!bl) bl = src;
  4470. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  4471. } else
  4472. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  4473. }
  4474. }
  4475. }
  4476. break;
  4477. case SA_COMA:
  4478. clif_skill_nodamage(src,bl,skillid,skilllv,
  4479. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  4480. break;
  4481. case SA_FULLRECOVERY:
  4482. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4483. if (status_isimmune(bl))
  4484. break;
  4485. status_percent_heal(bl, 100, 100);
  4486. break;
  4487. case NPC_ALLHEAL:
  4488. {
  4489. int heal;
  4490. if( status_isimmune(bl) )
  4491. break;
  4492. heal = status_percent_heal(bl, 100, 0);
  4493. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4494. if( dstmd )
  4495. { // Reset Damage Logs
  4496. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4497. dstmd->tdmg = 0;
  4498. }
  4499. }
  4500. break;
  4501. case SA_SUMMONMONSTER:
  4502. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4503. if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  4504. break;
  4505. case SA_LEVELUP:
  4506. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4507. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4508. break;
  4509. case SA_INSTANTDEATH:
  4510. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4511. status_set_hp(bl,1,0);
  4512. break;
  4513. case SA_QUESTION:
  4514. case SA_GRAVITY:
  4515. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4516. break;
  4517. case SA_CLASSCHANGE:
  4518. case SA_MONOCELL:
  4519. if (dstmd)
  4520. {
  4521. int class_;
  4522. if ( sd && dstmd->status.mode&MD_BOSS )
  4523. {
  4524. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4525. break;
  4526. }
  4527. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4528. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4529. mob_class_change(dstmd,class_);
  4530. if( tsc && dstmd->status.mode&MD_BOSS )
  4531. {
  4532. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  4533. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4534. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4535. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4536. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4537. }
  4538. }
  4539. break;
  4540. case SA_DEATH:
  4541. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4542. {
  4543. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4544. break;
  4545. }
  4546. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4547. status_kill(bl);
  4548. break;
  4549. case SA_REVERSEORCISH:
  4550. clif_skill_nodamage(src,bl,skillid,skilllv,
  4551. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4552. break;
  4553. case SA_FORTUNE:
  4554. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4555. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_OTHER,NULL);
  4556. break;
  4557. case SA_TAMINGMONSTER:
  4558. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4559. if (sd && dstmd) {
  4560. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4561. if( i < MAX_PET_DB )
  4562. pet_catch_process1(sd, dstmd->class_);
  4563. }
  4564. break;
  4565. case CR_PROVIDENCE:
  4566. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4567. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4568. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4569. map_freeblock_unlock();
  4570. return 1;
  4571. }
  4572. }
  4573. clif_skill_nodamage(src,bl,skillid,skilllv,
  4574. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4575. break;
  4576. case CG_MARIONETTE:
  4577. {
  4578. struct status_change* sc = status_get_sc(src);
  4579. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4580. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4581. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4582. map_freeblock_unlock();
  4583. return 1;
  4584. }
  4585. if( sc && tsc )
  4586. {
  4587. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4588. {
  4589. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  4590. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  4591. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4592. }
  4593. else
  4594. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4595. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4596. {
  4597. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4598. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4599. }
  4600. else
  4601. {
  4602. if( sd )
  4603. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4604. map_freeblock_unlock();
  4605. return 1;
  4606. }
  4607. }
  4608. }
  4609. break;
  4610. case RG_CLOSECONFINE:
  4611. clif_skill_nodamage(src,bl,skillid,skilllv,
  4612. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  4613. break;
  4614. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4615. case SA_FROSTWEAPON:
  4616. case SA_LIGHTNINGLOADER:
  4617. case SA_SEISMICWEAPON:
  4618. if (dstsd) {
  4619. if(dstsd->status.weapon == W_FIST ||
  4620. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4621. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4622. dstsd->sc.data[SC_FIREWEAPON] ||
  4623. dstsd->sc.data[SC_WATERWEAPON] ||
  4624. dstsd->sc.data[SC_WINDWEAPON] ||
  4625. dstsd->sc.data[SC_EARTHWEAPON] ||
  4626. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4627. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4628. dstsd->sc.data[SC_ENCPOISON]
  4629. ))
  4630. ) {
  4631. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4632. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4633. break;
  4634. }
  4635. }
  4636. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4637. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  4638. if (sd)
  4639. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4640. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4641. clif_displaymessage(sd->fd, msg_txt(669));
  4642. }
  4643. break;
  4644. case PR_ASPERSIO:
  4645. if (sd && dstmd) {
  4646. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4647. break;
  4648. }
  4649. clif_skill_nodamage(src,bl,skillid,skilllv,
  4650. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4651. break;
  4652. case ITEM_ENCHANTARMS:
  4653. clif_skill_nodamage(src,bl,skillid,skilllv,
  4654. sc_start2(bl,type,100,skilllv,
  4655. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  4656. break;
  4657. case TK_SEVENWIND:
  4658. switch(skill_get_ele(skillid,skilllv)) {
  4659. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4660. case ELE_WIND : type = SC_WINDWEAPON; break;
  4661. case ELE_WATER : type = SC_WATERWEAPON; break;
  4662. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4663. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4664. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4665. case ELE_HOLY : type = SC_ASPERSIO; break;
  4666. }
  4667. clif_skill_nodamage(src,bl,skillid,skilllv,
  4668. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4669. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  4670. break;
  4671. case PR_KYRIE:
  4672. case MER_KYRIE:
  4673. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4674. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4675. break;
  4676. //Passive Magnum, should had been casted on yourself.
  4677. case SM_MAGNUM:
  4678. case MS_MAGNUM:
  4679. skill_area_temp[1] = 0;
  4680. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  4681. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4682. clif_skill_nodamage (src,src,skillid,skilllv,1);
  4683. // Initiate 10% of your damage becomes fire element.
  4684. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  4685. if( sd )
  4686. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  4687. else if( bl->type == BL_MER )
  4688. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  4689. break;
  4690. case TK_JUMPKICK:
  4691. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  4692. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4693. {
  4694. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4695. {
  4696. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4697. clif_slide(src,bl->x,bl->y);
  4698. }
  4699. }
  4700. else
  4701. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  4702. break;
  4703. case AL_INCAGI:
  4704. case AL_BLESSING:
  4705. case MER_INCAGI:
  4706. case MER_BLESSING:
  4707. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4708. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  4709. break;
  4710. }
  4711. case PR_SLOWPOISON:
  4712. case PR_IMPOSITIO:
  4713. case PR_LEXAETERNA:
  4714. case PR_SUFFRAGIUM:
  4715. case PR_BENEDICTIO:
  4716. case LK_BERSERK:
  4717. case MS_BERSERK:
  4718. case KN_AUTOCOUNTER:
  4719. case KN_TWOHANDQUICKEN:
  4720. case KN_ONEHAND:
  4721. case MER_QUICKEN:
  4722. case CR_SPEARQUICKEN:
  4723. case CR_REFLECTSHIELD:
  4724. case MS_REFLECTSHIELD:
  4725. case AS_POISONREACT:
  4726. case MC_LOUD:
  4727. case MG_ENERGYCOAT:
  4728. case MO_EXPLOSIONSPIRITS:
  4729. case MO_STEELBODY:
  4730. case MO_BLADESTOP:
  4731. case LK_AURABLADE:
  4732. case LK_PARRYING:
  4733. case MS_PARRYING:
  4734. case LK_CONCENTRATION:
  4735. case WS_CARTBOOST:
  4736. case SN_SIGHT:
  4737. case WS_MELTDOWN:
  4738. case WS_OVERTHRUSTMAX:
  4739. case ST_REJECTSWORD:
  4740. case HW_MAGICPOWER:
  4741. case PF_MEMORIZE:
  4742. case PA_SACRIFICE:
  4743. case ASC_EDP:
  4744. case PF_DOUBLECASTING:
  4745. case SG_SUN_COMFORT:
  4746. case SG_MOON_COMFORT:
  4747. case SG_STAR_COMFORT:
  4748. case NPC_HALLUCINATION:
  4749. case GS_MADNESSCANCEL:
  4750. case GS_ADJUSTMENT:
  4751. case GS_INCREASING:
  4752. case NJ_KASUMIKIRI:
  4753. case NJ_UTSUSEMI:
  4754. case NJ_NEN:
  4755. case NPC_DEFENDER:
  4756. case NPC_MAGICMIRROR:
  4757. case ST_PRESERVE:
  4758. case NPC_INVINCIBLE:
  4759. case NPC_INVINCIBLEOFF:
  4760. case RK_DEATHBOUND:
  4761. case AB_RENOVATIO:
  4762. case AB_EXPIATIO:
  4763. case AB_DUPLELIGHT:
  4764. case AB_SECRAMENT:
  4765. case NC_ACCELERATION:
  4766. case NC_HOVERING:
  4767. case NC_SHAPESHIFT:
  4768. case WL_RECOGNIZEDSPELL:
  4769. case GC_VENOMIMPRESS:
  4770. case SC_DEADLYINFECT:
  4771. case LG_EXEEDBREAK:
  4772. case LG_PRESTIGE:
  4773. case SR_CRESCENTELBOW:
  4774. case SR_LIGHTNINGWALK:
  4775. case SR_GENTLETOUCH_ENERGYGAIN:
  4776. case GN_CARTBOOST:
  4777. case KO_MEIKYOUSISUI:
  4778. clif_skill_nodamage(src,bl,skillid,skilllv,
  4779. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4780. break;
  4781. case SO_STRIKING:
  4782. if (sd) {
  4783. int bonus = 25 + 10 * skilllv;
  4784. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  4785. clif_skill_nodamage( src, bl, skillid, skilllv,
  4786. battle_check_target(src,bl,BCT_PARTY) ?
  4787. sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) :
  4788. 0
  4789. );
  4790. }
  4791. break;
  4792. case NPC_STOP:
  4793. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4794. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4795. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4796. break;
  4797. case HP_ASSUMPTIO:
  4798. if( sd && dstmd )
  4799. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4800. else
  4801. clif_skill_nodamage(src,bl,skillid,skilllv,
  4802. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4803. break;
  4804. case MG_SIGHT:
  4805. case MER_SIGHT:
  4806. case AL_RUWACH:
  4807. case WZ_SIGHTBLASTER:
  4808. case NPC_WIDESIGHT:
  4809. case NPC_STONESKIN:
  4810. case NPC_ANTIMAGIC:
  4811. clif_skill_nodamage(src,bl,skillid,skilllv,
  4812. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4813. break;
  4814. case HLIF_AVOID:
  4815. case HAMI_DEFENCE:
  4816. i = skill_get_time(skillid,skilllv);
  4817. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4818. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4819. break;
  4820. case NJ_BUNSINJYUTSU:
  4821. clif_skill_nodamage(src,bl,skillid,skilllv,
  4822. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4823. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4824. break;
  4825. /* Was modified to only affect targetted char. [Skotlex]
  4826. case HP_ASSUMPTIO:
  4827. if (flag&1)
  4828. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4829. else
  4830. {
  4831. map_foreachinrange(skill_area_sub, bl,
  4832. skill_get_splash(skillid, skilllv), BL_PC,
  4833. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4834. skill_castend_nodamage_id);
  4835. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4836. }
  4837. break;
  4838. */
  4839. case SM_ENDURE:
  4840. clif_skill_nodamage(src,bl,skillid,skilllv,
  4841. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4842. if (sd)
  4843. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4844. break;
  4845. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4846. if (sd && dstsd && dstsd->sc.count) {
  4847. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4848. dstsd->sc.data[SC_WATERWEAPON] ||
  4849. dstsd->sc.data[SC_WINDWEAPON] ||
  4850. dstsd->sc.data[SC_EARTHWEAPON] ||
  4851. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4852. dstsd->sc.data[SC_GHOSTWEAPON]
  4853. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4854. ) {
  4855. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4856. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4857. break;
  4858. }
  4859. }
  4860. clif_skill_nodamage(src,bl,skillid,skilllv,
  4861. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4862. break;
  4863. case LK_TENSIONRELAX:
  4864. clif_skill_nodamage(src,bl,skillid,skilllv,
  4865. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4866. skill_get_time(skillid,skilllv)));
  4867. break;
  4868. case MC_CHANGECART:
  4869. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4870. break;
  4871. case TK_MISSION:
  4872. if (sd) {
  4873. int id;
  4874. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  4875. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4876. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4877. break;
  4878. }
  4879. id = mob_get_random_id(0,0xF, sd->status.base_level);
  4880. if (!id) {
  4881. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4882. break;
  4883. }
  4884. sd->mission_mobid = id;
  4885. sd->mission_count = 0;
  4886. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4887. clif_mission_info(sd, id, 0);
  4888. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4889. }
  4890. break;
  4891. case AC_CONCENTRATION:
  4892. {
  4893. clif_skill_nodamage(src,bl,skillid,skilllv,
  4894. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4895. map_foreachinrange( status_change_timer_sub, src,
  4896. skill_get_splash(skillid, skilllv), BL_CHAR,
  4897. src,NULL,type,tick);
  4898. }
  4899. break;
  4900. case SM_PROVOKE:
  4901. case SM_SELFPROVOKE:
  4902. case MER_PROVOKE:
  4903. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4904. {
  4905. map_freeblock_unlock();
  4906. return 1;
  4907. }
  4908. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4909. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4910. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  4911. if( !i )
  4912. {
  4913. if( sd )
  4914. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4915. map_freeblock_unlock();
  4916. return 0;
  4917. }
  4918. unit_skillcastcancel(bl, 2);
  4919. if( tsc && tsc->count )
  4920. {
  4921. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4922. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4923. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4924. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4925. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4926. }
  4927. if( dstmd )
  4928. {
  4929. dstmd->state.provoke_flag = src->id;
  4930. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4931. }
  4932. break;
  4933. case ML_DEVOTION:
  4934. case CR_DEVOTION:
  4935. {
  4936. int count, lv;
  4937. if( !dstsd || (!sd && !mer) )
  4938. { // Only players can be devoted
  4939. if( sd )
  4940. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4941. break;
  4942. }
  4943. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4944. lv = -lv;
  4945. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4946. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4947. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4948. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4949. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4950. {
  4951. if( sd )
  4952. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4953. map_freeblock_unlock();
  4954. return 1;
  4955. }
  4956. i = 0;
  4957. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  4958. if( sd )
  4959. { // Player Devoting Player
  4960. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  4961. if( i == count )
  4962. {
  4963. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  4964. if( i == count )
  4965. { // No free slots, skill Fail
  4966. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4967. map_freeblock_unlock();
  4968. return 1;
  4969. }
  4970. }
  4971. sd->devotion[i] = bl->id;
  4972. }
  4973. else
  4974. mer->devotion_flag = 1; // Mercenary Devoting Owner
  4975. clif_skill_nodamage(src, bl, skillid, skilllv,
  4976. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  4977. clif_devotion(src, NULL);
  4978. }
  4979. break;
  4980. case MO_CALLSPIRITS:
  4981. if(sd) {
  4982. int limit = skilllv;
  4983. if( sd->sc.data[SC_RAISINGDRAGON] )
  4984. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  4985. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4986. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  4987. }
  4988. break;
  4989. case CH_SOULCOLLECT:
  4990. if(sd) {
  4991. int limit = 5;
  4992. if( sd->sc.data[SC_RAISINGDRAGON] )
  4993. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  4994. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4995. for (i = 0; i < limit; i++)
  4996. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  4997. }
  4998. break;
  4999. case MO_KITRANSLATION:
  5000. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  5001. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  5002. }
  5003. break;
  5004. case TK_TURNKICK:
  5005. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5006. if (skill_area_temp[1] != bl->id) {
  5007. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  5008. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5009. }
  5010. break;
  5011. case MO_ABSORBSPIRITS:
  5012. i = 0;
  5013. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  5014. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5015. i = dstsd->spiritball * 7;
  5016. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5017. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5018. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5019. i = 2 * dstmd->level;
  5020. mob_target(dstmd,src,0);
  5021. }
  5022. if (i) status_heal(src, 0, i, 3);
  5023. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  5024. break;
  5025. case AC_MAKINGARROW:
  5026. if(sd) {
  5027. clif_arrow_create_list(sd);
  5028. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5029. }
  5030. break;
  5031. case AM_PHARMACY:
  5032. if(sd) {
  5033. clif_skill_produce_mix_list(sd,skillid,22);
  5034. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5035. }
  5036. break;
  5037. case SA_CREATECON:
  5038. if(sd) {
  5039. clif_elementalconverter_list(sd);
  5040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5041. }
  5042. break;
  5043. case BS_HAMMERFALL:
  5044. clif_skill_nodamage(src,bl,skillid,skilllv,
  5045. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  5046. break;
  5047. case RG_RAID:
  5048. skill_area_temp[1] = 0;
  5049. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5050. map_foreachinrange(skill_area_sub, bl,
  5051. skill_get_splash(skillid, skilllv), splash_target(src),
  5052. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5053. skill_castend_damage_id);
  5054. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5055. break;
  5056. case ASC_METEORASSAULT:
  5057. case GS_SPREADATTACK:
  5058. case RK_STORMBLAST:
  5059. case NC_AXETORNADO:
  5060. case GC_COUNTERSLASH:
  5061. case SR_SKYNETBLOW:
  5062. case SR_RAMPAGEBLASTER:
  5063. case SR_HOWLINGOFLION:
  5064. case KO_HAPPOKUNAI:
  5065. skill_area_temp[1] = 0;
  5066. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5067. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  5068. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5069. if( !i && ( skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI ) )
  5070. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  5071. break;
  5072. case NC_EMERGENCYCOOL:
  5073. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5074. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5075. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5076. break;
  5077. case SR_WINDMILL:
  5078. case GN_CART_TORNADO:
  5079. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5080. case SR_EARTHSHAKER:
  5081. case NC_INFRAREDSCAN:
  5082. case NPC_EARTHQUAKE:
  5083. case NPC_VAMPIRE_GIFT:
  5084. case NPC_HELLJUDGEMENT:
  5085. case NPC_PULSESTRIKE:
  5086. case LG_MOONSLASHER:
  5087. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  5088. break;
  5089. case KN_BRANDISHSPEAR:
  5090. case ML_BRANDISH:
  5091. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  5092. break;
  5093. case WZ_SIGHTRASHER:
  5094. //Passive side of the attack.
  5095. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5096. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5097. map_foreachinrange(skill_area_sub,src,
  5098. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  5099. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5100. skill_castend_damage_id);
  5101. break;
  5102. case NJ_HYOUSYOURAKU:
  5103. case NJ_RAIGEKISAI:
  5104. case WZ_FROSTNOVA:
  5105. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5106. skill_area_temp[1] = 0;
  5107. map_foreachinrange(skill_attack_area, src,
  5108. skill_get_splash(skillid, skilllv), splash_target(src),
  5109. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5110. break;
  5111. case HVAN_EXPLOSION: //[orn]
  5112. case NPC_SELFDESTRUCTION:
  5113. //Self Destruction hits everyone in range (allies+enemies)
  5114. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5115. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  5116. BCT_ENEMY:BCT_ALL;
  5117. clif_skill_nodamage(src, src, skillid, -1, 1);
  5118. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5119. map_foreachinrange(skill_area_sub, bl,
  5120. skill_get_splash(skillid, skilllv), splash_target(src),
  5121. src, skillid, skilllv, tick, flag|i,
  5122. skill_castend_damage_id);
  5123. map_addblock(src);
  5124. status_damage(src, src, sstatus->max_hp,0,0,1);
  5125. break;
  5126. case AL_ANGELUS:
  5127. case PR_MAGNIFICAT:
  5128. case PR_GLORIA:
  5129. case SN_WINDWALK:
  5130. case CASH_BLESSING:
  5131. case CASH_INCAGI:
  5132. case CASH_ASSUMPTIO:
  5133. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5134. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5135. else if( sd )
  5136. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5137. break;
  5138. case MER_MAGNIFICAT:
  5139. if( mer != NULL )
  5140. {
  5141. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5142. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5143. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5144. else if( mer->master && !(flag&1) )
  5145. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5146. }
  5147. break;
  5148. case BS_ADRENALINE:
  5149. case BS_ADRENALINE2:
  5150. case BS_WEAPONPERFECT:
  5151. case BS_OVERTHRUST:
  5152. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5153. clif_skill_nodamage(bl,bl,skillid,skilllv,
  5154. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  5155. } else if (sd) {
  5156. party_foreachsamemap(skill_area_sub,
  5157. sd,skill_get_splash(skillid, skilllv),
  5158. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  5159. skill_castend_nodamage_id);
  5160. }
  5161. break;
  5162. case BS_MAXIMIZE:
  5163. case NV_TRICKDEAD:
  5164. case CR_DEFENDER:
  5165. case ML_DEFENDER:
  5166. case CR_AUTOGUARD:
  5167. case ML_AUTOGUARD:
  5168. case TK_READYSTORM:
  5169. case TK_READYDOWN:
  5170. case TK_READYTURN:
  5171. case TK_READYCOUNTER:
  5172. case TK_DODGE:
  5173. case CR_SHRINK:
  5174. case SG_FUSION:
  5175. case GS_GATLINGFEVER:
  5176. if( tsce )
  5177. {
  5178. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5179. map_freeblock_unlock();
  5180. return 0;
  5181. }
  5182. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5183. break;
  5184. case SL_KAITE:
  5185. case SL_KAAHI:
  5186. case SL_KAIZEL:
  5187. case SL_KAUPE:
  5188. if (sd) {
  5189. if (!dstsd || !(
  5190. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5191. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5192. dstsd->status.char_id == sd->status.char_id ||
  5193. dstsd->status.char_id == sd->status.partner_id ||
  5194. dstsd->status.char_id == sd->status.child
  5195. )) {
  5196. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  5197. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5198. break;
  5199. }
  5200. }
  5201. clif_skill_nodamage(src,bl,skillid,skilllv,
  5202. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  5203. break;
  5204. case SM_AUTOBERSERK:
  5205. case MER_AUTOBERSERK:
  5206. if( tsce )
  5207. i = status_change_end(bl, type, INVALID_TIMER);
  5208. else
  5209. i = sc_start(bl,type,100,skilllv,60000);
  5210. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5211. break;
  5212. case TF_HIDING:
  5213. case ST_CHASEWALK:
  5214. case KO_YAMIKUMO:
  5215. if (tsce)
  5216. {
  5217. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5218. map_freeblock_unlock();
  5219. return 0;
  5220. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5221. //Mado Gear cannot hide
  5222. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5223. map_freeblock_unlock();
  5224. return 0;
  5225. }
  5226. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5227. break;
  5228. case TK_RUN:
  5229. if (tsce)
  5230. {
  5231. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5232. map_freeblock_unlock();
  5233. return 0;
  5234. }
  5235. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  5236. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5237. clif_walkok(sd); // So aegis has to resend the walk ok.
  5238. break;
  5239. case AS_CLOAKING:
  5240. case GC_CLOAKINGEXCEED:
  5241. case LG_FORCEOFVANGUARD:
  5242. case SC_REPRODUCE:
  5243. case SC_INVISIBILITY:
  5244. if (tsce) {
  5245. i = status_change_end(bl, type, INVALID_TIMER);
  5246. if( i )
  5247. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5248. else if( sd )
  5249. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5250. map_freeblock_unlock();
  5251. return 0;
  5252. }
  5253. case RA_CAMOUFLAGE:
  5254. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5255. if( i )
  5256. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5257. else if( sd )
  5258. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5259. break;
  5260. case BD_ADAPTATION:
  5261. if(tsc && tsc->data[SC_DANCING]){
  5262. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5263. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5264. }
  5265. break;
  5266. case BA_FROSTJOKER:
  5267. case DC_SCREAM:
  5268. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5269. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  5270. if (md) {
  5271. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5272. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5273. char temp[70];
  5274. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  5275. clif_message(&md->bl,temp);
  5276. }
  5277. break;
  5278. case BA_PANGVOICE:
  5279. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  5280. break;
  5281. case DC_WINKCHARM:
  5282. if( dstsd )
  5283. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  5284. else
  5285. if( dstmd )
  5286. {
  5287. if( status_get_lv(src) > status_get_lv(bl)
  5288. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5289. && !(tstatus->mode&MD_BOSS) )
  5290. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv)));
  5291. else
  5292. {
  5293. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5294. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5295. }
  5296. }
  5297. break;
  5298. case TF_STEAL:
  5299. if(sd) {
  5300. if(pc_steal_item(sd,bl,skilllv))
  5301. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5302. else
  5303. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  5304. }
  5305. break;
  5306. case RG_STEALCOIN:
  5307. if(sd) {
  5308. if(pc_steal_coin(sd,bl))
  5309. {
  5310. dstmd->state.provoke_flag = src->id;
  5311. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  5312. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5313. }
  5314. else
  5315. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5316. }
  5317. break;
  5318. case MG_STONECURSE:
  5319. {
  5320. if (tstatus->mode&MD_BOSS) {
  5321. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5322. break;
  5323. }
  5324. if(status_isimmune(bl) || !tsc)
  5325. break;
  5326. if (tsc->data[SC_STONE]) {
  5327. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5328. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5329. break;
  5330. }
  5331. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  5332. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  5333. skill_get_time2(skillid,skilllv)))
  5334. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5335. else if(sd) {
  5336. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5337. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5338. if (skilllv > 5)
  5339. { // not to consume items
  5340. map_freeblock_unlock();
  5341. return 0;
  5342. }
  5343. }
  5344. }
  5345. break;
  5346. case NV_FIRSTAID:
  5347. clif_skill_nodamage(src,bl,skillid,5,1);
  5348. status_heal(bl,5,0,0);
  5349. break;
  5350. case AL_CURE:
  5351. if(status_isimmune(bl)) {
  5352. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5353. break;
  5354. }
  5355. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5356. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5357. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5358. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5359. break;
  5360. case TF_DETOXIFY:
  5361. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5362. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5363. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5364. break;
  5365. case PR_STRECOVERY:
  5366. if(status_isimmune(bl)) {
  5367. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5368. break;
  5369. }
  5370. if (tsc && tsc->opt1) {
  5371. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5372. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5373. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5374. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5375. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5376. }
  5377. //Is this equation really right? It looks so... special.
  5378. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5379. {
  5380. status_change_start(bl, SC_BLIND,
  5381. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5382. 1,0,0,0,
  5383. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5384. }
  5385. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5386. if(dstmd)
  5387. mob_unlocktarget(dstmd,tick);
  5388. break;
  5389. // Mercenary Supportive Skills
  5390. case MER_BENEDICTION:
  5391. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5392. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5393. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5394. break;
  5395. case MER_COMPRESS:
  5396. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5397. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5398. break;
  5399. case MER_MENTALCURE:
  5400. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5401. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5402. break;
  5403. case MER_RECUPERATE:
  5404. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5405. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5406. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5407. break;
  5408. case MER_REGAIN:
  5409. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5410. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5412. break;
  5413. case MER_TENDER:
  5414. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5415. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5416. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5417. break;
  5418. case MER_SCAPEGOAT:
  5419. if( mer && mer->master )
  5420. {
  5421. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5422. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5423. }
  5424. break;
  5425. case MER_ESTIMATION:
  5426. if( !mer )
  5427. break;
  5428. sd = mer->master;
  5429. case WZ_ESTIMATION:
  5430. if( sd == NULL )
  5431. break;
  5432. if( dstsd )
  5433. { // Fail on Players
  5434. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5435. break;
  5436. }
  5437. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5438. break; // Cannot be Used on Emperium
  5439. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5440. clif_skill_estimation(sd, bl);
  5441. if( skillid == MER_ESTIMATION )
  5442. sd = NULL;
  5443. break;
  5444. case BS_REPAIRWEAPON:
  5445. if(sd && dstsd)
  5446. clif_item_repair_list(sd,dstsd,skilllv);
  5447. break;
  5448. case MC_IDENTIFY:
  5449. if(sd)
  5450. clif_item_identify_list(sd);
  5451. break;
  5452. // Weapon Refining [Celest]
  5453. case WS_WEAPONREFINE:
  5454. if(sd)
  5455. clif_item_refine_list(sd);
  5456. break;
  5457. case MC_VENDING:
  5458. if(sd)
  5459. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5460. if ( !pc_can_give_items(sd) )
  5461. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5462. else {
  5463. sd->state.prevend = 1;
  5464. clif_openvendingreq(sd,2+skilllv);
  5465. }
  5466. }
  5467. break;
  5468. case AL_TELEPORT:
  5469. if(sd)
  5470. {
  5471. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  5472. clif_skill_teleportmessage(sd,0);
  5473. break;
  5474. }
  5475. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  5476. char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT));
  5477. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  5478. break;
  5479. }
  5480. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  5481. {
  5482. if( skilllv == 1 )
  5483. pc_randomwarp(sd,CLR_TELEPORT);
  5484. else
  5485. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5486. break;
  5487. }
  5488. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5489. if( skilllv == 1 )
  5490. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  5491. else
  5492. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5493. } else
  5494. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5495. break;
  5496. case NPC_EXPULSION:
  5497. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5498. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5499. break;
  5500. case AL_HOLYWATER:
  5501. if(sd) {
  5502. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  5503. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5504. else
  5505. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5506. }
  5507. break;
  5508. case TF_PICKSTONE:
  5509. if(sd) {
  5510. int eflag;
  5511. struct item item_tmp;
  5512. struct block_list tbl;
  5513. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5514. memset(&item_tmp,0,sizeof(item_tmp));
  5515. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5516. item_tmp.nameid = ITEMID_STONE;
  5517. item_tmp.identify = 1;
  5518. tbl.id = 0;
  5519. clif_takeitem(&sd->bl,&tbl);
  5520. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5521. if(eflag) {
  5522. clif_additem(sd,0,0,eflag);
  5523. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5524. }
  5525. }
  5526. break;
  5527. case ASC_CDP:
  5528. if(sd) {
  5529. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5530. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  5531. }
  5532. break;
  5533. case RG_STRIPWEAPON:
  5534. case RG_STRIPSHIELD:
  5535. case RG_STRIPARMOR:
  5536. case RG_STRIPHELM:
  5537. case ST_FULLSTRIP:
  5538. case GC_WEAPONCRUSH:
  5539. case SC_STRIPACCESSARY: {
  5540. unsigned short location = 0;
  5541. int d = 0;
  5542. //Rate in percent
  5543. if ( skillid == ST_FULLSTRIP ) {
  5544. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  5545. } else if( skillid == SC_STRIPACCESSARY ) {
  5546. i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5;
  5547. } else {
  5548. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  5549. }
  5550. if (i < 5) i = 5; //Minimum rate 5%
  5551. //Duration in ms
  5552. if( skillid == GC_WEAPONCRUSH){
  5553. d = skill_get_time(skillid,skilllv);
  5554. if(bl->type == BL_PC)
  5555. d += skilllv * 15 + (sstatus->dex - tstatus->dex);
  5556. else
  5557. d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2;
  5558. }else
  5559. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  5560. if (d < 0) d = 0; //Minimum duration 0ms
  5561. switch (skillid) {
  5562. case RG_STRIPWEAPON:
  5563. case GC_WEAPONCRUSH:
  5564. location = EQP_WEAPON;
  5565. break;
  5566. case RG_STRIPSHIELD:
  5567. location = EQP_SHIELD;
  5568. break;
  5569. case RG_STRIPARMOR:
  5570. location = EQP_ARMOR;
  5571. break;
  5572. case RG_STRIPHELM:
  5573. location = EQP_HELM;
  5574. break;
  5575. case ST_FULLSTRIP:
  5576. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5577. break;
  5578. case SC_STRIPACCESSARY:
  5579. location = EQP_ACC;
  5580. break;
  5581. }
  5582. //Special message when trying to use strip on FCP [Jobbie]
  5583. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  5584. {
  5585. clif_gospel_info(sd, 0x28);
  5586. break;
  5587. }
  5588. //Attempts to strip at rate i and duration d
  5589. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  5590. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5591. //Nothing stripped.
  5592. if( sd && !i )
  5593. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5594. break;
  5595. }
  5596. case AM_BERSERKPITCHER:
  5597. case AM_POTIONPITCHER: {
  5598. int i,x,hp = 0,sp = 0,bonus=100;
  5599. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  5600. map_freeblock_unlock();
  5601. return 1;
  5602. }
  5603. if( sd ) {
  5604. x = skilllv%11 - 1;
  5605. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  5606. if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) {
  5607. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5608. map_freeblock_unlock();
  5609. return 1;
  5610. }
  5611. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  5612. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5613. map_freeblock_unlock();
  5614. return 1;
  5615. }
  5616. if( skillid == AM_BERSERKPITCHER ) {
  5617. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  5618. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5619. map_freeblock_unlock();
  5620. return 1;
  5621. }
  5622. }
  5623. potion_flag = 1;
  5624. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5625. potion_target = bl->id;
  5626. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5627. potion_flag = potion_target = 0;
  5628. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5629. bonus += sd->status.base_level;
  5630. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  5631. hp = tstatus->max_hp * potion_per_hp / 100;
  5632. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5633. if( dstsd ) {
  5634. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5635. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5636. }
  5637. } else {
  5638. if( potion_hp > 0 ) {
  5639. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5640. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5641. if( dstsd )
  5642. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5643. }
  5644. if( potion_sp > 0 ) {
  5645. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5646. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5647. if( dstsd )
  5648. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5649. }
  5650. }
  5651. if (sd->itemgrouphealrate[IG_POTION]>0) {
  5652. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5653. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5654. }
  5655. if( (i = pc_skillheal_bonus(sd, skillid)) ) {
  5656. hp += hp * i / 100;
  5657. sp += sp * i / 100;
  5658. }
  5659. } else {
  5660. hp = (1 + rnd()%400) * (100 + skilllv*10) / 100;
  5661. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5662. if( dstsd )
  5663. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5664. }
  5665. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) {
  5666. hp += hp * i / 100;
  5667. sp += sp * i / 100;
  5668. }
  5669. if( tsc && tsc->count ) {
  5670. if( tsc->data[SC_CRITICALWOUND] ) {
  5671. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5672. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5673. }
  5674. if( tsc->data[SC_DEATHHURT] ) {
  5675. hp -= hp * 20 / 100;
  5676. sp -= sp * 20 / 100;
  5677. }
  5678. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5679. hp += hp / 10;
  5680. sp += sp / 10;
  5681. }
  5682. }
  5683. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5684. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  5685. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5686. if( sp > 0 )
  5687. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5688. #ifdef RENEWAL
  5689. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  5690. sp = 0;
  5691. #endif
  5692. status_heal(bl,hp,sp,0);
  5693. }
  5694. break;
  5695. case AM_CP_WEAPON:
  5696. case AM_CP_SHIELD:
  5697. case AM_CP_ARMOR:
  5698. case AM_CP_HELM:
  5699. {
  5700. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  5701. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0 ) ) ){
  5702. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5703. map_freeblock_unlock(); // Don't consume item requirements
  5704. return 0;
  5705. }
  5706. clif_skill_nodamage(src,bl,skillid,skilllv,
  5707. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5708. }
  5709. break;
  5710. case AM_TWILIGHT1:
  5711. if (sd) {
  5712. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5713. //Prepare 200 White Potions.
  5714. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  5715. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5716. }
  5717. break;
  5718. case AM_TWILIGHT2:
  5719. if (sd) {
  5720. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5721. //Prepare 200 Slim White Potions.
  5722. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  5723. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5724. }
  5725. break;
  5726. case AM_TWILIGHT3:
  5727. if (sd) {
  5728. int ebottle = pc_search_inventory(sd,713);
  5729. if( ebottle >= 0 )
  5730. ebottle = sd->status.inventory[ebottle].amount;
  5731. //check if you can produce all three, if not, then fail:
  5732. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5733. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5734. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5735. || ebottle < 200 //200 empty bottle are required at total.
  5736. ) {
  5737. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5738. break;
  5739. }
  5740. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5741. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  5742. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  5743. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  5744. }
  5745. break;
  5746. case SA_DISPELL:
  5747. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  5748. {
  5749. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5750. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5751. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5752. || rnd()%100 >= 50+10*skilllv
  5753. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5754. {
  5755. if (sd)
  5756. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5757. break;
  5758. }
  5759. if(status_isimmune(bl) || !tsc || !tsc->count)
  5760. break;
  5761. for(i=0;i<SC_MAX;i++)
  5762. {
  5763. if (!tsc->data[i])
  5764. continue;
  5765. switch (i) {
  5766. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5767. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5768. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5769. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5770. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5771. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5772. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5773. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5774. case SC_EDP: case SC_AUTOBERSERK:
  5775. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5776. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5777. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5778. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5779. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5780. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5781. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5782. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5783. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5784. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5785. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5786. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5787. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5788. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5789. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5790. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5791. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5792. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  5793. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  5794. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  5795. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  5796. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  5797. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  5798. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  5799. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  5800. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  5801. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  5802. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  5803. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  5804. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  5805. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  5806. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  5807. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  5808. #ifdef RENEWAL
  5809. case SC_EXTREMITYFIST2:
  5810. #endif
  5811. continue;
  5812. /**
  5813. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5814. **/
  5815. case SC_WHISTLE:
  5816. case SC_ASSNCROS:
  5817. case SC_POEMBRAGI:
  5818. case SC_APPLEIDUN:
  5819. case SC_HUMMING:
  5820. case SC_DONTFORGETME:
  5821. case SC_FORTUNE:
  5822. case SC_SERVICE4U:
  5823. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5824. continue;
  5825. break;
  5826. case SC_ASSUMPTIO:
  5827. if( bl->type == BL_MOB )
  5828. continue;
  5829. break;
  5830. }
  5831. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  5832. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5833. }
  5834. break;
  5835. }
  5836. //Affect all targets on splash area.
  5837. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5838. src, skillid, skilllv, tick, flag|1,
  5839. skill_castend_damage_id);
  5840. break;
  5841. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5842. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5843. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5844. break;
  5845. case TK_HIGHJUMP:
  5846. {
  5847. int x,y, dir = unit_getdir(src);
  5848. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5849. if( map[src->m].flag.noteleport &&
  5850. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5851. ) {
  5852. x = src->x;
  5853. y = src->y;
  5854. } else {
  5855. x = src->x + dirx[dir]*skilllv*2;
  5856. y = src->y + diry[dir]*skilllv*2;
  5857. }
  5858. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5859. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5860. clif_slide(src,x,y);
  5861. unit_movepos(src, x, y, 1, 0);
  5862. }
  5863. }
  5864. break;
  5865. case SA_CASTCANCEL:
  5866. case SO_SPELLFIST:
  5867. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5868. unit_skillcastcancel(src,1);
  5869. if(sd) {
  5870. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5871. if( skillid == SO_SPELLFIST ){
  5872. sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv));
  5873. sd->skillid_old = sd->skilllv_old = 0;
  5874. break;
  5875. }
  5876. sp = sp * (90 - (skilllv-1)*20) / 100;
  5877. if(sp < 0) sp = 0;
  5878. status_zap(src, 0, sp);
  5879. }
  5880. break;
  5881. case SA_SPELLBREAKER:
  5882. {
  5883. int sp;
  5884. if(tsc && tsc->data[SC_MAGICROD]) {
  5885. sp = skill_get_sp(skillid,skilllv);
  5886. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5887. if(sp < 1) sp = 1;
  5888. status_heal(bl,0,sp,2);
  5889. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5890. } else {
  5891. struct unit_data *ud = unit_bl2ud(bl);
  5892. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5893. if (!ud || ud->skilltimer == INVALID_TIMER)
  5894. break; //Nothing to cancel.
  5895. bl_skillid = ud->skillid;
  5896. bl_skilllv = ud->skilllv;
  5897. if (tstatus->mode & MD_BOSS)
  5898. { //Only 10% success chance against bosses. [Skotlex]
  5899. if (rnd()%100 < 90)
  5900. {
  5901. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5902. break;
  5903. }
  5904. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5905. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5906. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5907. unit_skillcastcancel(bl,0);
  5908. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5909. status_zap(bl, hp, sp);
  5910. if (hp && skilllv >= 5)
  5911. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5912. else
  5913. hp = 0;
  5914. if (sp) //Recover some of the SP used
  5915. sp = sp*(25*(skilllv-1))/100;
  5916. if(hp || sp)
  5917. status_heal(src, hp, sp, 2);
  5918. }
  5919. }
  5920. break;
  5921. case SA_MAGICROD:
  5922. clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1);
  5923. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5924. break;
  5925. case SA_AUTOSPELL:
  5926. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5927. if(sd)
  5928. clif_autospell(sd,skilllv);
  5929. else {
  5930. int maxlv=1,spellid=0;
  5931. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5932. if(skilllv >= 10) {
  5933. spellid = MG_FROSTDIVER;
  5934. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5935. // maxlv = 10;
  5936. // else
  5937. maxlv = skilllv - 9;
  5938. }
  5939. else if(skilllv >=8) {
  5940. spellid = MG_FIREBALL;
  5941. maxlv = skilllv - 7;
  5942. }
  5943. else if(skilllv >=5) {
  5944. spellid = MG_SOULSTRIKE;
  5945. maxlv = skilllv - 4;
  5946. }
  5947. else if(skilllv >=2) {
  5948. int i = rnd()%3;
  5949. spellid = spellarray[i];
  5950. maxlv = skilllv - 1;
  5951. }
  5952. else if(skilllv > 0) {
  5953. spellid = MG_NAPALMBEAT;
  5954. maxlv = 3;
  5955. }
  5956. if(spellid > 0)
  5957. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  5958. skill_get_time(SA_AUTOSPELL,skilllv));
  5959. }
  5960. break;
  5961. case BS_GREED:
  5962. if(sd){
  5963. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5964. map_foreachinrange(skill_greed,bl,
  5965. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  5966. }
  5967. break;
  5968. case SA_ELEMENTWATER:
  5969. case SA_ELEMENTFIRE:
  5970. case SA_ELEMENTGROUND:
  5971. case SA_ELEMENTWIND:
  5972. if(sd && !dstmd) //Only works on monsters.
  5973. break;
  5974. if(tstatus->mode&MD_BOSS)
  5975. break;
  5976. case NPC_ATTRICHANGE:
  5977. case NPC_CHANGEWATER:
  5978. case NPC_CHANGEGROUND:
  5979. case NPC_CHANGEFIRE:
  5980. case NPC_CHANGEWIND:
  5981. case NPC_CHANGEPOISON:
  5982. case NPC_CHANGEHOLY:
  5983. case NPC_CHANGEDARKNESS:
  5984. case NPC_CHANGETELEKINESIS:
  5985. clif_skill_nodamage(src,bl,skillid,skilllv,
  5986. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5987. skill_get_time(skillid, skilllv)));
  5988. break;
  5989. case NPC_CHANGEUNDEAD:
  5990. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  5991. //TO-DO This is ugly, fix it
  5992. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  5993. clif_skill_nodamage(src,bl,skillid,skilllv,
  5994. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5995. skill_get_time(skillid, skilllv)));
  5996. break;
  5997. case NPC_PROVOCATION:
  5998. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5999. if (md) mob_unlocktarget(md, tick);
  6000. break;
  6001. case NPC_KEEPING:
  6002. case NPC_BARRIER:
  6003. {
  6004. int skill_time = skill_get_time(skillid,skilllv);
  6005. struct unit_data *ud = unit_bl2ud(bl);
  6006. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  6007. sc_start(bl,type,100,skilllv,skill_time))
  6008. && ud) { //Disable attacking/acting/moving for skill's duration.
  6009. ud->attackabletime =
  6010. ud->canact_tick =
  6011. ud->canmove_tick = tick + skill_time;
  6012. }
  6013. }
  6014. break;
  6015. case NPC_REBIRTH:
  6016. if( md && md->state.rebirth )
  6017. break; // only works once
  6018. sc_start(bl,type,100,skilllv,-1);
  6019. break;
  6020. case NPC_DARKBLESSING:
  6021. clif_skill_nodamage(src,bl,skillid,skilllv,
  6022. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  6023. break;
  6024. case NPC_LICK:
  6025. status_zap(bl, 0, 100);
  6026. clif_skill_nodamage(src,bl,skillid,skilllv,
  6027. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  6028. break;
  6029. case NPC_SUICIDE:
  6030. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6031. status_kill(src); //When suiciding, neither exp nor drops is given.
  6032. break;
  6033. case NPC_SUMMONSLAVE:
  6034. case NPC_SUMMONMONSTER:
  6035. if(md && md->skillidx >= 0)
  6036. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  6037. break;
  6038. case NPC_CALLSLAVE:
  6039. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6040. break;
  6041. case NPC_RANDOMMOVE:
  6042. if (md) {
  6043. md->next_walktime = tick - 1;
  6044. mob_randomwalk(md,tick);
  6045. }
  6046. break;
  6047. case NPC_SPEEDUP:
  6048. {
  6049. // or does it increase casting rate? just a guess xD
  6050. int i = SC_ASPDPOTION0 + skilllv - 1;
  6051. if (i > SC_ASPDPOTION3)
  6052. i = SC_ASPDPOTION3;
  6053. clif_skill_nodamage(src,bl,skillid,skilllv,
  6054. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  6055. }
  6056. break;
  6057. case NPC_REVENGE:
  6058. // not really needed... but adding here anyway ^^
  6059. if (md && md->master_id > 0) {
  6060. struct block_list *mbl, *tbl;
  6061. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6062. (tbl = battle_gettargeted(mbl)) == NULL)
  6063. break;
  6064. md->state.provoke_flag = tbl->id;
  6065. mob_target(md, tbl, sstatus->rhw.range);
  6066. }
  6067. break;
  6068. case NPC_RUN:
  6069. {
  6070. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6071. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6072. unit_stop_attack(src);
  6073. //Run skillv tiles overriding the can-move check.
  6074. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  6075. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6076. }
  6077. break;
  6078. case NPC_TRANSFORMATION:
  6079. case NPC_METAMORPHOSIS:
  6080. if(md && md->skillidx >= 0) {
  6081. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  6082. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  6083. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  6084. if (class_) mob_class_change(md, class_);
  6085. }
  6086. break;
  6087. case NPC_EMOTION_ON:
  6088. case NPC_EMOTION:
  6089. //va[0] is the emotion to use.
  6090. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6091. //val[1] 'sets' the mode
  6092. //val[2] adds to the current mode
  6093. //val[3] removes from the current mode
  6094. //val[4] if set, asks to delete the previous mode change.
  6095. if(md && md->skillidx >= 0 && tsc)
  6096. {
  6097. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  6098. if(md->db->skill[md->skillidx].val[4] && tsce)
  6099. status_change_end(bl, type, INVALID_TIMER);
  6100. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  6101. sc_start4(src, type, 100, skilllv,
  6102. md->db->skill[md->skillidx].val[1],
  6103. md->db->skill[md->skillidx].val[2],
  6104. md->db->skill[md->skillidx].val[3],
  6105. skill_get_time(skillid, skilllv));
  6106. }
  6107. break;
  6108. case NPC_POWERUP:
  6109. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  6110. clif_skill_nodamage(src,bl,skillid,skilllv,
  6111. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6112. break;
  6113. case NPC_AGIUP:
  6114. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  6115. clif_skill_nodamage(src,bl,skillid,skilllv,
  6116. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6117. break;
  6118. case NPC_INVISIBLE:
  6119. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6120. clif_skill_nodamage(src,bl,skillid,skilllv,
  6121. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  6122. break;
  6123. case NPC_SIEGEMODE:
  6124. // not sure what it does
  6125. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6126. break;
  6127. case WE_MALE:
  6128. {
  6129. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  6130. 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]
  6131. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  6132. }
  6133. break;
  6134. case WE_FEMALE:
  6135. {
  6136. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  6137. 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]
  6138. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  6139. }
  6140. break;
  6141. // parent-baby skills
  6142. case WE_BABY:
  6143. if(sd){
  6144. struct map_session_data *f_sd = pc_get_father(sd);
  6145. struct map_session_data *m_sd = pc_get_mother(sd);
  6146. // if neither was found
  6147. if(!f_sd && !m_sd){
  6148. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6149. map_freeblock_unlock();
  6150. return 0;
  6151. }
  6152. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  6153. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6154. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6155. }
  6156. break;
  6157. case PF_HPCONVERSION:
  6158. {
  6159. int hp, sp;
  6160. hp = sstatus->max_hp/10;
  6161. sp = hp * 10 * skilllv / 100;
  6162. if (!status_charge(src,hp,0)) {
  6163. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6164. break;
  6165. }
  6166. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6167. status_heal(bl,0,sp,2);
  6168. }
  6169. break;
  6170. case MA_REMOVETRAP:
  6171. case HT_REMOVETRAP:
  6172. {
  6173. struct skill_unit* su;
  6174. struct skill_unit_group* sg;
  6175. su = BL_CAST(BL_SKILL, bl);
  6176. // Mercenaries can remove any trap
  6177. // Players can only remove their own traps or traps on Vs maps.
  6178. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  6179. {
  6180. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6181. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6182. { // prevent picking up expired traps
  6183. if( battle_config.skill_removetrap_type )
  6184. { // get back all items used to deploy the trap
  6185. for( i = 0; i < 10; i++ )
  6186. {
  6187. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  6188. {
  6189. int flag;
  6190. struct item item_tmp;
  6191. memset(&item_tmp,0,sizeof(item_tmp));
  6192. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  6193. item_tmp.identify = 1;
  6194. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  6195. {
  6196. clif_additem(sd,0,0,flag);
  6197. 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);
  6198. }
  6199. }
  6200. }
  6201. }
  6202. else
  6203. { // get back 1 trap
  6204. struct item item_tmp;
  6205. memset(&item_tmp,0,sizeof(item_tmp));
  6206. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6207. item_tmp.identify = 1;
  6208. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6209. {
  6210. clif_additem(sd,0,0,flag);
  6211. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6212. }
  6213. }
  6214. }
  6215. skill_delunit(su);
  6216. }else if(sd)
  6217. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6218. }
  6219. break;
  6220. case HT_SPRINGTRAP:
  6221. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6222. {
  6223. struct skill_unit *su=NULL;
  6224. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6225. switch(su->group->unit_id){
  6226. case UNT_ANKLESNARE: // ankle snare
  6227. if (su->group->val2 != 0)
  6228. // if it is already trapping something don't spring it,
  6229. // remove trap should be used instead
  6230. break;
  6231. // otherwise fallthrough to below
  6232. case UNT_BLASTMINE:
  6233. case UNT_SKIDTRAP:
  6234. case UNT_LANDMINE:
  6235. case UNT_SHOCKWAVE:
  6236. case UNT_SANDMAN:
  6237. case UNT_FLASHER:
  6238. case UNT_FREEZINGTRAP:
  6239. case UNT_CLAYMORETRAP:
  6240. case UNT_TALKIEBOX:
  6241. su->group->unit_id = UNT_USED_TRAPS;
  6242. clif_changetraplook(bl, UNT_USED_TRAPS);
  6243. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6244. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6245. }
  6246. }
  6247. }
  6248. break;
  6249. case BD_ENCORE:
  6250. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6251. if(sd)
  6252. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  6253. break;
  6254. case AS_SPLASHER:
  6255. if(tstatus->mode&MD_BOSS
  6256. /**
  6257. * Renewal dropped the 3/4 hp requirement
  6258. **/
  6259. #ifndef RENEWAL
  6260. || tstatus-> hp > tstatus->max_hp*3/4
  6261. #endif
  6262. ) {
  6263. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6264. map_freeblock_unlock();
  6265. return 1;
  6266. }
  6267. clif_skill_nodamage(src,bl,skillid,skilllv,
  6268. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  6269. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  6270. break;
  6271. case PF_MINDBREAKER:
  6272. {
  6273. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6274. {
  6275. map_freeblock_unlock();
  6276. return 1;
  6277. }
  6278. if (tsce)
  6279. { //HelloKitty2 (?) explained that this silently fails when target is
  6280. //already inflicted. [Skotlex]
  6281. map_freeblock_unlock();
  6282. return 1;
  6283. }
  6284. //Has a 55% + skilllv*5% success chance.
  6285. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  6286. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  6287. {
  6288. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6289. map_freeblock_unlock();
  6290. return 0;
  6291. }
  6292. unit_skillcastcancel(bl,0);
  6293. if(tsc && tsc->count){
  6294. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6295. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6296. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6297. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6298. }
  6299. if(dstmd)
  6300. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  6301. }
  6302. break;
  6303. case PF_SOULCHANGE:
  6304. {
  6305. unsigned int sp1 = 0, sp2 = 0;
  6306. if (dstmd) {
  6307. if (dstmd->state.soul_change_flag) {
  6308. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6309. break;
  6310. }
  6311. dstmd->state.soul_change_flag = 1;
  6312. sp2 = sstatus->max_sp * 3 /100;
  6313. status_heal(src, 0, sp2, 2);
  6314. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6315. break;
  6316. }
  6317. sp1 = sstatus->sp;
  6318. sp2 = tstatus->sp;
  6319. #ifdef RENEWAL
  6320. sp1 = sp1 / 2;
  6321. sp2 = sp2 / 2;
  6322. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6323. sp1 = tstatus->sp;
  6324. #endif
  6325. status_set_sp(src, sp2, 3);
  6326. status_set_sp(bl, sp1, 3);
  6327. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6328. }
  6329. break;
  6330. // Slim Pitcher
  6331. case CR_SLIMPITCHER:
  6332. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6333. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6334. break;
  6335. if (potion_hp || potion_sp) {
  6336. int hp = potion_hp, sp = potion_sp;
  6337. hp = hp * (100 + (tstatus->vit<<1))/100;
  6338. sp = sp * (100 + (tstatus->int_<<1))/100;
  6339. if (dstsd) {
  6340. if (hp)
  6341. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6342. if (sp)
  6343. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6344. }
  6345. if( tsc && tsc->count ) {
  6346. if (tsc->data[SC_CRITICALWOUND]) {
  6347. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6348. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6349. }
  6350. if (tsc->data[SC_DEATHHURT]) {
  6351. hp -= hp * 20 / 100;
  6352. sp -= sp * 20 / 100;
  6353. }
  6354. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6355. hp += hp / 10;
  6356. sp += sp / 10;
  6357. }
  6358. }
  6359. if(hp > 0)
  6360. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6361. if(sp > 0)
  6362. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6363. status_heal(bl,hp,sp,0);
  6364. }
  6365. break;
  6366. // Full Chemical Protection
  6367. case CR_FULLPROTECTION:
  6368. {
  6369. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6370. int i, s = 0, skilltime = skill_get_time(skillid,skilllv);
  6371. for (i=0 ; i<4; i++) {
  6372. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  6373. continue;
  6374. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  6375. s++;
  6376. }
  6377. if( sd && !s ){
  6378. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6379. map_freeblock_unlock(); // Don't consume item requirements
  6380. return 0;
  6381. }
  6382. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6383. }
  6384. break;
  6385. case RG_CLEANER: //AppleGirl
  6386. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6387. break;
  6388. case CG_LONGINGFREEDOM:
  6389. {
  6390. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6391. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6392. {
  6393. clif_skill_nodamage(src,bl,skillid,skilllv,
  6394. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6395. }
  6396. }
  6397. break;
  6398. case CG_TAROTCARD:
  6399. {
  6400. int eff, count = -1;
  6401. if( rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  6402. {
  6403. if( sd )
  6404. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6405. map_freeblock_unlock();
  6406. return 0;
  6407. }
  6408. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  6409. do {
  6410. eff = rnd() % 14;
  6411. clif_specialeffect(bl, 523 + eff, AREA);
  6412. switch (eff)
  6413. {
  6414. case 0: // heals SP to 0
  6415. status_percent_damage(src, bl, 0, 100, false);
  6416. break;
  6417. case 1: // matk halved
  6418. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6419. break;
  6420. case 2: // all buffs removed
  6421. status_change_clear_buffs(bl,1);
  6422. break;
  6423. case 3: // 1000 damage, random armor destroyed
  6424. {
  6425. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6426. status_fix_damage(src, bl, 1000, 0);
  6427. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6428. if( !status_isdead(bl) )
  6429. skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
  6430. }
  6431. break;
  6432. case 4: // atk halved
  6433. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6434. break;
  6435. case 5: // 2000HP heal, random teleported
  6436. status_heal(src, 2000, 0, 0);
  6437. if( !map_flag_vs(bl->m) )
  6438. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6439. break;
  6440. case 6: // random 2 other effects
  6441. if (count == -1)
  6442. count = 3;
  6443. else
  6444. count++; //Should not retrigger this one.
  6445. break;
  6446. case 7: // stop freeze or stoned
  6447. {
  6448. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6449. sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  6450. }
  6451. break;
  6452. case 8: // curse coma and poison
  6453. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  6454. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  6455. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  6456. break;
  6457. case 9: // confusion
  6458. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  6459. break;
  6460. case 10: // 6666 damage, atk matk halved, cursed
  6461. status_fix_damage(src, bl, 6666, 0);
  6462. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6463. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6464. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6465. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  6466. break;
  6467. case 11: // 4444 damage
  6468. status_fix_damage(src, bl, 4444, 0);
  6469. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6470. break;
  6471. case 12: // stun
  6472. sc_start(bl,SC_STUN,100,skilllv,5000);
  6473. break;
  6474. case 13: // atk,matk,hit,flee,def reduced
  6475. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6476. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6477. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  6478. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  6479. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  6480. break;
  6481. default:
  6482. break;
  6483. }
  6484. } while ((--count) > 0);
  6485. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6486. }
  6487. break;
  6488. case SL_ALCHEMIST:
  6489. case SL_ASSASIN:
  6490. case SL_BARDDANCER:
  6491. case SL_BLACKSMITH:
  6492. case SL_CRUSADER:
  6493. case SL_HUNTER:
  6494. case SL_KNIGHT:
  6495. case SL_MONK:
  6496. case SL_PRIEST:
  6497. case SL_ROGUE:
  6498. case SL_SAGE:
  6499. case SL_SOULLINKER:
  6500. case SL_STAR:
  6501. case SL_SUPERNOVICE:
  6502. case SL_WIZARD:
  6503. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  6504. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  6505. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6506. break;
  6507. }
  6508. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  6509. { //Erase death count 1% of the casts
  6510. dstsd->die_counter = 0;
  6511. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  6512. clif_specialeffect(bl, 0x152, AREA);
  6513. //SC_SPIRIT invokes status_calc_pc for us.
  6514. }
  6515. clif_skill_nodamage(src,bl,skillid,skilllv,
  6516. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6517. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6518. break;
  6519. case SL_HIGH:
  6520. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  6521. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6522. break;
  6523. }
  6524. clif_skill_nodamage(src,bl,skillid,skilllv,
  6525. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6526. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6527. break;
  6528. case SL_SWOO:
  6529. if (tsce) {
  6530. sc_start(src,SC_STUN,100,skilllv,10000);
  6531. break;
  6532. }
  6533. case SL_SKA: // [marquis007]
  6534. case SL_SKE:
  6535. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  6536. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6537. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  6538. break;
  6539. }
  6540. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6541. if (skillid == SL_SKE)
  6542. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6543. break;
  6544. // New guild skills [Celest]
  6545. case GD_BATTLEORDER:
  6546. if(flag&1) {
  6547. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6548. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6549. } else if (status_get_guild_id(src)) {
  6550. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6551. map_foreachinrange(skill_area_sub, src,
  6552. skill_get_splash(skillid, skilllv), BL_PC,
  6553. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6554. skill_castend_nodamage_id);
  6555. if (sd)
  6556. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6557. }
  6558. break;
  6559. case GD_REGENERATION:
  6560. if(flag&1) {
  6561. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6562. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6563. } else if (status_get_guild_id(src)) {
  6564. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6565. map_foreachinrange(skill_area_sub, src,
  6566. skill_get_splash(skillid, skilllv), BL_PC,
  6567. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6568. skill_castend_nodamage_id);
  6569. if (sd)
  6570. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6571. }
  6572. break;
  6573. case GD_RESTORE:
  6574. if(flag&1) {
  6575. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6576. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  6577. } else if (status_get_guild_id(src)) {
  6578. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6579. map_foreachinrange(skill_area_sub, src,
  6580. skill_get_splash(skillid, skilllv), BL_PC,
  6581. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6582. skill_castend_nodamage_id);
  6583. if (sd)
  6584. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6585. }
  6586. break;
  6587. case GD_EMERGENCYCALL:
  6588. {
  6589. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  6590. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  6591. int j = 0;
  6592. struct guild *g = NULL;
  6593. // i don't know if it actually summons in a circle, but oh well. ;P
  6594. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  6595. if (!g)
  6596. break;
  6597. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6598. for(i = 0; i < g->max_member; i++, j++) {
  6599. if (j>8) j=0;
  6600. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  6601. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  6602. continue;
  6603. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  6604. dx[j] = dy[j] = 0;
  6605. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  6606. }
  6607. }
  6608. if (sd)
  6609. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6610. }
  6611. break;
  6612. case SG_FEEL:
  6613. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6614. if (sd) {
  6615. if(!sd->feel_map[skilllv-1].index)
  6616. clif_feel_req(sd->fd,sd, skilllv);
  6617. else
  6618. clif_feel_info(sd, skilllv-1, 1);
  6619. }
  6620. break;
  6621. case SG_HATE:
  6622. if (sd) {
  6623. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6624. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  6625. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6626. }
  6627. break;
  6628. case GS_GLITTERING:
  6629. if(sd) {
  6630. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6631. if(rnd()%100 < (20+10*skilllv))
  6632. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  6633. else if(sd->spiritball > 0)
  6634. pc_delspiritball(sd,1,0);
  6635. }
  6636. break;
  6637. case GS_CRACKER:
  6638. /* per official standards, this skill works on players and mobs. */
  6639. if (sd && (dstsd || dstmd))
  6640. {
  6641. i =65 -5*distance_bl(src,bl); //Base rate
  6642. if (i < 30) i = 30;
  6643. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6644. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  6645. }
  6646. break;
  6647. case AM_CALLHOMUN: //[orn]
  6648. if (sd && !merc_call_homunculus(sd))
  6649. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6650. break;
  6651. case AM_REST:
  6652. if (sd) {
  6653. if (merc_hom_vaporize(sd,1))
  6654. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6655. else
  6656. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6657. }
  6658. break;
  6659. case HAMI_CASTLE: //[orn]
  6660. if(rnd()%100 < 20*skilllv && src != bl)
  6661. {
  6662. int x,y;
  6663. x = src->x;
  6664. y = src->y;
  6665. if (hd)
  6666. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6667. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6668. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  6669. clif_slide(src,bl->x,bl->y) ;
  6670. if (unit_movepos(bl,x,y,0,0))
  6671. {
  6672. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  6673. clif_slide(bl,x,y) ;
  6674. }
  6675. //TODO: Shouldn't also players and the like switch targets?
  6676. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6677. AREA_SIZE, BL_MOB, bl, src);
  6678. }
  6679. }
  6680. // Failed
  6681. else if (hd && hd->master)
  6682. clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0);
  6683. else if (sd)
  6684. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6685. break;
  6686. case HVAN_CHAOTIC: //[orn]
  6687. {
  6688. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6689. int r = rnd()%100;
  6690. i = (skilllv-1)%5;
  6691. if(r<per[i][0]) //Self
  6692. bl = src;
  6693. else if(r<per[i][1]) //Master
  6694. bl = battle_get_master(src);
  6695. else //Enemy
  6696. bl = map_id2bl(battle_gettarget(src));
  6697. if (!bl) bl = src;
  6698. i = skill_calc_heal(src, bl, skillid, 1+rnd()%skilllv, true);
  6699. //Eh? why double skill packet?
  6700. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6701. clif_skill_nodamage(src,bl,skillid,i,1);
  6702. status_heal(bl, i, 0, 0);
  6703. }
  6704. break;
  6705. //Homun single-target support skills [orn]
  6706. case HAMI_BLOODLUST:
  6707. case HFLI_FLEET:
  6708. case HFLI_SPEED:
  6709. case HLIF_CHANGE:
  6710. case MH_ANGRIFFS_MODUS:
  6711. case MH_GOLDENE_FERSE:
  6712. clif_skill_nodamage(src,bl,skillid,skilllv,
  6713. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6714. if (hd)
  6715. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6716. break;
  6717. case NPC_DRAGONFEAR:
  6718. if (flag&1) {
  6719. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  6720. int j;
  6721. j = i = rnd()%ARRAYLENGTH(sc);
  6722. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  6723. i++;
  6724. if ( i == ARRAYLENGTH(sc) )
  6725. i = 0;
  6726. if (i == j)
  6727. break;
  6728. }
  6729. break;
  6730. }
  6731. case NPC_WIDEBLEEDING:
  6732. case NPC_WIDECONFUSE:
  6733. case NPC_WIDECURSE:
  6734. case NPC_WIDEFREEZE:
  6735. case NPC_WIDESLEEP:
  6736. case NPC_WIDESILENCE:
  6737. case NPC_WIDESTONE:
  6738. case NPC_WIDESTUN:
  6739. case NPC_SLOWCAST:
  6740. case NPC_WIDEHELLDIGNITY:
  6741. if (flag&1)
  6742. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  6743. else {
  6744. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6745. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6746. map_foreachinrange(skill_area_sub, bl,
  6747. skill_get_splash(skillid, skilllv),BL_CHAR,
  6748. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6749. skill_castend_nodamage_id);
  6750. }
  6751. break;
  6752. case NPC_WIDESOULDRAIN:
  6753. if (flag&1)
  6754. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  6755. else {
  6756. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6757. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6758. map_foreachinrange(skill_area_sub, bl,
  6759. skill_get_splash(skillid, skilllv),BL_CHAR,
  6760. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6761. skill_castend_nodamage_id);
  6762. }
  6763. break;
  6764. case ALL_PARTYFLEE:
  6765. if( sd && !(flag&1) )
  6766. {
  6767. if( !sd->status.party_id )
  6768. {
  6769. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6770. break;
  6771. }
  6772. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6773. }
  6774. else
  6775. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6776. break;
  6777. case NPC_TALK:
  6778. case ALL_WEWISH:
  6779. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6780. break;
  6781. case ALL_BUYING_STORE:
  6782. if( sd )
  6783. {// players only, skill allows 5 buying slots
  6784. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6785. }
  6786. break;
  6787. case RK_ENCHANTBLADE:
  6788. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  6789. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  6790. break;
  6791. case RK_DRAGONHOWLING:
  6792. if( flag&1)
  6793. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  6794. else
  6795. {
  6796. skill_area_temp[2] = 0;
  6797. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6798. map_foreachinrange(skill_area_sub, src,
  6799. skill_get_splash(skillid,skilllv),BL_CHAR,
  6800. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6801. skill_castend_nodamage_id);
  6802. }
  6803. break;
  6804. case RK_IGNITIONBREAK:
  6805. case LG_EARTHDRIVE:
  6806. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6807. i = skill_get_splash(skillid,skilllv);
  6808. if( skillid == LG_EARTHDRIVE ) {
  6809. int dummy = 1;
  6810. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  6811. }
  6812. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  6813. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6814. break;
  6815. case RK_STONEHARDSKIN:
  6816. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  6817. {
  6818. int heal = sstatus->hp / 4; // 25% HP
  6819. if( status_charge(bl,heal,0) )
  6820. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  6821. else
  6822. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6823. }
  6824. break;
  6825. case RK_REFRESH:
  6826. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  6827. {
  6828. int heal = status_get_max_hp(bl) * 25 / 100;
  6829. clif_skill_nodamage(src,bl,skillid,skilllv,
  6830. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6831. status_heal(bl,heal,0,1);
  6832. status_change_clear_buffs(bl,2);
  6833. }
  6834. break;
  6835. case RK_MILLENNIUMSHIELD:
  6836. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  6837. {
  6838. short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
  6839. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  6840. clif_millenniumshield(sd,shields);
  6841. clif_skill_nodamage(src,bl,skillid,1,1);
  6842. }
  6843. break;
  6844. case RK_GIANTGROWTH:
  6845. case RK_VITALITYACTIVATION:
  6846. case RK_ABUNDANCE:
  6847. if( sd )
  6848. {
  6849. int lv = 1; // RK_GIANTGROWTH
  6850. if( skillid == RK_VITALITYACTIVATION )
  6851. lv = 2;
  6852. else if( skillid == RK_ABUNDANCE )
  6853. lv = 6;
  6854. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6855. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6856. }
  6857. break;
  6858. case RK_FIGHTINGSPIRIT:
  6859. if( flag&1 ) {
  6860. if( src == bl )
  6861. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6862. else
  6863. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6864. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6865. if( sd->status.party_id ) {
  6866. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6867. skill_area_temp[5] = 7 * i; // ATK
  6868. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6869. } else
  6870. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6871. }
  6872. clif_skill_nodamage(src,bl,skillid,1,1);
  6873. break;
  6874. /**
  6875. * Guilotine Cross
  6876. **/
  6877. case GC_ROLLINGCUTTER:
  6878. {
  6879. short count = 1;
  6880. skill_area_temp[2] = 0;
  6881. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  6882. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6883. { // Every time the skill is casted the status change is reseted adding a counter.
  6884. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6885. if( count > 10 )
  6886. count = 10; // Max coounter
  6887. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6888. }
  6889. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6890. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6891. }
  6892. break;
  6893. case GC_WEAPONBLOCKING:
  6894. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6895. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6896. else
  6897. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6898. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6899. break;
  6900. case GC_CREATENEWPOISON:
  6901. if( sd )
  6902. {
  6903. clif_skill_produce_mix_list(sd,skillid,25);
  6904. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6905. }
  6906. break;
  6907. case GC_POISONINGWEAPON:
  6908. if( sd ) {
  6909. clif_poison_list(sd,skilllv);
  6910. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6911. }
  6912. break;
  6913. case GC_ANTIDOTE:
  6914. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6915. if( tsc )
  6916. {
  6917. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6918. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6919. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6920. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6921. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6922. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6923. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6924. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6925. }
  6926. break;
  6927. case GC_PHANTOMMENACE:
  6928. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6929. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6930. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6931. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6932. break;
  6933. case GC_HALLUCINATIONWALK:
  6934. {
  6935. int heal = status_get_max_hp(bl) / 10;
  6936. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6937. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6938. break;
  6939. }
  6940. if( !status_charge(bl,heal,0) )
  6941. {
  6942. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6943. break;
  6944. }
  6945. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6946. }
  6947. break;
  6948. /**
  6949. * Arch Bishop
  6950. **/
  6951. case AB_ANCILLA:
  6952. if( sd ) {
  6953. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6954. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  6955. }
  6956. break;
  6957. case AB_CLEMENTIA:
  6958. case AB_CANTO:
  6959. {
  6960. int bless_lv = pc_checkskill(sd,AL_BLESSING);
  6961. int agi_lv = pc_checkskill(sd,AL_INCAGI);
  6962. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6963. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  6964. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  6965. else if( sd )
  6966. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6967. }
  6968. break;
  6969. case AB_PRAEFATIO:
  6970. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6971. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  6972. else if( sd )
  6973. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6974. break;
  6975. case AB_CHEAL:
  6976. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6977. {
  6978. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6979. {
  6980. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  6981. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  6982. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  6983. clif_skill_nodamage(bl, bl, skillid, i, 1);
  6984. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  6985. i = ~i + 1;
  6986. status_heal(bl, i, 0, 0);
  6987. }
  6988. }
  6989. else if( sd )
  6990. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6991. break;
  6992. case AB_ORATIO:
  6993. if( flag&1 )
  6994. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  6995. else
  6996. {
  6997. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6998. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6999. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7000. }
  7001. break;
  7002. case AB_LAUDAAGNUS:
  7003. if( flag&1 || sd == NULL ) {
  7004. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7005. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7006. // Success Chance: (40 + 10 * Skill Level) %
  7007. if( rnd()%100 > 40+10*skilllv ) break;
  7008. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7009. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7010. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7011. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7012. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7013. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7014. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7015. clif_skill_nodamage(bl, bl, skillid, skilllv,
  7016. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7017. } else if( sd )
  7018. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  7019. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7020. break;
  7021. case AB_LAUDARAMUS:
  7022. if( flag&1 || sd == NULL ) {
  7023. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
  7024. // Success Chance: (40 + 10 * Skill Level) %
  7025. if( rnd()%100 > 40+10*skilllv ) break;
  7026. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7027. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7028. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7029. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7030. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7031. clif_skill_nodamage(bl, bl, skillid, skilllv,
  7032. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7033. } else if( sd )
  7034. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  7035. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7036. break;
  7037. case AB_CLEARANCE:
  7038. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  7039. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7041. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv)
  7042. {
  7043. if (sd)
  7044. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7045. break;
  7046. }
  7047. if(status_isimmune(bl) || !tsc || !tsc->count)
  7048. break;
  7049. for(i=0;i<SC_MAX;i++)
  7050. {
  7051. if (!tsc->data[i])
  7052. continue;
  7053. switch (i) {
  7054. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7055. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7056. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7057. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7058. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7059. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7060. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7061. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7062. case SC_SPIRIT: case SC_AUTOBERSERK:
  7063. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7064. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7065. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7066. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7067. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7068. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7069. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7070. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7071. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7072. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7073. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7074. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7075. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7076. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7077. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7078. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7079. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7080. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7081. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7082. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7083. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7084. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7085. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7086. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7087. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7088. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7089. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7090. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7091. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7092. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7093. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7094. #ifdef RENEWAL
  7095. case SC_EXTREMITYFIST2:
  7096. #endif
  7097. continue;
  7098. case SC_ASSUMPTIO:
  7099. if( bl->type == BL_MOB )
  7100. continue;
  7101. break;
  7102. }
  7103. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7104. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7105. }
  7106. break;
  7107. }
  7108. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  7109. break;
  7110. case AB_SILENTIUM:
  7111. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7112. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  7113. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7114. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7115. break;
  7116. /**
  7117. * Warlock
  7118. **/
  7119. case WL_STASIS:
  7120. if( flag&1 )
  7121. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7122. else
  7123. {
  7124. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7125. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7126. }
  7127. break;
  7128. case WL_WHITEIMPRISON:
  7129. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
  7130. {
  7131. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7132. if(src == bl ) rate = 100; // Success Chance: On self, 100%
  7133. else if(bl->type == BL_PC) rate += 20 + 10 * skilllv; // On Players, (20 + 10 * Skill Level) %
  7134. else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) %
  7135. if( !(tsc && tsc->data[type]) ){
  7136. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv));
  7137. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  7138. }
  7139. if( sd && i )
  7140. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  7141. else if(sd)
  7142. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7143. }else if( sd )
  7144. clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0);
  7145. break;
  7146. case WL_FROSTMISTY:
  7147. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7148. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7149. break;
  7150. case WL_JACKFROST:
  7151. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7152. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7153. break;
  7154. case WL_MARSHOFABYSS:
  7155. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7156. clif_skill_nodamage(src, bl, skillid, skilllv,
  7157. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7158. skill_get_time(skillid, skilllv)));
  7159. break;
  7160. case WL_SIENNAEXECRATE:
  7161. if( status_isimmune(bl) || !tsc )
  7162. break;
  7163. if( flag&1 ) {
  7164. if( bl->id == skill_area_temp[1] )
  7165. break; // Already work on this target
  7166. if( tsc && tsc->data[SC_STONE] )
  7167. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7168. else
  7169. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
  7170. } else {
  7171. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  7172. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7173. if( rnd()%100 < rate ) { // Success on First Target
  7174. if( !tsc->data[SC_STONE] )
  7175. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
  7176. else {
  7177. rate = 1;
  7178. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7179. }
  7180. if( rate ) {
  7181. skill_area_temp[1] = bl->id;
  7182. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7183. }
  7184. // Doesn't send failure packet if it fails on defense.
  7185. }
  7186. else if( sd ) // Failure on Rate
  7187. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7188. }
  7189. break;
  7190. case WL_SUMMONFB:
  7191. case WL_SUMMONBL:
  7192. case WL_SUMMONWB:
  7193. case WL_SUMMONSTONE:
  7194. {
  7195. short element = 0, sctype = 0, pos = -1;
  7196. struct status_change *sc = status_get_sc(src);
  7197. if( !sc ) break;
  7198. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7199. {
  7200. if( !sctype && !sc->data[i] )
  7201. sctype = i; // Take the free SC
  7202. if( sc->data[i] )
  7203. pos = max(sc->data[i]->val2,pos);
  7204. }
  7205. if( !sctype )
  7206. {
  7207. if( sd ) // No free slots to put SC
  7208. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0);
  7209. break;
  7210. }
  7211. pos++; // Used in val2 for SC. Indicates the order of this ball
  7212. switch( skillid )
  7213. { // Set val1. The SC element for this ball
  7214. case WL_SUMMONFB: element = WLS_FIRE; break;
  7215. case WL_SUMMONBL: element = WLS_WIND; break;
  7216. case WL_SUMMONWB: element = WLS_WATER; break;
  7217. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7218. }
  7219. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  7220. clif_skill_nodamage(src,bl,skillid,0,0);
  7221. }
  7222. break;
  7223. case WL_READING_SB:
  7224. if( sd ) {
  7225. struct status_change *sc = status_get_sc(bl);
  7226. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7227. if( sc && !sc->data[i] )
  7228. break;
  7229. if( i == SC_MAXSPELLBOOK ) {
  7230. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7231. break;
  7232. }
  7233. sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7234. clif_spellbook_list(sd);
  7235. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7236. }
  7237. break;
  7238. /**
  7239. * Ranger
  7240. **/
  7241. case RA_FEARBREEZE:
  7242. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7243. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7244. break;
  7245. case RA_WUGMASTERY:
  7246. if( sd ) {
  7247. if( !pc_iswug(sd) )
  7248. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7249. else
  7250. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7251. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7252. }
  7253. break;
  7254. case RA_WUGRIDER:
  7255. if( sd ) {
  7256. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7257. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7258. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7259. } else if( pc_isridingwug(sd) ) {
  7260. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7261. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7262. }
  7263. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7264. }
  7265. break;
  7266. case RA_WUGDASH:
  7267. if( tsce ) {
  7268. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  7269. map_freeblock_unlock();
  7270. return 0;
  7271. }
  7272. if( sd && pc_isridingwug(sd) ) {
  7273. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  7274. clif_walkok(sd);
  7275. }
  7276. break;
  7277. case RA_SENSITIVEKEEN:
  7278. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7279. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7280. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7281. break;
  7282. /**
  7283. * Mechanic
  7284. **/
  7285. case NC_F_SIDESLIDE:
  7286. case NC_B_SIDESLIDE:
  7287. {
  7288. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7289. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  7290. clif_slide(src,src->x,src->y);
  7291. clif_fixpos(src); //Aegis sent this packet
  7292. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7293. }
  7294. break;
  7295. case NC_SELFDESTRUCTION:
  7296. if( sd ) {
  7297. if( pc_ismadogear(sd) )
  7298. pc_setmadogear(sd, 0);
  7299. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7300. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  7301. status_set_sp(src, 0, 0);
  7302. }
  7303. break;
  7304. case NC_ANALYZE:
  7305. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7306. clif_skill_nodamage(src, bl, skillid, skilllv,
  7307. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  7308. if( sd ) pc_overheat(sd,1);
  7309. break;
  7310. case NC_MAGNETICFIELD:
  7311. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  7312. {
  7313. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  7314. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7315. if (sd) pc_overheat(sd,1);
  7316. }
  7317. clif_skill_nodamage(src,src,skillid,skilllv,i);
  7318. break;
  7319. case NC_REPAIR:
  7320. if( sd )
  7321. {
  7322. int heal;
  7323. if( dstsd && pc_ismadogear(dstsd) )
  7324. {
  7325. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  7326. status_heal(bl,heal,0,2);
  7327. } else {
  7328. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  7329. status_heal(src,heal,0,2);
  7330. }
  7331. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7332. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  7333. }
  7334. break;
  7335. case NC_DISJOINT:
  7336. {
  7337. if( bl->type != BL_MOB ) break;
  7338. md = map_id2md(bl->id);
  7339. if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
  7340. status_kill(bl);
  7341. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7342. }
  7343. break;
  7344. case SC_AUTOSHADOWSPELL:
  7345. if( sd ) {
  7346. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7347. sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  7348. clif_autoshadowspell_list(sd);
  7349. clif_skill_nodamage(src,bl,skillid,1,1);
  7350. }
  7351. else
  7352. clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7353. }
  7354. break;
  7355. case SC_SHADOWFORM:
  7356. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7357. if( clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv))) )
  7358. dstsd->shadowform_id = src->id;
  7359. }
  7360. else if( sd )
  7361. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7362. break;
  7363. case SC_BODYPAINT:
  7364. if( flag&1 ) {
  7365. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  7366. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  7367. tsc->data[SC__INVISIBILITY]) ) {
  7368. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7369. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7370. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  7371. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7372. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  7373. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7374. sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  7375. }
  7376. } else {
  7377. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7378. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7379. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7380. }
  7381. break;
  7382. case SC_ENERVATION:
  7383. case SC_GROOMY:
  7384. case SC_LAZINESS:
  7385. case SC_UNLUCKY:
  7386. case SC_WEAKNESS:
  7387. if( !(tsc && tsc->data[type]) ) {
  7388. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  7389. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7390. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7391. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7392. clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)));
  7393. } else if( sd )
  7394. clif_skill_fail(sd,skillid,0,0);
  7395. break;
  7396. case SC_IGNORANCE:
  7397. if( !(tsc && tsc->data[type]) ) {
  7398. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7399. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7400. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7401. if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) {
  7402. int sp = 200 * skilllv;
  7403. if( dstmd ) sp = dstmd->level * 2;
  7404. if( status_zap(bl,0,sp) )
  7405. status_heal(src,0,sp/2,3);
  7406. }
  7407. else if( sd ) clif_skill_fail(sd,skillid,0,0);
  7408. } else if( sd )
  7409. clif_skill_fail(sd,skillid,0,0);
  7410. break;
  7411. case LG_TRAMPLE:
  7412. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7413. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick);
  7414. break;
  7415. case LG_REFLECTDAMAGE:
  7416. if( tsc && tsc->data[type] )
  7417. status_change_end(bl,type,INVALID_TIMER);
  7418. else
  7419. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7420. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7421. break;
  7422. case LG_SHIELDSPELL:
  7423. if( flag&1 ) {
  7424. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  7425. sc_start(bl,SC_SILENCE,100,skilllv,duration);
  7426. } else if( sd ) {
  7427. int opt = skilllv;
  7428. int rate = rnd()%100;
  7429. int val, brate;
  7430. switch( skilllv ) {
  7431. case 1:
  7432. {
  7433. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  7434. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  7435. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7436. break;
  7437. }
  7438. brate = shield_data->def * 10;
  7439. if( rate < 50 )
  7440. opt = 1;
  7441. else if( rate < 75 )
  7442. opt = 2;
  7443. else
  7444. opt = 3;
  7445. switch( opt ) {
  7446. case 1:
  7447. sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  7448. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7449. if( rate < brate )
  7450. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7451. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  7452. break;
  7453. case 2:
  7454. val = shield_data->def / 10; // % Reflected damage.
  7455. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  7456. break;
  7457. case 3:
  7458. val = shield_data->def; // Attack increase.
  7459. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  7460. break;
  7461. }
  7462. }
  7463. break;
  7464. case 2:
  7465. brate = sd->bonus.shieldmdef * 20;
  7466. if( rate < 30 )
  7467. opt = 1;
  7468. else if( rate < 60 )
  7469. opt = 2;
  7470. else
  7471. opt = 3;
  7472. switch( opt ) {
  7473. case 1:
  7474. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7475. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7476. if( rate < brate )
  7477. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  7478. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  7479. break;
  7480. case 2:
  7481. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7482. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7483. if( rate < brate )
  7484. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7485. break;
  7486. case 3:
  7487. if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  7488. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv,
  7489. sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  7490. break;
  7491. }
  7492. break;
  7493. case 3:
  7494. {
  7495. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  7496. if( !it ) { // No shield?
  7497. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7498. break;
  7499. }
  7500. brate = it->refine * 5;
  7501. if( rate < 25 )
  7502. opt = 1;
  7503. else if( rate < 50 )
  7504. opt = 2;
  7505. else
  7506. opt = 3;
  7507. switch( opt ) {
  7508. case 1:
  7509. val = 105 * it->refine / 10;
  7510. sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv));
  7511. break;
  7512. case 2: case 3:
  7513. if( rate < brate )
  7514. {
  7515. val = sstatus->max_hp * (11 + it->refine) / 100;
  7516. status_heal(bl, val, 0, 3);
  7517. }
  7518. break;
  7519. /*case 3:
  7520. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  7521. break;*/
  7522. }
  7523. }
  7524. break;
  7525. }
  7526. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7527. }
  7528. break;
  7529. case LG_PIETY:
  7530. if( flag&1 )
  7531. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7532. else {
  7533. skill_area_temp[2] = 0;
  7534. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  7535. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7536. }
  7537. break;
  7538. case LG_INSPIRATION:
  7539. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  7540. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  7541. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  7542. clif_updatestatus(sd,SP_BASEEXP);
  7543. clif_updatestatus(sd,SP_JOBEXP);
  7544. }
  7545. clif_skill_nodamage(bl,src,skillid,skilllv,
  7546. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7547. break;
  7548. case SR_CURSEDCIRCLE:
  7549. if( flag&1 ) {
  7550. if( is_boss(bl) ) break;
  7551. if( sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) {
  7552. if( bl->type == BL_MOB )
  7553. mob_unlocktarget((TBL_MOB*)bl,gettick());
  7554. unit_stop_attack(bl);
  7555. clif_bladestop(src, bl->id, 1);
  7556. map_freeblock_unlock();
  7557. return 1;
  7558. }
  7559. } else {
  7560. int count = 0;
  7561. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7562. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  7563. BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7564. if( sd ) pc_delspiritball(sd, count, 0);
  7565. clif_skill_nodamage(src, src, skillid, skilllv,
  7566. sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv)));
  7567. }
  7568. break;
  7569. case SR_RAISINGDRAGON:
  7570. if( sd ) {
  7571. short max = 5 + skilllv;
  7572. sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv));
  7573. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  7574. pc_addspiritball(sd, skill_get_time(skillid, skilllv), max);
  7575. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)));
  7576. }
  7577. break;
  7578. case SR_ASSIMILATEPOWER:
  7579. if( flag&1 ) {
  7580. i = 0;
  7581. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  7582. {
  7583. i = dstsd->spiritball; //1%sp per spiritball.
  7584. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  7585. }
  7586. if( i ) status_percent_heal(src, 0, i);
  7587. clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0);
  7588. } else {
  7589. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7590. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  7591. }
  7592. break;
  7593. case SR_POWERVELOCITY:
  7594. if( !dstsd )
  7595. break;
  7596. if( sd && dstsd->spiritball <= 5 ) {
  7597. for(i = 0; i <= 5; i++) {
  7598. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  7599. pc_delspiritball(sd, sd->spiritball, 0);
  7600. }
  7601. }
  7602. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7603. break;
  7604. case SR_GENTLETOUCH_CURE:
  7605. {
  7606. int heal;
  7607. if( status_isimmune(bl) )
  7608. {
  7609. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  7610. break;
  7611. }
  7612. heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100;
  7613. status_heal(bl, heal, 0, 0);
  7614. if( (tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  7615. {
  7616. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7617. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7618. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7619. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7620. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7621. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7622. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7623. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7624. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7625. }
  7626. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7627. }
  7628. break;
  7629. case SR_GENTLETOUCH_CHANGE:
  7630. case SR_GENTLETOUCH_REVITALIZE:
  7631. clif_skill_nodamage(src,bl,skillid,skilllv,
  7632. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)));
  7633. break;
  7634. case WA_SWING_DANCE:
  7635. case WA_MOONLIT_SERENADE:
  7636. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7637. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7638. else if( sd ) { // Only shows effects on caster.
  7639. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7640. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7641. }
  7642. break;
  7643. case WA_SYMPHONY_OF_LOVER:
  7644. case MI_RUSH_WINDMILL:
  7645. case MI_ECHOSONG:
  7646. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7647. sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv));
  7648. else if( sd ) { // Only shows effects on caster.
  7649. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7650. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7651. }
  7652. break;
  7653. case MI_HARMONIZE:
  7654. if( src != bl )
  7655. clif_skill_nodamage(src, src, skillid, skilllv, sc_start(src, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7656. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7657. break;
  7658. case WM_DEADHILLHERE:
  7659. if( bl->type == BL_PC ) {
  7660. if( !status_isdead(bl) )
  7661. break;
  7662. if( rnd()%100 < 88 + 2 * skilllv ) {
  7663. int heal = tstatus->sp;
  7664. if( heal <= 0 )
  7665. heal = 1;
  7666. tstatus->hp = heal;
  7667. tstatus->sp -= tstatus->sp * ( 120 - 20 * skilllv ) / 100;
  7668. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7669. pc_revive((TBL_PC*)bl,heal,0);
  7670. clif_resurrection(bl,1);
  7671. }
  7672. }
  7673. break;
  7674. case WM_SIRCLEOFNATURE:
  7675. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7676. case WM_VOICEOFSIREN:
  7677. if( skillid != WM_SIRCLEOFNATURE )
  7678. flag &= ~BCT_SELF;
  7679. if( flag&1 ) {
  7680. sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv));
  7681. } else {
  7682. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7683. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7684. }
  7685. break;
  7686. case WM_GLOOMYDAY:
  7687. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7688. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  7689. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  7690. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  7691. {
  7692. sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv));
  7693. break;
  7694. }
  7695. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7696. break;
  7697. case WM_SATURDAY_NIGHT_FEVER:
  7698. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  7699. if( !(tsc && tsc->data[type]) )
  7700. sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv));
  7701. } else if( flag&2 ) {
  7702. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  7703. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7704. } else if( sd ) {
  7705. short chance = sstatus->int_/6 + sd->status.job_level/5 + skilllv*4;
  7706. if( !sd->status.party_id || (rnd()%100 > chance)) {
  7707. clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0);
  7708. break;
  7709. }
  7710. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv),
  7711. BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  7712. flag |= 2;
  7713. else
  7714. flag |= 1;
  7715. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  7716. clif_skill_nodamage(src, bl, skillid, skilllv,
  7717. sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv)));
  7718. if( flag&2 ) // Dealed here to prevent conflicts
  7719. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7720. }
  7721. break;
  7722. case WM_SONG_OF_MANA:
  7723. case WM_DANCE_WITH_WUG:
  7724. case WM_LERADS_DEW:
  7725. if( flag&1 ) { // These affect to to all party members near the caster.
  7726. struct status_change *sc = status_get_sc(src);
  7727. if( sc && sc->data[type] ) {
  7728. sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv));
  7729. }
  7730. } else if( sd ) {
  7731. short lv = (short)skilllv;
  7732. int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1);
  7733. if( sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)) )
  7734. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7735. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7736. }
  7737. break;
  7738. case WM_MELODYOFSINK:
  7739. case WM_BEYOND_OF_WARCRY:
  7740. case WM_UNLIMITED_HUMMING_VOICE:
  7741. if( flag&1 ) {
  7742. sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv));
  7743. } else { // These affect to all targets arround the caster.
  7744. short lv = (short)skilllv;
  7745. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones).
  7746. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7747. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7748. }
  7749. break;
  7750. case WM_RANDOMIZESPELL: {
  7751. int improv_skillid = 0, improv_skilllv;
  7752. do {
  7753. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  7754. improv_skillid = skill_improvise_db[i].skillid;
  7755. } while( improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  7756. improv_skilllv = 4 + skilllv;
  7757. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7758. if( sd ) {
  7759. sd->state.abra_flag = 2;
  7760. sd->skillitem = improv_skillid;
  7761. sd->skillitemlv = improv_skilllv;
  7762. clif_item_skill(sd, improv_skillid, improv_skilllv);
  7763. } else {
  7764. struct unit_data *ud = unit_bl2ud(src);
  7765. int inf = skill_get_inf(improv_skillid);
  7766. int target_id = 0;
  7767. if (!ud) break;
  7768. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7769. if (src->type == BL_PET)
  7770. bl = (struct block_list*)((TBL_PET*)src)->msd;
  7771. if (!bl) bl = src;
  7772. unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv);
  7773. } else {
  7774. if (ud->target)
  7775. target_id = ud->target;
  7776. else switch (src->type) {
  7777. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7778. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7779. }
  7780. if (!target_id)
  7781. break;
  7782. if (skill_get_casttype(improv_skillid) == CAST_GROUND) {
  7783. bl = map_id2bl(target_id);
  7784. if (!bl) bl = src;
  7785. unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv);
  7786. } else
  7787. unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv);
  7788. }
  7789. }
  7790. }
  7791. break;
  7792. case RETURN_TO_ELDICASTES:
  7793. case ALL_GUARDIAN_RECALL:
  7794. if( sd )
  7795. {
  7796. short x, y; // Destiny position.
  7797. unsigned short mapindex;
  7798. if( skillid == RETURN_TO_ELDICASTES)
  7799. {
  7800. x = 198;
  7801. y = 187;
  7802. mapindex = mapindex_name2id(MAP_DICASTES);
  7803. }
  7804. else
  7805. {
  7806. x = 44;
  7807. y = 151;
  7808. mapindex = mapindex_name2id(MAP_MORA);
  7809. }
  7810. if(!mapindex)
  7811. { //Given map not found?
  7812. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7813. map_freeblock_unlock();
  7814. return 0;
  7815. }
  7816. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  7817. }
  7818. break;
  7819. case GM_SANDMAN:
  7820. if( tsc ) {
  7821. if( tsc->opt1 == OPT1_SLEEP )
  7822. tsc->opt1 = 0;
  7823. else
  7824. tsc->opt1 = OPT1_SLEEP;
  7825. clif_changeoption(bl);
  7826. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7827. }
  7828. break;
  7829. case SO_ARRULLO:
  7830. if( flag&1 )
  7831. sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv));
  7832. else {
  7833. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7834. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7835. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7836. }
  7837. break;
  7838. case SO_SUMMON_AGNI:
  7839. case SO_SUMMON_AQUA:
  7840. case SO_SUMMON_VENTUS:
  7841. case SO_SUMMON_TERA:
  7842. if( sd ) {
  7843. int elemental_class = skill_get_elemental_type(skillid,skilllv);
  7844. // Remove previous elemental fisrt.
  7845. if( sd->ed && elemental_delete(sd->ed,0) ) {
  7846. clif_skill_fail(sd,skillid,0,0);
  7847. break;
  7848. }
  7849. // Summoning the new one.
  7850. if( !elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv)) ) {
  7851. clif_skill_fail(sd,skillid,0,0);
  7852. break;
  7853. }
  7854. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7855. }
  7856. break;
  7857. case SO_EL_CONTROL:
  7858. if( sd ) {
  7859. int mode = EL_MODE_PASSIVE; // Standard mode.
  7860. if( !sd->ed ) {
  7861. clif_skill_fail(sd,skillid,0,0);
  7862. break;
  7863. }
  7864. if( skilllv == 4 ) {// At level 4 delete elementals.
  7865. if( elemental_delete(sd->ed, 0) )
  7866. clif_skill_fail(sd,skillid,0,0);
  7867. break;
  7868. }
  7869. switch( skilllv ) {// Select mode bassed on skill level used.
  7870. case 1: mode = EL_MODE_PASSIVE; break;
  7871. case 2: mode = EL_MODE_ASSIST; break;
  7872. case 3: mode = EL_MODE_AGGRESSIVE; break;
  7873. }
  7874. if( !elemental_change_mode(sd->ed,mode) ) {
  7875. clif_skill_fail(sd,skillid,0,0);
  7876. break;
  7877. }
  7878. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7879. }
  7880. break;
  7881. case SO_EL_ACTION:
  7882. if( sd ) {
  7883. if( !sd->ed )
  7884. break;
  7885. elemental_action(sd->ed, bl, tick);
  7886. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7887. }
  7888. break;
  7889. case SO_EL_CURE:
  7890. if( sd ) {
  7891. struct elemental_data *ed = sd->ed;
  7892. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  7893. int e_hp, e_sp;
  7894. if( !ed ) {
  7895. clif_skill_fail(sd,skillid,0,0);
  7896. break;
  7897. }
  7898. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  7899. clif_skill_fail(sd,skillid,0,0);
  7900. break;
  7901. }
  7902. e_hp = ed->battle_status.max_hp * 10 / 100;
  7903. e_sp = ed->battle_status.max_sp * 10 / 100;
  7904. status_heal(&ed->bl,e_hp,e_sp,3);
  7905. clif_skill_nodamage(src,&ed->bl,skillid,skilllv,1);
  7906. }
  7907. break;
  7908. case GN_CHANGEMATERIAL:
  7909. case SO_EL_ANALYSIS:
  7910. if( sd ) {
  7911. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7912. clif_skill_itemlistwindow(sd,skillid,skilllv);
  7913. }
  7914. break;
  7915. case GN_BLOOD_SUCKER:
  7916. {
  7917. struct status_change *sc = status_get_sc(src);
  7918. if( sc && sc->bs_counter < skill_get_maxcount( skillid , skilllv) ) {
  7919. if( tsc && tsc->data[type] ){
  7920. (sc->bs_counter)--;
  7921. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  7922. }
  7923. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7924. sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv));
  7925. (sc->bs_counter)++;
  7926. } else if( sd ) {
  7927. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7928. break;
  7929. }
  7930. }
  7931. break;
  7932. case GN_MANDRAGORA:
  7933. if( flag&1 ) {
  7934. if ( clif_skill_nodamage(bl, src, skillid, skilllv,
  7935. sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) )
  7936. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skilllv) / 100);
  7937. } else
  7938. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7939. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7940. break;
  7941. case GN_SLINGITEM:
  7942. if( sd ) {
  7943. short ammo_id;
  7944. i = sd->equip_index[EQI_AMMO];
  7945. if( i <= 0 )
  7946. break; // No ammo.
  7947. ammo_id = sd->inventory_data[i]->nameid;
  7948. if( ammo_id <= 0 )
  7949. break;
  7950. sd->itemid = ammo_id;
  7951. if( itemdb_is_GNbomb(ammo_id) ) {
  7952. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  7953. if( ammo_id == 13263 )
  7954. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7955. else
  7956. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag);
  7957. } else //Otherwise, it fails, shows animation and removes items.
  7958. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
  7959. } else if( itemdb_is_GNthrowable(ammo_id) ){
  7960. struct script_code *script = sd->inventory_data[i]->script;
  7961. if( !script )
  7962. break;
  7963. if( dstsd )
  7964. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  7965. else
  7966. run_script(script,0,src->id,0);
  7967. }
  7968. }
  7969. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7970. clif_skill_nodamage(src,bl,skillid,skilllv,1);// This packet is received twice actually, I think it is to show the animation.
  7971. break;
  7972. case GN_MIX_COOKING:
  7973. case GN_MAKEBOMB:
  7974. case GN_S_PHARMACY:
  7975. if( sd ) {
  7976. int qty = 1;
  7977. sd->skillid_old = skillid;
  7978. sd->skilllv_old = skilllv;
  7979. if( skillid != GN_S_PHARMACY && skilllv > 1 )
  7980. qty = 10;
  7981. clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6);
  7982. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7983. }
  7984. break;
  7985. case EL_CIRCLE_OF_FIRE:
  7986. case EL_PYROTECHNIC:
  7987. case EL_HEATER:
  7988. case EL_TROPIC:
  7989. case EL_AQUAPLAY:
  7990. case EL_COOLER:
  7991. case EL_CHILLY_AIR:
  7992. case EL_GUST:
  7993. case EL_BLAST:
  7994. case EL_WILD_STORM:
  7995. case EL_PETROLOGY:
  7996. case EL_CURSED_SOIL:
  7997. case EL_UPHEAVAL:
  7998. case EL_FIRE_CLOAK:
  7999. case EL_WATER_DROP:
  8000. case EL_WIND_CURTAIN:
  8001. case EL_SOLID_SKIN:
  8002. case EL_STONE_SHIELD:
  8003. case EL_WIND_STEP: {
  8004. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8005. if( ele ) {
  8006. sc_type type2 = type-1;
  8007. struct status_change *sc = status_get_sc(&ele->bl);
  8008. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8009. elemental_clean_single_effect(ele, skillid);
  8010. } else {
  8011. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8012. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8013. if( skillid == EL_WIND_STEP ) // There aren't telemport, just push to the master.
  8014. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),(map_calc_dir(src,bl->x,bl->y)+4)%8,0);
  8015. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  8016. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  8017. }
  8018. }
  8019. }
  8020. break;
  8021. case EL_FIRE_MANTLE:
  8022. case EL_WATER_BARRIER:
  8023. case EL_ZEPHYR:
  8024. case EL_POWER_OF_GAIA:
  8025. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8026. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8027. skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0);
  8028. break;
  8029. case EL_WATER_SCREEN: {
  8030. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8031. if( ele ) {
  8032. struct status_change *sc = status_get_sc(&ele->bl);
  8033. sc_type type2 = type-1;
  8034. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8035. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8036. elemental_clean_single_effect(ele, skillid);
  8037. } else {
  8038. // This not heals at the end.
  8039. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8040. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  8041. sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv));
  8042. }
  8043. }
  8044. }
  8045. break;
  8046. case KO_KAHU_ENTEN:
  8047. case KO_HYOUHU_HUBUKI:
  8048. case KO_KAZEHU_SEIRAN:
  8049. case KO_DOHU_KOUKAI:
  8050. if(sd) {
  8051. int ttype = skill_get_ele(skillid, skilllv);
  8052. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  8053. pc_add_talisman(sd, skill_get_time(skillid, skilllv), 10, ttype);
  8054. }
  8055. break;
  8056. case KO_ZANZOU:
  8057. if(sd){
  8058. struct mob_data *md;
  8059. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  8060. if( md )
  8061. {
  8062. md->master_id = src->id;
  8063. md->special_state.ai = AI_ZANZOU;
  8064. if( md->deletetimer != INVALID_TIMER )
  8065. delete_timer(md->deletetimer, mob_timer_delete);
  8066. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  8067. mob_spawn( md );
  8068. pc_setinvincibletimer(sd,500);// unlock target lock
  8069. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8070. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  8071. }
  8072. }
  8073. break;
  8074. case KO_KYOUGAKU:
  8075. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8076. clif_skill_nodamage(src,bl,skillid,skilllv,
  8077. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8078. }else if( sd )
  8079. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8080. break;
  8081. case KO_JYUSATSU:
  8082. if( dstsd && tsc && !tsc->data[type] &&
  8083. rand()%100 < ((45+5*skilllv) + skilllv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  8084. clif_skill_nodamage(src,bl,skillid,skilllv,
  8085. status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1));
  8086. status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0);
  8087. if( status_get_lv(bl) <= status_get_lv(src) )
  8088. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  8089. }else if( sd )
  8090. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8091. break;
  8092. case KO_GENWAKU:
  8093. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8094. int x = src->x, y = src->y;
  8095. if( sd && rnd()%100 > ((45+5*skilllv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  8096. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8097. break;
  8098. }
  8099. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8100. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8101. clif_slide(src,bl->x,bl->y) ;
  8102. sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8103. if (unit_movepos(bl,x,y,0,0))
  8104. {
  8105. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6);
  8106. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8107. clif_sitting(bl); //Avoid sitting sync problem
  8108. clif_slide(bl,x,y) ;
  8109. sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8110. }
  8111. }
  8112. }
  8113. break;
  8114. case OB_AKAITSUKI:
  8115. case OB_OBOROGENSOU:
  8116. if( sd && ( (skillid == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8117. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8118. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8119. break;
  8120. }
  8121. case KO_IZAYOI:
  8122. case OB_ZANGETSU:
  8123. case KG_KYOMU:
  8124. case KG_KAGEMUSYA:
  8125. clif_skill_nodamage(src,bl,skillid,skilllv,
  8126. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8127. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8128. break;
  8129. case KG_KAGEHUMI:
  8130. if( flag&1 ){
  8131. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8132. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8133. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8134. sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8135. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8136. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8137. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8138. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8139. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8140. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8141. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8142. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8143. }
  8144. if( skill_area_temp[2] == 1 ){
  8145. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8146. sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  8147. }
  8148. }else{
  8149. skill_area_temp[2] = 0;
  8150. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  8151. }
  8152. break;
  8153. case MH_SILENT_BREEZE: {
  8154. struct status_change *ssc = status_get_sc(src);
  8155. struct block_list *m_bl = battle_get_master(src);
  8156. const enum sc_type scs[] = {
  8157. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  8158. };
  8159. int heal;
  8160. if(tsc){
  8161. for (i = 0; i < ARRAYLENGTH(scs); i++) {
  8162. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  8163. }
  8164. if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
  8165. status_change_start(bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
  8166. }
  8167. heal = status_get_matk_min(src)*4;
  8168. status_heal(bl, heal, 0, 7);
  8169. //now inflict silence on everyone
  8170. if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
  8171. status_change_start(src, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
  8172. if(m_bl){
  8173. struct status_change *msc = status_get_sc(m_bl);
  8174. if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
  8175. status_change_start(m_bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
  8176. }
  8177. if (hd)
  8178. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8179. }
  8180. break;
  8181. case MH_OVERED_BOOST:
  8182. if (hd){
  8183. struct block_list *s_bl = battle_get_master(src);
  8184. if(hd->homunculus.hunger>50) //reduce hunger
  8185. hd->homunculus.hunger = hd->homunculus.hunger/2;
  8186. else
  8187. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  8188. if(s_bl && s_bl->type==BL_PC){
  8189. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  8190. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  8191. sc_start(s_bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); //gene bonus
  8192. }
  8193. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8194. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8195. }
  8196. break;
  8197. case MH_GRANITIC_ARMOR:
  8198. case MH_PYROCLASTIC: {
  8199. struct block_list *s_bl = battle_get_master(src);
  8200. if(s_bl) sc_start2(s_bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv)); //start on master
  8201. sc_start2(bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv));
  8202. if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8203. }
  8204. break;
  8205. case MH_LIGHT_OF_REGENE:
  8206. if(hd){
  8207. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  8208. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  8209. }
  8210. //don't break need to start status and start block timer
  8211. case MH_STYLE_CHANGE:
  8212. case MH_MAGMA_FLOW:
  8213. case MH_PAIN_KILLER:
  8214. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8215. if (hd)
  8216. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8217. break;
  8218. case MH_SUMMON_LEGION:
  8219. {
  8220. int summons[5] = {1004, 1303, 1303, 1994, 1994};
  8221. int qty[5] = {3 , 3 , 4 , 4 , 5};
  8222. struct mob_data *md;
  8223. int i;
  8224. for(i=0; i<qty[skilllv - 1]; i++){ //easy way
  8225. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skilllv - 1], "", SZ_SMALL, AI_ATTACK);
  8226. if (md) {
  8227. md->master_id = src->id;
  8228. if (md->deletetimer != INVALID_TIMER)
  8229. delete_timer(md->deletetimer, mob_timer_delete);
  8230. md->deletetimer = add_timer(gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  8231. mob_spawn(md); //Now it is ready for spawning.
  8232. sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000);
  8233. }
  8234. }
  8235. if (hd)
  8236. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8237. }
  8238. break;
  8239. default:
  8240. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  8241. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8242. map_freeblock_unlock();
  8243. return 1;
  8244. }
  8245. if(skillid != SR_CURSEDCIRCLE){
  8246. struct status_change *sc = status_get_sc(src);
  8247. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  8248. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  8249. }
  8250. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  8251. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  8252. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  8253. }
  8254. if( sd && !(flag&1) )
  8255. {// ensure that the skill last-cast tick is recorded
  8256. sd->canskill_tick = gettick();
  8257. if( sd->state.arrow_atk )
  8258. {// consume arrow on last invocation to this skill.
  8259. battle_consume_ammo(sd, skillid, skilllv);
  8260. }
  8261. skill_onskillusage(sd, bl, skillid, tick);
  8262. // perform skill requirement consumption
  8263. skill_consume_requirement(sd,skillid,skilllv,2);
  8264. }
  8265. map_freeblock_unlock();
  8266. return 0;
  8267. }
  8268. /*==========================================
  8269. *
  8270. *------------------------------------------*/
  8271. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  8272. {
  8273. struct block_list *target, *src;
  8274. struct map_session_data *sd;
  8275. struct mob_data *md;
  8276. struct unit_data *ud;
  8277. struct status_change *sc = NULL;
  8278. int inf,inf2,flag = 0;
  8279. src = map_id2bl(id);
  8280. if( src == NULL )
  8281. {
  8282. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  8283. return 0;// not found
  8284. }
  8285. ud = unit_bl2ud(src);
  8286. if( ud == NULL )
  8287. {
  8288. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  8289. return 0;// ???
  8290. }
  8291. sd = BL_CAST(BL_PC, src);
  8292. md = BL_CAST(BL_MOB, src);
  8293. if( src->prev == NULL ) {
  8294. ud->skilltimer = INVALID_TIMER;
  8295. return 0;
  8296. }
  8297. if(ud->skillid != SA_CASTCANCEL && ud->skillid != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  8298. if( ud->skilltimer != tid ) {
  8299. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  8300. ud->skilltimer = INVALID_TIMER;
  8301. return 0;
  8302. }
  8303. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK) )
  8304. {// restore original walk speed
  8305. ud->skilltimer = INVALID_TIMER;
  8306. status_calc_bl(&sd->bl, SCB_SPEED);
  8307. }
  8308. ud->skilltimer = INVALID_TIMER;
  8309. }
  8310. if (ud->skilltarget == id)
  8311. target = src;
  8312. else
  8313. target = map_id2bl(ud->skilltarget);
  8314. // Use a do so that you can break out of it when the skill fails.
  8315. do {
  8316. if(!target || target->prev==NULL) break;
  8317. if(src->m != target->m || status_isdead(src)) break;
  8318. switch (ud->skillid) {
  8319. //These should become skill_castend_pos
  8320. case WE_CALLPARTNER:
  8321. if(sd) clif_callpartner(sd);
  8322. case WE_CALLPARENT:
  8323. case WE_CALLBABY:
  8324. case AM_RESURRECTHOMUN:
  8325. case PF_SPIDERWEB:
  8326. //Find a random spot to place the skill. [Skotlex]
  8327. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  8328. ud->skillx = target->x + inf2;
  8329. ud->skilly = target->y + inf2;
  8330. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  8331. ud->skillx = target->x;
  8332. ud->skilly = target->y;
  8333. }
  8334. ud->skilltimer=tid;
  8335. return skill_castend_pos(tid,tick,id,data);
  8336. case GN_WALLOFTHORN:
  8337. ud->skillx = target->x;
  8338. ud->skilly = target->y;
  8339. ud->skilltimer = tid;
  8340. return skill_castend_pos(tid,tick,id,data);
  8341. }
  8342. if(ud->skillid == RG_BACKSTAP) {
  8343. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  8344. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  8345. break;
  8346. }
  8347. }
  8348. if( ud->skillid == PR_TURNUNDEAD )
  8349. {
  8350. struct status_data *tstatus = status_get_status_data(target);
  8351. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  8352. break;
  8353. }
  8354. if( ud->skillid == RA_WUGSTRIKE ){
  8355. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  8356. break;
  8357. }
  8358. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  8359. {
  8360. sc = status_get_sc(target);
  8361. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  8362. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  8363. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  8364. break;
  8365. }
  8366. }
  8367. else
  8368. { // Check target validity.
  8369. inf = skill_get_inf(ud->skillid);
  8370. inf2 = skill_get_inf2(ud->skillid);
  8371. if(inf&INF_ATTACK_SKILL ||
  8372. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  8373. ) // Casted through combo.
  8374. inf = BCT_ENEMY; //Offensive skill.
  8375. else if(inf2&INF2_NO_ENEMY)
  8376. inf = BCT_NOENEMY;
  8377. else
  8378. inf = 0;
  8379. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  8380. {
  8381. inf |=
  8382. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  8383. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  8384. //Remove neutral targets (but allow enemy if skill is designed to be so)
  8385. inf &= ~BCT_NEUTRAL;
  8386. }
  8387. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  8388. {
  8389. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  8390. break;
  8391. }
  8392. else if (inf && battle_check_target(src, target, inf) <= 0){
  8393. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8394. break;
  8395. }
  8396. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  8397. sc->data[SC_FOGWALL] &&
  8398. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  8399. if (sd) clif_skill_fail(sd, ud->skillid, USESKILL_FAIL_LEVEL, 0);
  8400. break;
  8401. }
  8402. }
  8403. //Avoid doing double checks for instant-cast skills.
  8404. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  8405. break;
  8406. if(md) {
  8407. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8408. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8409. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8410. }
  8411. if(src != target && battle_config.skill_add_range &&
  8412. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  8413. {
  8414. if (sd) {
  8415. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8416. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  8417. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8418. }
  8419. break;
  8420. }
  8421. if( sd )
  8422. {
  8423. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8424. break;
  8425. else
  8426. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8427. }
  8428. #ifdef OFFICIAL_WALKPATH
  8429. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  8430. break;
  8431. #endif
  8432. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8433. break;
  8434. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  8435. {
  8436. ud->state.running = 0;
  8437. status_change_end(src, SC_RUN, INVALID_TIMER);
  8438. flag = 1;
  8439. }
  8440. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  8441. unit_stop_walking(src,1);
  8442. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8443. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  8444. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){
  8445. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8446. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8447. if (sd->skillcooldown[i].id == ud->skillid){
  8448. cooldown += sd->skillcooldown[i].val;
  8449. break;
  8450. }
  8451. }
  8452. skill_blockpc_start(sd, ud->skillid, cooldown);
  8453. }
  8454. if( battle_config.display_status_timers && sd )
  8455. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8456. if( sd )
  8457. {
  8458. switch( ud->skillid )
  8459. {
  8460. case GS_DESPERADO:
  8461. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  8462. break;
  8463. case CR_GRANDCROSS:
  8464. case NPC_GRANDDARKNESS:
  8465. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  8466. {
  8467. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  8468. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  8469. break;
  8470. }
  8471. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  8472. break;
  8473. }
  8474. }
  8475. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  8476. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8477. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8478. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  8479. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  8480. map_freeblock_lock();
  8481. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8482. skill_toggle_magicpower(src, ud->skillid);
  8483. if( ud->skillid != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
  8484. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  8485. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  8486. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8487. else
  8488. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8489. sc = status_get_sc(src);
  8490. if(sc && sc->count) {
  8491. if(sc->data[SC_SPIRIT] &&
  8492. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  8493. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  8494. ud->skillid != WZ_WATERBALL)
  8495. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  8496. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  8497. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  8498. }
  8499. if( sd && ud->skillid != SA_ABRACADABRA && ud->skillid != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  8500. sd->skillitem = sd->skillitemlv = 0;
  8501. if (ud->skilltimer == INVALID_TIMER) {
  8502. if(md) md->skillidx = -1;
  8503. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  8504. ud->skilllv = ud->skilltarget = 0;
  8505. }
  8506. map_freeblock_unlock();
  8507. return 1;
  8508. } while(0);
  8509. //Skill failed.
  8510. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  8511. { //When Asura fails... (except when it fails from Fog of Wall)
  8512. //Consume SP/spheres
  8513. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  8514. status_set_sp(src, 0, 0);
  8515. sc = &sd->sc;
  8516. if (sc->count)
  8517. { //End states
  8518. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8519. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  8520. #ifdef RENEWAL
  8521. sc_start(src, SC_EXTREMITYFIST2, 100, ud->skilllv, skill_get_time(ud->skillid, ud->skilllv));
  8522. #endif
  8523. }
  8524. if (target && target->m == src->m)
  8525. { //Move character to target anyway.
  8526. int dx,dy;
  8527. dx = target->x - src->x;
  8528. dy = target->y - src->y;
  8529. if(dx > 0) dx++;
  8530. else if(dx < 0) dx--;
  8531. if (dy > 0) dy++;
  8532. else if(dy < 0) dy--;
  8533. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  8534. { //Display movement + animation.
  8535. clif_slide(src,src->x,src->y);
  8536. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  8537. }
  8538. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8539. }
  8540. }
  8541. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  8542. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8543. ud->canact_tick = tick;
  8544. //You can't place a skill failed packet here because it would be
  8545. //sent in ALL cases, even cases where skill_check_condition fails
  8546. //which would lead to double 'skill failed' messages u.u [Skotlex]
  8547. if(sd)
  8548. sd->skillitem = sd->skillitemlv = 0;
  8549. else if(md)
  8550. md->skillidx = -1;
  8551. return 0;
  8552. }
  8553. /*==========================================
  8554. *
  8555. *------------------------------------------*/
  8556. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  8557. {
  8558. struct block_list* src = map_id2bl(id);
  8559. int maxcount;
  8560. struct map_session_data *sd;
  8561. struct unit_data *ud = unit_bl2ud(src);
  8562. struct mob_data *md;
  8563. nullpo_ret(ud);
  8564. sd = BL_CAST(BL_PC , src);
  8565. md = BL_CAST(BL_MOB, src);
  8566. if( src->prev == NULL ) {
  8567. ud->skilltimer = INVALID_TIMER;
  8568. return 0;
  8569. }
  8570. if( ud->skilltimer != tid )
  8571. {
  8572. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  8573. ud->skilltimer = INVALID_TIMER;
  8574. return 0;
  8575. }
  8576. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK ) )
  8577. {// restore original walk speed
  8578. ud->skilltimer = INVALID_TIMER;
  8579. status_calc_bl(&sd->bl, SCB_SPEED);
  8580. }
  8581. ud->skilltimer = INVALID_TIMER;
  8582. do {
  8583. if( status_isdead(src) )
  8584. break;
  8585. if( !(src->type&battle_config.skill_reiteration) &&
  8586. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  8587. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8588. )
  8589. {
  8590. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8591. break;
  8592. }
  8593. if( src->type&battle_config.skill_nofootset &&
  8594. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  8595. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8596. )
  8597. {
  8598. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8599. break;
  8600. }
  8601. if( src->type&battle_config.land_skill_limit &&
  8602. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  8603. ) {
  8604. int i;
  8605. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  8606. if(ud->skillunit[i]->skill_id == ud->skillid)
  8607. maxcount--;
  8608. }
  8609. if( maxcount == 0 )
  8610. {
  8611. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8612. break;
  8613. }
  8614. }
  8615. if(tid != INVALID_TIMER)
  8616. { //Avoid double checks on instant cast skills. [Skotlex]
  8617. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  8618. break;
  8619. if(battle_config.skill_add_range &&
  8620. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  8621. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  8622. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8623. break;
  8624. }
  8625. }
  8626. if( sd )
  8627. {
  8628. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8629. break;
  8630. else
  8631. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8632. }
  8633. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8634. break;
  8635. if(md) {
  8636. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8637. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8638. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8639. }
  8640. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8641. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  8642. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  8643. if (ud->walktimer != INVALID_TIMER)
  8644. unit_stop_walking(src,1);
  8645. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8646. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  8647. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){
  8648. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8649. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8650. if (sd->skillcooldown[i].id == ud->skillid){
  8651. cooldown += sd->skillcooldown[i].val;
  8652. break;
  8653. }
  8654. }
  8655. skill_blockpc_start(sd, ud->skillid, cooldown);
  8656. }
  8657. if( battle_config.display_status_timers && sd )
  8658. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8659. // if( sd )
  8660. // {
  8661. // switch( ud->skillid )
  8662. // {
  8663. // case ????:
  8664. // sd->canequip_tick = tick + ????;
  8665. // break;
  8666. // }
  8667. // }
  8668. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8669. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
  8670. map_freeblock_lock();
  8671. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  8672. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  8673. sd->skillitem = sd->skillitemlv = 0;
  8674. if (ud->skilltimer == INVALID_TIMER) {
  8675. if (md) md->skillidx = -1;
  8676. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  8677. ud->skilllv = ud->skillx = ud->skilly = 0;
  8678. }
  8679. map_freeblock_unlock();
  8680. return 1;
  8681. } while(0);
  8682. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8683. ud->canact_tick = tick;
  8684. ud->skillid = ud->skilllv = 0;
  8685. if(sd)
  8686. sd->skillitem = sd->skillitemlv = 0;
  8687. else if(md)
  8688. md->skillidx = -1;
  8689. return 0;
  8690. }
  8691. /*==========================================
  8692. *
  8693. *------------------------------------------*/
  8694. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  8695. {
  8696. struct map_session_data* sd;
  8697. struct status_change* sc;
  8698. struct status_change_entry *sce;
  8699. struct skill_unit_group* sg;
  8700. enum sc_type type;
  8701. int i;
  8702. //if(skilllv <= 0) return 0;
  8703. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8704. nullpo_ret(src);
  8705. if(status_isdead(src))
  8706. return 0;
  8707. sd = BL_CAST(BL_PC, src);
  8708. sc = status_get_sc(src);
  8709. type = status_skill2sc(skillid);
  8710. sce = (sc && type != -1)?sc->data[type]:NULL;
  8711. switch (skillid) { //Skill effect.
  8712. case WZ_METEOR:
  8713. case MO_BODYRELOCATION:
  8714. case CR_CULTIVATION:
  8715. case HW_GANBANTEIN:
  8716. case LG_EARTHDRIVE:
  8717. break; //Effect is displayed on respective switch case.
  8718. default:
  8719. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  8720. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8721. else
  8722. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8723. }
  8724. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8725. skill_toggle_magicpower(src, skillid);
  8726. switch(skillid)
  8727. {
  8728. case PR_BENEDICTIO:
  8729. skill_area_temp[1] = src->id;
  8730. i = skill_get_splash(skillid, skilllv);
  8731. map_foreachinarea(skill_area_sub,
  8732. src->m, x-i, y-i, x+i, y+i, BL_PC,
  8733. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  8734. skill_castend_nodamage_id);
  8735. map_foreachinarea(skill_area_sub,
  8736. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8737. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  8738. skill_castend_damage_id);
  8739. break;
  8740. case BS_HAMMERFALL:
  8741. i = skill_get_splash(skillid, skilllv);
  8742. map_foreachinarea (skill_area_sub,
  8743. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8744. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  8745. skill_castend_nodamage_id);
  8746. break;
  8747. case HT_DETECTING:
  8748. i = skill_get_splash(skillid, skilllv);
  8749. map_foreachinarea( status_change_timer_sub,
  8750. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  8751. src,NULL,SC_SIGHT,tick);
  8752. if(battle_config.traps_setting&1)
  8753. map_foreachinarea( skill_reveal_trap,
  8754. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  8755. break;
  8756. case SR_RIDEINLIGHTNING:
  8757. i = skill_get_splash(skillid, skilllv);
  8758. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8759. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  8760. break;
  8761. case SA_VOLCANO:
  8762. case SA_DELUGE:
  8763. case SA_VIOLENTGALE:
  8764. { //Does not consumes if the skill is already active. [Skotlex]
  8765. struct skill_unit_group *sg;
  8766. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  8767. {
  8768. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  8769. {
  8770. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8771. return 0; // not to consume items
  8772. }
  8773. else
  8774. sg->limit = 0; //Disable it.
  8775. }
  8776. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8777. break;
  8778. }
  8779. case MG_SAFETYWALL:
  8780. case MG_FIREWALL:
  8781. case MG_THUNDERSTORM:
  8782. case AL_PNEUMA:
  8783. case WZ_ICEWALL:
  8784. case WZ_FIREPILLAR:
  8785. case WZ_QUAGMIRE:
  8786. case WZ_VERMILION:
  8787. case WZ_STORMGUST:
  8788. case WZ_HEAVENDRIVE:
  8789. case PR_SANCTUARY:
  8790. case PR_MAGNUS:
  8791. case CR_GRANDCROSS:
  8792. case NPC_GRANDDARKNESS:
  8793. case HT_SKIDTRAP:
  8794. case MA_SKIDTRAP:
  8795. case HT_LANDMINE:
  8796. case MA_LANDMINE:
  8797. case HT_ANKLESNARE:
  8798. case HT_SHOCKWAVE:
  8799. case HT_SANDMAN:
  8800. case MA_SANDMAN:
  8801. case HT_FLASHER:
  8802. case HT_FREEZINGTRAP:
  8803. case MA_FREEZINGTRAP:
  8804. case HT_BLASTMINE:
  8805. case HT_CLAYMORETRAP:
  8806. case AS_VENOMDUST:
  8807. case AM_DEMONSTRATION:
  8808. case PF_FOGWALL:
  8809. case PF_SPIDERWEB:
  8810. case HT_TALKIEBOX:
  8811. case WE_CALLPARTNER:
  8812. case WE_CALLPARENT:
  8813. case WE_CALLBABY:
  8814. case AC_SHOWER: //Ground-placed skill implementation.
  8815. case MA_SHOWER:
  8816. case SA_LANDPROTECTOR:
  8817. case BD_LULLABY:
  8818. case BD_RICHMANKIM:
  8819. case BD_ETERNALCHAOS:
  8820. case BD_DRUMBATTLEFIELD:
  8821. case BD_RINGNIBELUNGEN:
  8822. case BD_ROKISWEIL:
  8823. case BD_INTOABYSS:
  8824. case BD_SIEGFRIED:
  8825. case BA_DISSONANCE:
  8826. case BA_POEMBRAGI:
  8827. case BA_WHISTLE:
  8828. case BA_ASSASSINCROSS:
  8829. case BA_APPLEIDUN:
  8830. case DC_UGLYDANCE:
  8831. case DC_HUMMING:
  8832. case DC_DONTFORGETME:
  8833. case DC_FORTUNEKISS:
  8834. case DC_SERVICEFORYOU:
  8835. case CG_MOONLIT:
  8836. case GS_DESPERADO:
  8837. case NJ_KAENSIN:
  8838. case NJ_BAKUENRYU:
  8839. case NJ_SUITON:
  8840. case NJ_HYOUSYOURAKU:
  8841. case NJ_RAIGEKISAI:
  8842. case NJ_KAMAITACHI:
  8843. #ifdef RENEWAL
  8844. case NJ_HUUMA:
  8845. #endif
  8846. case NPC_EVILLAND:
  8847. case RA_ELECTRICSHOCKER:
  8848. case RA_CLUSTERBOMB:
  8849. case RA_MAGENTATRAP:
  8850. case RA_COBALTTRAP:
  8851. case RA_MAIZETRAP:
  8852. case RA_VERDURETRAP:
  8853. case RA_FIRINGTRAP:
  8854. case RA_ICEBOUNDTRAP:
  8855. case SC_MANHOLE:
  8856. case SC_DIMENSIONDOOR:
  8857. case SC_CHAOSPANIC:
  8858. case SC_MAELSTROM:
  8859. case WM_REVERBERATION:
  8860. case WM_SEVERE_RAINSTORM:
  8861. case WM_POEMOFNETHERWORLD:
  8862. case SO_PSYCHIC_WAVE:
  8863. case SO_VACUUM_EXTREME:
  8864. case GN_WALLOFTHORN:
  8865. case GN_THORNS_TRAP:
  8866. case GN_DEMONIC_FIRE:
  8867. case GN_HELLS_PLANT:
  8868. case SO_EARTHGRAVE:
  8869. case SO_DIAMONDDUST:
  8870. case SO_FIRE_INSIGNIA:
  8871. case SO_WATER_INSIGNIA:
  8872. case SO_WIND_INSIGNIA:
  8873. case SO_EARTH_INSIGNIA:
  8874. case KO_HUUMARANKA:
  8875. case KO_MUCHANAGE:
  8876. case KO_BAKURETSU:
  8877. case KO_ZENKAI:
  8878. case MH_LAVA_SLIDE:
  8879. case MH_VOLCANIC_ASH:
  8880. case MH_POISON_MIST:
  8881. case MH_STEINWAND:
  8882. case MH_XENO_SLASHER:
  8883. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  8884. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  8885. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8886. break;
  8887. case RG_GRAFFITI: /* Graffiti [Valaris] */
  8888. skill_clear_unitgroup(src);
  8889. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8890. flag|=1;
  8891. break;
  8892. case HP_BASILICA:
  8893. if( sc->data[SC_BASILICA] )
  8894. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  8895. else
  8896. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  8897. skill_clear_unitgroup(src);
  8898. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  8899. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  8900. flag|=1;
  8901. }
  8902. break;
  8903. case CG_HERMODE:
  8904. skill_clear_unitgroup(src);
  8905. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  8906. sc_start4(src,SC_DANCING,100,
  8907. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  8908. flag|=1;
  8909. break;
  8910. case RG_CLEANER: // [Valaris]
  8911. i = skill_get_splash(skillid, skilllv);
  8912. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  8913. break;
  8914. case SO_WARMER:
  8915. flag|= 8;
  8916. case SO_CLOUD_KILL:
  8917. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8918. break;
  8919. case WZ_METEOR: {
  8920. int area = skill_get_splash(skillid, skilllv);
  8921. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  8922. for( i = 0; i < 2 + (skilllv>>1); i++ ) {
  8923. // Creates a random Cell in the Splash Area
  8924. tmpx = x - area + rnd()%(area * 2 + 1);
  8925. tmpy = y - area + rnd()%(area * 2 + 1);
  8926. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  8927. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  8928. if( i > 0 )
  8929. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);
  8930. x1 = tmpx;
  8931. y1 = tmpy;
  8932. }
  8933. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
  8934. }
  8935. break;
  8936. case AL_WARP:
  8937. if(sd)
  8938. {
  8939. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  8940. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  8941. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  8942. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  8943. );
  8944. }
  8945. return 0; // not to consume item.
  8946. case MO_BODYRELOCATION:
  8947. if (unit_movepos(src, x, y, 1, 1)) {
  8948. #if PACKETVER >= 20111005
  8949. clif_snap(src, src->x, src->y);
  8950. #else
  8951. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  8952. #endif
  8953. if (sd)
  8954. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  8955. }
  8956. break;
  8957. case NJ_SHADOWJUMP:
  8958. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  8959. unit_movepos(src, x, y, 1, 0);
  8960. clif_slide(src,x,y);
  8961. }
  8962. status_change_end(src, SC_HIDING, INVALID_TIMER);
  8963. break;
  8964. case AM_SPHEREMINE:
  8965. case AM_CANNIBALIZE:
  8966. {
  8967. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  8968. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  8969. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  8970. struct mob_data *md;
  8971. // Correct info, don't change any of this! [celest]
  8972. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  8973. if (md) {
  8974. md->master_id = src->id;
  8975. md->special_state.ai = (skillid == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  8976. if( md->deletetimer != INVALID_TIMER )
  8977. delete_timer(md->deletetimer, mob_timer_delete);
  8978. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  8979. mob_spawn (md); //Now it is ready for spawning.
  8980. }
  8981. }
  8982. break;
  8983. // Slim Pitcher [Celest]
  8984. case CR_SLIMPITCHER:
  8985. if (sd) {
  8986. int i = skilllv%11 - 1;
  8987. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  8988. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  8989. {
  8990. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8991. return 1;
  8992. }
  8993. potion_flag = 1;
  8994. potion_hp = 0;
  8995. potion_sp = 0;
  8996. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8997. potion_flag = 0;
  8998. //Apply skill bonuses
  8999. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  9000. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  9001. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  9002. + pc_skillheal_bonus(sd, skillid);
  9003. potion_hp = potion_hp * (100+i)/100;
  9004. potion_sp = potion_sp * (100+i)/100;
  9005. if(potion_hp > 0 || potion_sp > 0) {
  9006. i = skill_get_splash(skillid, skilllv);
  9007. map_foreachinarea(skill_area_sub,
  9008. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9009. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9010. skill_castend_nodamage_id);
  9011. }
  9012. } else {
  9013. int i = skilllv%11 - 1;
  9014. struct item_data *item;
  9015. i = skill_db[skillid].itemid[i];
  9016. item = itemdb_search(i);
  9017. potion_flag = 1;
  9018. potion_hp = 0;
  9019. potion_sp = 0;
  9020. run_script(item->script,0,src->id,0);
  9021. potion_flag = 0;
  9022. i = skill_get_max(CR_SLIMPITCHER)*10;
  9023. potion_hp = potion_hp * (100+i)/100;
  9024. potion_sp = potion_sp * (100+i)/100;
  9025. if(potion_hp > 0 || potion_sp > 0) {
  9026. i = skill_get_splash(skillid, skilllv);
  9027. map_foreachinarea(skill_area_sub,
  9028. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9029. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9030. skill_castend_nodamage_id);
  9031. }
  9032. }
  9033. break;
  9034. case HW_GANBANTEIN:
  9035. if (rnd()%100 < 80) {
  9036. int dummy = 1;
  9037. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  9038. i = skill_get_splash(skillid, skilllv);
  9039. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  9040. } else {
  9041. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9042. return 1;
  9043. }
  9044. break;
  9045. case HW_GRAVITATION:
  9046. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  9047. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  9048. flag|=1;
  9049. break;
  9050. // Plant Cultivation [Celest]
  9051. case CR_CULTIVATION:
  9052. if (sd) {
  9053. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  9054. {
  9055. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9056. return 1;
  9057. }
  9058. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  9059. if (rnd()%100 < 50) {
  9060. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9061. } else {
  9062. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  9063. int i;
  9064. if (!md) break;
  9065. if ((i = skill_get_time(skillid, skilllv)) > 0)
  9066. {
  9067. if( md->deletetimer != INVALID_TIMER )
  9068. delete_timer(md->deletetimer, mob_timer_delete);
  9069. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  9070. }
  9071. mob_spawn (md);
  9072. }
  9073. }
  9074. break;
  9075. case SG_SUN_WARM:
  9076. case SG_MOON_WARM:
  9077. case SG_STAR_WARM:
  9078. skill_clear_unitgroup(src);
  9079. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  9080. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  9081. flag|=1;
  9082. break;
  9083. case PA_GOSPEL:
  9084. if (sce && sce->val4 == BCT_SELF)
  9085. {
  9086. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  9087. return 0;
  9088. }
  9089. else
  9090. {
  9091. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  9092. if (!sg) break;
  9093. if (sce)
  9094. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  9095. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  9096. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  9097. }
  9098. break;
  9099. case NJ_TATAMIGAESHI:
  9100. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  9101. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  9102. break;
  9103. case AM_RESURRECTHOMUN: //[orn]
  9104. if (sd)
  9105. {
  9106. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  9107. {
  9108. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9109. break;
  9110. }
  9111. }
  9112. break;
  9113. case NC_COLDSLOWER:
  9114. case NC_ARMSCANNON:
  9115. case RK_DRAGONBREATH:
  9116. case RK_WINDCUTTER:
  9117. case WM_LULLABY_DEEPSLEEP:
  9118. i = skill_get_splash(skillid,skilllv);
  9119. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9120. src,skillid,skilllv,tick,flag|(skillid==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id);
  9121. break;
  9122. /**
  9123. * Guilotine Cross
  9124. **/
  9125. case GC_POISONSMOKE:
  9126. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9127. if( sd )
  9128. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  9129. return 0;
  9130. }
  9131. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  9132. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  9133. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  9134. break;
  9135. /**
  9136. * Arch Bishop
  9137. **/
  9138. case AB_EPICLESIS:
  9139. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  9140. i = sg->unit->range;
  9141. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  9142. }
  9143. break;
  9144. /**
  9145. * Warlock
  9146. **/
  9147. case WL_COMET:
  9148. if( sc ) {
  9149. sc->comet_x = x;
  9150. sc->comet_y = y;
  9151. }
  9152. i = skill_get_splash(skillid,skilllv);
  9153. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9154. break;
  9155. case WL_EARTHSTRAIN:
  9156. {
  9157. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  9158. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  9159. for( i = 1; i <= wave; i++ )
  9160. {
  9161. switch( dir ){
  9162. case 0: case 1: case 7: sy = y + i; break;
  9163. case 3: case 4: case 5: sy = y - i; break;
  9164. case 2: sx = x - i; break;
  9165. case 6: sx = x + i; break;
  9166. }
  9167. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2);
  9168. }
  9169. }
  9170. break;
  9171. /**
  9172. * Ranger
  9173. **/
  9174. case RA_DETONATOR:
  9175. i = skill_get_splash(skillid, skilllv);
  9176. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  9177. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  9178. break;
  9179. /**
  9180. * Mechanic
  9181. **/
  9182. case NC_NEUTRALBARRIER:
  9183. case NC_STEALTHFIELD:
  9184. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  9185. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9186. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  9187. if( sd ) pc_overheat(sd,1);
  9188. }
  9189. break;
  9190. case NC_SILVERSNIPER:
  9191. {
  9192. int class_ = 2042;
  9193. struct mob_data *md;
  9194. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9195. if( md )
  9196. {
  9197. md->master_id = src->id;
  9198. md->special_state.ai = AI_FLORA;
  9199. if( md->deletetimer != INVALID_TIMER )
  9200. delete_timer(md->deletetimer, mob_timer_delete);
  9201. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  9202. mob_spawn( md );
  9203. }
  9204. }
  9205. break;
  9206. case NC_MAGICDECOY:
  9207. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  9208. break;
  9209. case SC_FEINTBOMB:
  9210. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9211. skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position
  9212. if( skill_blown(src,src,6,unit_getdir(src),0) )
  9213. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  9214. break;
  9215. case LG_OVERBRAND:
  9216. {
  9217. int width;//according to data from irowiki it actually is a square
  9218. for( width = 0; width < 7; width++ )
  9219. for( i = 0; i < 7; i++ )
  9220. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9221. for( width = 0; width < 7; width++ )
  9222. for( i = 0; i < 7; i++ )
  9223. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9224. }
  9225. break;
  9226. case LG_BANDING:
  9227. if( sc && sc->data[SC_BANDING] )
  9228. status_change_end(src,SC_BANDING,INVALID_TIMER);
  9229. else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9230. sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  9231. if( sd ) pc_banding(sd,skilllv);
  9232. }
  9233. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9234. break;
  9235. case LG_RAYOFGENESIS:
  9236. if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) {
  9237. i = skill_get_splash(skillid,skilllv);
  9238. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9239. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9240. } else if( sd )
  9241. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  9242. break;
  9243. case WM_DOMINION_IMPULSE:
  9244. i = skill_get_splash(skillid, skilllv);
  9245. map_foreachinarea( skill_ative_reverberation,
  9246. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9247. break;
  9248. case WM_GREAT_ECHO:
  9249. flag|=1; // Should counsume 1 item per skill usage.
  9250. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  9251. break;
  9252. case GN_CRAZYWEED: {
  9253. int area = skill_get_splash(GN_CRAZYWEED_ATK, skilllv);
  9254. short x1 = 0, y1 = 0;
  9255. for( i = 0; i < 3 + (skilllv/2); i++ ) {
  9256. x1 = x - area + rnd()%(area * 2 + 1);
  9257. y1 = y - area + rnd()%(area * 2 + 1);
  9258. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skilllv,-1,0);
  9259. }
  9260. }
  9261. break;
  9262. case GN_FIRE_EXPANSION: {
  9263. int i;
  9264. struct unit_data *ud = unit_bl2ud(src);
  9265. if( !ud ) break;
  9266. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  9267. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  9268. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  9269. switch( skilllv ) {
  9270. case 3:
  9271. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  9272. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  9273. break;
  9274. case 4:
  9275. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  9276. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  9277. break;
  9278. case 5:
  9279. map_foreachinarea(skill_area_sub, src->m,
  9280. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  9281. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  9282. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  9283. skill_delunit(ud->skillunit[i]->unit);
  9284. break;
  9285. default:
  9286. ud->skillunit[i]->unit->val2 = skilllv;
  9287. ud->skillunit[i]->unit->group->val2 = skilllv;
  9288. break;
  9289. }
  9290. }
  9291. }
  9292. }
  9293. break;
  9294. case SO_FIREWALK:
  9295. case SO_ELECTRICWALK:
  9296. if( sc && sc->data[type] )
  9297. status_change_end(src,type,INVALID_TIMER);
  9298. clif_skill_nodamage(src, src ,skillid, skilllv,
  9299. sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv)));
  9300. break;
  9301. case SC_BLOODYLUST: //set in another group so instance will move if recasted
  9302. flag |= 33;
  9303. skill_unitsetting(src, skillid, skilllv, x, y, 0);
  9304. break;
  9305. case KO_MAKIBISHI:
  9306. for( i = 0; i < (skilllv+2); i++ ) {
  9307. x = src->x - 1 + rnd()%3;
  9308. y = src->y - 1 + rnd()%3;
  9309. skill_unitsetting(src,skillid,skilllv,x,y,0);
  9310. }
  9311. break;
  9312. default:
  9313. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  9314. return 1;
  9315. }
  9316. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9317. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9318. if( sd )
  9319. {// ensure that the skill last-cast tick is recorded
  9320. sd->canskill_tick = gettick();
  9321. if( sd->state.arrow_atk && !(flag&1) )
  9322. {// consume arrow if this is a ground skill
  9323. battle_consume_ammo(sd, skillid, skilllv);
  9324. }
  9325. // perform skill requirement consumption
  9326. skill_consume_requirement(sd,skillid,skilllv,2);
  9327. }
  9328. return 0;
  9329. }
  9330. /*==========================================
  9331. *
  9332. *------------------------------------------*/
  9333. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  9334. {
  9335. nullpo_ret(sd);
  9336. //Simplify skill_failed code.
  9337. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  9338. if(skill_num != sd->menuskill_id)
  9339. return 0;
  9340. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  9341. skill_failed(sd);
  9342. return 0;
  9343. }
  9344. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  9345. skill_failed(sd);
  9346. return 0;
  9347. }
  9348. if(sd->sc.count && (
  9349. sd->sc.data[SC_SILENCE] ||
  9350. sd->sc.data[SC_ROKISWEIL] ||
  9351. sd->sc.data[SC_AUTOCOUNTER] ||
  9352. sd->sc.data[SC_STEELBODY] ||
  9353. (sd->sc.data[SC_DANCING] && skill_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  9354. sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
  9355. sd->sc.data[SC_BASILICA] ||
  9356. sd->sc.data[SC_MARIONETTE] ||
  9357. sd->sc.data[SC_WHITEIMPRISON] ||
  9358. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) ||
  9359. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) ||
  9360. sd->sc.data[SC_OBLIVIONCURSE] ||
  9361. sd->sc.data[SC__MANHOLE]
  9362. )) {
  9363. skill_failed(sd);
  9364. return 0;
  9365. }
  9366. pc_stop_attack(sd);
  9367. pc_stop_walking(sd,0);
  9368. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  9369. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  9370. if(strcmp(map,"cancel")==0) {
  9371. skill_failed(sd);
  9372. return 0;
  9373. }
  9374. switch(skill_num)
  9375. {
  9376. case AL_TELEPORT:
  9377. if(strcmp(map,"Random")==0)
  9378. pc_randomwarp(sd,CLR_TELEPORT);
  9379. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  9380. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  9381. break;
  9382. case AL_WARP:
  9383. {
  9384. const struct point *p[4];
  9385. struct skill_unit_group *group;
  9386. int i, lv, wx, wy;
  9387. int maxcount=0;
  9388. int x,y;
  9389. unsigned short mapindex;
  9390. mapindex = mapindex_name2id((char*)map);
  9391. if(!mapindex) { //Given map not found?
  9392. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9393. skill_failed(sd);
  9394. return 0;
  9395. }
  9396. p[0] = &sd->status.save_point;
  9397. p[1] = &sd->status.memo_point[0];
  9398. p[2] = &sd->status.memo_point[1];
  9399. p[3] = &sd->status.memo_point[2];
  9400. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  9401. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  9402. if(sd->ud.skillunit[i]->skill_id == skill_num)
  9403. maxcount--;
  9404. }
  9405. if(!maxcount) {
  9406. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9407. skill_failed(sd);
  9408. return 0;
  9409. }
  9410. }
  9411. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  9412. wx = sd->menuskill_val>>16;
  9413. wy = sd->menuskill_val&0xffff;
  9414. if( lv <= 0 ) return 0;
  9415. if( lv > 4 ) lv = 4; // crash prevention
  9416. // check if the chosen map exists in the memo list
  9417. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  9418. if( i < lv ) {
  9419. x=p[i]->x;
  9420. y=p[i]->y;
  9421. } else {
  9422. skill_failed(sd);
  9423. return 0;
  9424. }
  9425. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  9426. { // This checks versus skillid/skilllv...
  9427. skill_failed(sd);
  9428. return 0;
  9429. }
  9430. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  9431. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  9432. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  9433. skill_failed(sd);
  9434. return 0;
  9435. }
  9436. group->val1 = (group->val1<<16)|(short)0;
  9437. // record the destination coordinates
  9438. group->val2 = (x<<16)|y;
  9439. group->val3 = mapindex;
  9440. }
  9441. break;
  9442. }
  9443. sd->menuskill_id = sd->menuskill_val = 0;
  9444. return 0;
  9445. #undef skill_failed
  9446. }
  9447. /// transforms 'target' skill unit into dissonance (if conditions are met)
  9448. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  9449. {
  9450. struct skill_unit* target = (struct skill_unit*)bl;
  9451. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  9452. int flag = va_arg(ap, int);
  9453. if (src == target)
  9454. return 0;
  9455. if (!target->group || !(target->group->state.song_dance&0x1))
  9456. return 0;
  9457. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  9458. return 0;
  9459. if (flag) //Set dissonance
  9460. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  9461. else //Remove dissonance
  9462. target->val2 &= ~UF_ENSEMBLE;
  9463. clif_skill_setunit(target); //Update look of affected cell.
  9464. return 1;
  9465. }
  9466. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  9467. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  9468. //When 1, this unit has been positioned, so start the cancel effect.
  9469. int skill_dance_overlap(struct skill_unit* unit, int flag)
  9470. {
  9471. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  9472. return 0;
  9473. if (!flag && !(unit->val2&UF_ENSEMBLE))
  9474. return 0; //Nothing to remove, this unit is not overlapped.
  9475. if (unit->val1 != unit->group->skill_id)
  9476. { //Reset state
  9477. unit->val1 = unit->group->skill_id;
  9478. unit->val2 &= ~UF_ENSEMBLE;
  9479. }
  9480. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  9481. }
  9482. /*==========================================
  9483. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  9484. * Flag: 0 - Convert, 1 - Revert.
  9485. *------------------------------------------*/
  9486. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  9487. {
  9488. static int prevflag = 1; // by default the backup is empty
  9489. static struct skill_unit_group backup;
  9490. struct skill_unit_group* group = unit->group;
  9491. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  9492. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  9493. return false;
  9494. if( flag == prevflag )
  9495. {// protection against attempts to read an empty backup / write to a full backup
  9496. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  9497. flag ? "read an empty backup" : "write to a full backup",
  9498. group->skill_id, group->skill_lv, group->src_id);
  9499. return false;
  9500. }
  9501. prevflag = flag;
  9502. if( !flag )
  9503. { //Transform
  9504. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  9505. // backup
  9506. backup.skill_id = group->skill_id;
  9507. backup.skill_lv = group->skill_lv;
  9508. backup.unit_id = group->unit_id;
  9509. backup.target_flag = group->target_flag;
  9510. backup.bl_flag = group->bl_flag;
  9511. backup.interval = group->interval;
  9512. // replace
  9513. group->skill_id = skillid;
  9514. group->skill_lv = 1;
  9515. group->unit_id = skill_get_unit_id(skillid,0);
  9516. group->target_flag = skill_get_unit_target(skillid);
  9517. group->bl_flag = skill_get_unit_bl_target(skillid);
  9518. group->interval = skill_get_unit_interval(skillid);
  9519. }
  9520. else
  9521. { //Restore
  9522. group->skill_id = backup.skill_id;
  9523. group->skill_lv = backup.skill_lv;
  9524. group->unit_id = backup.unit_id;
  9525. group->target_flag = backup.target_flag;
  9526. group->bl_flag = backup.bl_flag;
  9527. group->interval = backup.interval;
  9528. }
  9529. return true;
  9530. }
  9531. /**
  9532. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  9533. **/
  9534. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  9535. struct block_list *target = NULL;
  9536. struct mob_data *md = ((TBL_MOB*)bl);
  9537. nullpo_ret(bl);
  9538. nullpo_ret(md);
  9539. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  9540. return 0;
  9541. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  9542. return 0;
  9543. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  9544. mob_unlocktarget(md,gettick());
  9545. mob_stop_walking(md,1);
  9546. }
  9547. return 0;
  9548. }
  9549. /*==========================================
  9550. * Initializes and sets a ground skill.
  9551. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  9552. *------------------------------------------*/
  9553. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  9554. {
  9555. struct skill_unit_group *group;
  9556. int i,limit,val1=0,val2=0,val3=0;
  9557. int target,interval,range,unit_flag,req_item=0;
  9558. struct s_skill_unit_layout *layout;
  9559. struct map_session_data *sd;
  9560. struct status_data *status;
  9561. struct status_change *sc;
  9562. int active_flag=1;
  9563. int subunt=0;
  9564. nullpo_retr(NULL, src);
  9565. limit = skill_get_time(skillid,skilllv);
  9566. range = skill_get_unit_range(skillid,skilllv);
  9567. interval = skill_get_unit_interval(skillid);
  9568. target = skill_get_unit_target(skillid);
  9569. unit_flag = skill_get_unit_flag(skillid);
  9570. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  9571. sd = BL_CAST(BL_PC, src);
  9572. status = status_get_status_data(src);
  9573. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  9574. switch( skillid ) {
  9575. case MH_STEINWAND:
  9576. val2 = 4 + skilllv; //nb of attack blocked
  9577. break;
  9578. case MG_SAFETYWALL:
  9579. #ifdef RENEWAL
  9580. /**
  9581. * According to data provided in RE, SW life is equal to 3 times caster's health
  9582. **/
  9583. val2 = status_get_max_hp(src) * 3;
  9584. #else
  9585. val2 = skilllv+1;
  9586. #endif
  9587. break;
  9588. case MG_FIREWALL:
  9589. if(sc && sc->data[SC_VIOLENTGALE])
  9590. limit = limit*3/2;
  9591. val2=4+skilllv;
  9592. break;
  9593. case AL_WARP:
  9594. val1=skilllv+6;
  9595. if(!(flag&1))
  9596. limit=2000;
  9597. else // previous implementation (not used anymore)
  9598. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  9599. if( src->type != BL_SKILL ) return NULL;
  9600. group = ((TBL_SKILL*)src)->group;
  9601. src = map_id2bl(group->src_id);
  9602. if( !src ) return NULL;
  9603. val2 = group->val2; //Copy the (x,y) position you warp to
  9604. val3 = group->val3; //as well as the mapindex to warp to.
  9605. }
  9606. break;
  9607. case HP_BASILICA:
  9608. val1 = src->id; // Store caster id.
  9609. break;
  9610. case PR_SANCTUARY:
  9611. case NPC_EVILLAND:
  9612. val1=(skilllv+3)*2;
  9613. break;
  9614. case WZ_FIREPILLAR:
  9615. if((flag&1)!=0)
  9616. limit=1000;
  9617. val1=skilllv+2;
  9618. break;
  9619. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  9620. case AM_DEMONSTRATION:
  9621. case GN_HELLS_PLANT:
  9622. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  9623. && (src->type&battle_config.vs_traps_bctall))
  9624. target = BCT_ALL;
  9625. break;
  9626. case HT_SHOCKWAVE:
  9627. val1=skilllv*15+10;
  9628. case HT_SANDMAN:
  9629. case MA_SANDMAN:
  9630. case HT_CLAYMORETRAP:
  9631. case HT_SKIDTRAP:
  9632. case MA_SKIDTRAP:
  9633. case HT_LANDMINE:
  9634. case MA_LANDMINE:
  9635. case HT_ANKLESNARE:
  9636. case HT_FLASHER:
  9637. case HT_FREEZINGTRAP:
  9638. case MA_FREEZINGTRAP:
  9639. case HT_BLASTMINE:
  9640. /**
  9641. * Ranger
  9642. **/
  9643. case RA_ELECTRICSHOCKER:
  9644. case RA_CLUSTERBOMB:
  9645. case RA_MAGENTATRAP:
  9646. case RA_COBALTTRAP:
  9647. case RA_MAIZETRAP:
  9648. case RA_VERDURETRAP:
  9649. case RA_FIRINGTRAP:
  9650. case RA_ICEBOUNDTRAP:
  9651. {
  9652. struct skill_condition req = skill_get_requirement(sd,skillid,skilllv);
  9653. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  9654. if( req.itemid[i] )
  9655. req_item = req.itemid[i];
  9656. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  9657. limit *= 4; // longer trap times in WOE [celest]
  9658. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  9659. target = BCT_ALL;
  9660. }
  9661. break;
  9662. case SA_LANDPROTECTOR:
  9663. case SA_VOLCANO:
  9664. case SA_DELUGE:
  9665. case SA_VIOLENTGALE:
  9666. {
  9667. struct skill_unit_group *old_sg;
  9668. if ((old_sg = skill_locate_element_field(src)) != NULL)
  9669. { //HelloKitty confirmed that these are interchangeable,
  9670. //so you can change element and not consume gemstones.
  9671. if ((
  9672. old_sg->skill_id == SA_VOLCANO ||
  9673. old_sg->skill_id == SA_DELUGE ||
  9674. old_sg->skill_id == SA_VIOLENTGALE
  9675. ) && old_sg->limit > 0)
  9676. { //Use the previous limit (minus the elapsed time) [Skotlex]
  9677. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  9678. if (limit < 0) //This can happen...
  9679. limit = skill_get_time(skillid,skilllv);
  9680. }
  9681. skill_clear_group(src,1);
  9682. }
  9683. break;
  9684. }
  9685. case BA_DISSONANCE:
  9686. case DC_UGLYDANCE:
  9687. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  9688. break;
  9689. case BA_WHISTLE:
  9690. val1 = skilllv +status->agi/10; // Flee increase
  9691. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  9692. if(sd){
  9693. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9694. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9695. }
  9696. break;
  9697. case DC_HUMMING:
  9698. val1 = 2*skilllv+status->dex/10; // Hit increase
  9699. #ifdef RENEWAL
  9700. val1 *= 2;
  9701. #endif
  9702. if(sd)
  9703. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9704. break;
  9705. case BA_POEMBRAGI:
  9706. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  9707. //For some reason at level 10 the base delay reduction is 50%.
  9708. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  9709. if(sd){
  9710. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9711. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9712. }
  9713. break;
  9714. case DC_DONTFORGETME:
  9715. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  9716. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  9717. if(sd){
  9718. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9719. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  9720. }
  9721. break;
  9722. case BA_APPLEIDUN:
  9723. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  9724. if(sd)
  9725. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9726. break;
  9727. case DC_SERVICEFORYOU:
  9728. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  9729. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  9730. if(sd){
  9731. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  9732. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  9733. }
  9734. break;
  9735. case BA_ASSASSINCROSS:
  9736. val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
  9737. if(sd)
  9738. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  9739. break;
  9740. case DC_FORTUNEKISS:
  9741. val1 = 10+skilllv+(status->luk/10); // Critical increase
  9742. if(sd)
  9743. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9744. val1*=10; //Because every 10 crit is an actual cri point.
  9745. break;
  9746. case BD_DRUMBATTLEFIELD:
  9747. #ifdef RENEWAL
  9748. val1 = (skilllv+5)*25; //Watk increase
  9749. val2 = skilllv*10; //Def increase
  9750. #else
  9751. val1 = (skilllv+1)*25; //Watk increase
  9752. val2 = (skilllv+1)*2; //Def increase
  9753. #endif
  9754. break;
  9755. case BD_RINGNIBELUNGEN:
  9756. val1 = (skilllv+2)*25; //Watk increase
  9757. break;
  9758. case BD_RICHMANKIM:
  9759. val1 = 25 + 11*skilllv; //Exp increase bonus.
  9760. break;
  9761. case BD_SIEGFRIED:
  9762. val1 = 55 + skilllv*5; //Elemental Resistance
  9763. val2 = skilllv*10; //Status ailment resistance
  9764. break;
  9765. case WE_CALLPARTNER:
  9766. if (sd) val1 = sd->status.partner_id;
  9767. break;
  9768. case WE_CALLPARENT:
  9769. if (sd) {
  9770. val1 = sd->status.father;
  9771. val2 = sd->status.mother;
  9772. }
  9773. break;
  9774. case WE_CALLBABY:
  9775. if (sd) val1 = sd->status.child;
  9776. break;
  9777. case NJ_KAENSIN:
  9778. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  9779. val2 = (skilllv+1)/2 + 4;
  9780. break;
  9781. case NJ_SUITON:
  9782. skill_clear_group(src, 1);
  9783. break;
  9784. case GS_GROUNDDRIFT:
  9785. {
  9786. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  9787. val1 = status->rhw.ele;
  9788. if (!val1)
  9789. val1=element[rnd()%5];
  9790. switch (val1)
  9791. {
  9792. case ELE_FIRE:
  9793. subunt++;
  9794. case ELE_WATER:
  9795. subunt++;
  9796. case ELE_POISON:
  9797. subunt++;
  9798. case ELE_DARK:
  9799. subunt++;
  9800. case ELE_WIND:
  9801. break;
  9802. default:
  9803. subunt=rnd()%5;
  9804. break;
  9805. }
  9806. break;
  9807. }
  9808. case GC_POISONSMOKE:
  9809. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  9810. return NULL;
  9811. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  9812. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  9813. limit = 4000 + 2000 * skilllv;
  9814. break;
  9815. case GD_LEADERSHIP:
  9816. case GD_GLORYWOUNDS:
  9817. case GD_SOULCOLD:
  9818. case GD_HAWKEYES:
  9819. limit = 1000000;//it doesn't matter
  9820. break;
  9821. case LG_BANDING:
  9822. limit = -1;
  9823. break;
  9824. case WM_REVERBERATION:
  9825. interval = limit;
  9826. val2 = 1;
  9827. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  9828. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  9829. return NULL;
  9830. break;
  9831. case SO_CLOUD_KILL:
  9832. skill_clear_group(src, 4);
  9833. break;
  9834. case SO_WARMER:
  9835. skill_clear_group(src, 8);
  9836. break;
  9837. case SO_VACUUM_EXTREME:
  9838. range++;
  9839. break;
  9840. case SC_BLOODYLUST:
  9841. skill_clear_group(src, 32);
  9842. break;
  9843. case GN_WALLOFTHORN:
  9844. if( flag&1 )
  9845. limit = 3000;
  9846. val3 = (x<<16)|y;
  9847. break;
  9848. case KO_ZENKAI:
  9849. if( sd ){
  9850. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  9851. if( i < 5 ){
  9852. val1 = sd->talisman[i]; // no. of aura
  9853. val2 = i; // aura type
  9854. limit += val1 * 1000;
  9855. subunt = i - 1;
  9856. pc_del_talisman(sd, sd->talisman[i], i);
  9857. }
  9858. }
  9859. break;
  9860. }
  9861. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  9862. group->val1=val1;
  9863. group->val2=val2;
  9864. group->val3=val3;
  9865. group->target_flag=target;
  9866. group->bl_flag= skill_get_unit_bl_target(skillid);
  9867. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  9868. 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
  9869. group->state.guildaura = ( skillid >= GD_LEADERSHIP && skillid <= GD_HAWKEYES )?1:0;
  9870. group->item_id = req_item;
  9871. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  9872. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  9873. active_flag = 0;
  9874. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  9875. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  9876. if (sd)
  9877. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  9878. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  9879. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  9880. }
  9881. if (group->state.song_dance) {
  9882. if(sd){
  9883. sd->skillid_dance = skillid;
  9884. sd->skilllv_dance = skilllv;
  9885. }
  9886. if (
  9887. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  9888. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  9889. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  9890. )
  9891. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9892. }
  9893. limit = group->limit;
  9894. for( i = 0; i < layout->count; i++ )
  9895. {
  9896. struct skill_unit *unit;
  9897. int ux = x + layout->dx[i];
  9898. int uy = y + layout->dy[i];
  9899. int val1 = skilllv;
  9900. int val2 = 0;
  9901. int alive = 1;
  9902. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  9903. continue; // don't place skill units on walls (except for songs/dances/encores)
  9904. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  9905. continue; // no path between cell and center of casting.
  9906. switch( skillid )
  9907. {
  9908. case MG_FIREWALL:
  9909. case NJ_KAENSIN:
  9910. val2=group->val2;
  9911. break;
  9912. case WZ_ICEWALL:
  9913. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  9914. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  9915. break;
  9916. case HT_LANDMINE:
  9917. case MA_LANDMINE:
  9918. case HT_ANKLESNARE:
  9919. case HT_SHOCKWAVE:
  9920. case HT_SANDMAN:
  9921. case MA_SANDMAN:
  9922. case HT_FLASHER:
  9923. case HT_FREEZINGTRAP:
  9924. case MA_FREEZINGTRAP:
  9925. case HT_TALKIEBOX:
  9926. case HT_SKIDTRAP:
  9927. case MA_SKIDTRAP:
  9928. case HT_CLAYMORETRAP:
  9929. case HT_BLASTMINE:
  9930. /**
  9931. * Ranger
  9932. **/
  9933. case RA_ELECTRICSHOCKER:
  9934. case RA_CLUSTERBOMB:
  9935. case RA_MAGENTATRAP:
  9936. case RA_COBALTTRAP:
  9937. case RA_MAIZETRAP:
  9938. case RA_VERDURETRAP:
  9939. case RA_FIRINGTRAP:
  9940. case RA_ICEBOUNDTRAP:
  9941. val1 = 3500;
  9942. break;
  9943. case GS_DESPERADO:
  9944. val1 = abs(layout->dx[i]);
  9945. val2 = abs(layout->dy[i]);
  9946. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  9947. if (val2 > val1) val1 = val2;
  9948. if (val1) val1--;
  9949. val1 = 36 -12*val1;
  9950. } else //Diagonal edges
  9951. val1 = 28 -4*val1 -4*val2;
  9952. if (val1 < 1) val1 = 1;
  9953. val2 = 0;
  9954. break;
  9955. case WM_REVERBERATION:
  9956. val1 = 1 + skilllv;
  9957. break;
  9958. case GN_WALLOFTHORN:
  9959. val1 = 1000 * skilllv; // Need official value. [LimitLine]
  9960. break;
  9961. default:
  9962. if (group->state.song_dance&0x1)
  9963. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  9964. break;
  9965. }
  9966. if (skill_get_unit_flag(skillid) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  9967. val2 |= UF_RANGEDSINGLEUNIT; // center.
  9968. if( range <= 0 )
  9969. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid, &alive, src);
  9970. if( !alive )
  9971. continue;
  9972. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  9973. unit->limit=limit;
  9974. unit->range=range;
  9975. if (skillid == PF_FOGWALL && alive == 2)
  9976. { //Double duration of cells on top of Deluge/Suiton
  9977. unit->limit *= 2;
  9978. group->limit = unit->limit;
  9979. }
  9980. // execute on all targets standing on this cell
  9981. if (range==0 && active_flag)
  9982. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9983. }
  9984. if (!group->alive_count)
  9985. { //No cells? Something that was blocked completely by Land Protector?
  9986. skill_delunitgroup(group);
  9987. return NULL;
  9988. }
  9989. //success, unit created.
  9990. switch( skillid ) {
  9991. case WZ_ICEWALL:
  9992. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  9993. break;
  9994. case NJ_TATAMIGAESHI: //Store number of tiles.
  9995. group->val1 = group->alive_count;
  9996. break;
  9997. }
  9998. return group;
  9999. }
  10000. /*==========================================
  10001. *
  10002. *------------------------------------------*/
  10003. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  10004. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10005. {
  10006. struct skill_unit_group *sg;
  10007. struct block_list *ss;
  10008. struct status_change *sc;
  10009. struct status_change_entry *sce;
  10010. enum sc_type type;
  10011. int skillid;
  10012. nullpo_ret(src);
  10013. nullpo_ret(bl);
  10014. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  10015. return 0;
  10016. nullpo_ret(sg=src->group);
  10017. nullpo_ret(ss=map_id2bl(sg->src_id));
  10018. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  10019. return 0; //AoE skills are ineffective. [Skotlex]
  10020. sc = status_get_sc(bl);
  10021. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  10022. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  10023. type = status_skill2sc(sg->skill_id);
  10024. sce = (sc && type != -1)?sc->data[type]:NULL;
  10025. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  10026. switch (sg->unit_id)
  10027. {
  10028. case UNT_SPIDERWEB:
  10029. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  10030. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  10031. sc->data[SC_SPIDERWEB]->val2++;
  10032. break;
  10033. }
  10034. else if( sc )
  10035. {
  10036. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10037. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  10038. {
  10039. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  10040. if( td )
  10041. sec = DIFF_TICK(td->tick, tick);
  10042. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10043. clif_fixpos(bl);
  10044. sg->val2 = bl->id;
  10045. }
  10046. else
  10047. sec = 3000; //Couldn't trap it?
  10048. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10049. }
  10050. break;
  10051. case UNT_SAFETYWALL:
  10052. if (!sce)
  10053. sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  10054. break;
  10055. case UNT_PNEUMA:
  10056. case UNT_CHAOSPANIC:
  10057. case UNT_MAELSTROM:
  10058. if (!sce)
  10059. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10060. break;
  10061. case UNT_BLOODYLUST:
  10062. if (sg->src_id == bl->id)
  10063. break; //Does not affect the caster.
  10064. if (!sce) {
  10065. TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
  10066. if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1))
  10067. sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)); //do not refull heal
  10068. else {
  10069. if (sd) sd->bloodylust_tick = gettick();
  10070. sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv));
  10071. }
  10072. }
  10073. break;
  10074. case UNT_WARP_WAITING: {
  10075. int working = sg->val1&0xffff;
  10076. if(bl->type==BL_PC && !working){
  10077. struct map_session_data *sd = (struct map_session_data *)bl;
  10078. if((!sd->chatID || battle_config.chat_warpportal)
  10079. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  10080. {
  10081. int x = sg->val2>>16;
  10082. int y = sg->val2&0xffff;
  10083. int count = sg->val1>>16;
  10084. unsigned short m = sg->val3;
  10085. if( --count <= 0 )
  10086. skill_delunitgroup(sg);
  10087. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  10088. working = 1;/* we break it because officials break it, lovely stuff. */
  10089. sg->val1 = (count<<16)|working;
  10090. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  10091. }
  10092. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  10093. int m = map_mapindex2mapid(sg->val3);
  10094. if (m < 0) break; //Map not available on this map-server.
  10095. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  10096. }
  10097. }
  10098. break;
  10099. case UNT_QUAGMIRE:
  10100. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  10101. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10102. break;
  10103. case UNT_VOLCANO:
  10104. case UNT_DELUGE:
  10105. case UNT_VIOLENTGALE:
  10106. if(!sce)
  10107. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  10108. break;
  10109. case UNT_SUITON:
  10110. if(!sce)
  10111. sc_start4(bl,type,100,sg->skill_lv,
  10112. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  10113. 0,0,sg->limit);
  10114. break;
  10115. case UNT_HERMODE:
  10116. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  10117. status_change_clear_buffs(bl,1); //Should dispell only allies.
  10118. case UNT_RICHMANKIM:
  10119. case UNT_ETERNALCHAOS:
  10120. case UNT_DRUMBATTLEFIELD:
  10121. case UNT_RINGNIBELUNGEN:
  10122. case UNT_ROKISWEIL:
  10123. case UNT_INTOABYSS:
  10124. case UNT_SIEGFRIED:
  10125. //Needed to check when a dancer/bard leaves their ensemble area.
  10126. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10127. return skillid;
  10128. if (!sce)
  10129. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10130. break;
  10131. case UNT_WHISTLE:
  10132. case UNT_ASSASSINCROSS:
  10133. case UNT_POEMBRAGI:
  10134. case UNT_APPLEIDUN:
  10135. case UNT_HUMMING:
  10136. case UNT_DONTFORGETME:
  10137. case UNT_FORTUNEKISS:
  10138. case UNT_SERVICEFORYOU:
  10139. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) {
  10140. if( sce )/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  10141. sce->val4 = 2;
  10142. return 0;
  10143. }
  10144. if (!sc) return 0;
  10145. if (!sce)
  10146. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10147. else if (sce->val4 == 1) {
  10148. //Readjust timers since the effect will not last long.
  10149. sce->val4 = 0;
  10150. delete_timer(sce->timer, status_change_timer);
  10151. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  10152. }
  10153. break;
  10154. case UNT_FOGWALL:
  10155. if (!sce)
  10156. {
  10157. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  10158. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10159. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  10160. }
  10161. break;
  10162. case UNT_GRAVITATION:
  10163. if (!sce)
  10164. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  10165. break;
  10166. // officially, icewall has no problems existing on occupied cells [ultramage]
  10167. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  10168. // src->val1 = 0;
  10169. // if(src->limit + sg->tick > tick + 700)
  10170. // src->limit = DIFF_TICK(tick+700,sg->tick);
  10171. // break;
  10172. case UNT_MOONLIT:
  10173. //Knockback out of area if affected char isn't in Moonlit effect
  10174. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  10175. break;
  10176. if (ss == bl) //Also needed to prevent infinite loop crash.
  10177. break;
  10178. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10179. break;
  10180. case UNT_WALLOFTHORN:
  10181. if( status_get_mode(bl)&MD_BOSS )
  10182. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  10183. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  10184. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10185. break;
  10186. case UNT_VOLCANIC_ASH:
  10187. if (!sce)
  10188. sc_start(bl, SC_ASH, 50, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv)); //50% chance
  10189. break;
  10190. case UNT_GD_LEADERSHIP:
  10191. case UNT_GD_GLORYWOUNDS:
  10192. case UNT_GD_SOULCOLD:
  10193. case UNT_GD_HAWKEYES:
  10194. if ( !sce )
  10195. sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
  10196. break;
  10197. }
  10198. return skillid;
  10199. }
  10200. /*==========================================
  10201. *
  10202. *------------------------------------------*/
  10203. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10204. {
  10205. struct skill_unit_group *sg;
  10206. struct block_list *ss;
  10207. TBL_PC* tsd;
  10208. struct status_data *tstatus;
  10209. struct status_change *tsc;
  10210. struct skill_unit_group_tickset *ts;
  10211. enum sc_type type;
  10212. int skillid;
  10213. int diff=0;
  10214. nullpo_ret(src);
  10215. nullpo_ret(bl);
  10216. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  10217. return 0;
  10218. nullpo_ret(sg=src->group);
  10219. nullpo_ret(ss=map_id2bl(sg->src_id));
  10220. tsd = BL_CAST(BL_PC, bl);
  10221. tsc = status_get_sc(bl);
  10222. if ( tsc && tsc->data[SC_HOVERING] )
  10223. return 0; //Under hovering characters are immune to trap and ground target skills.
  10224. tstatus = status_get_status_data(bl);
  10225. type = status_skill2sc(sg->skill_id);
  10226. skillid = sg->skill_id;
  10227. if (sg->interval == -1) {
  10228. switch (sg->unit_id) {
  10229. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  10230. case UNT_FIREPILLAR_ACTIVE:
  10231. case UNT_ELECTRICSHOCKER:
  10232. case UNT_MANHOLE:
  10233. return 0;
  10234. default:
  10235. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  10236. return 0;
  10237. }
  10238. }
  10239. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  10240. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  10241. diff = DIFF_TICK(tick,ts->tick);
  10242. if (diff < 0)
  10243. return 0;
  10244. ts->tick = tick+sg->interval;
  10245. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  10246. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  10247. }
  10248. switch (sg->unit_id)
  10249. {
  10250. case UNT_FIREWALL:
  10251. case UNT_KAEN:
  10252. {
  10253. int count=0;
  10254. const int x = bl->x, y = bl->y;
  10255. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  10256. break;
  10257. //Take into account these hit more times than the timer interval can handle.
  10258. do
  10259. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  10260. while(--src->val2 && x == bl->x && y == bl->y &&
  10261. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  10262. if (src->val2<=0)
  10263. skill_delunit(src);
  10264. }
  10265. break;
  10266. case UNT_SANCTUARY:
  10267. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  10268. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  10269. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  10270. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  10271. }
  10272. else
  10273. {
  10274. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10275. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10276. #ifdef RENEWAL
  10277. if( md && md->class_ == MOBID_EMPERIUM )
  10278. break;
  10279. #endif
  10280. if( md && mob_is_battleground(md) )
  10281. break;
  10282. if( tstatus->hp >= tstatus->max_hp )
  10283. break;
  10284. if( status_isimmune(bl) )
  10285. heal = 0;
  10286. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10287. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  10288. heal = ~heal + 1;
  10289. status_heal(bl, heal, 0, 0);
  10290. if( diff >= 500 )
  10291. sg->val1--;
  10292. }
  10293. if( sg->val1 <= 0 )
  10294. skill_delunitgroup(sg);
  10295. break;
  10296. case UNT_EVILLAND:
  10297. //Will heal demon and undead element monsters, but not players.
  10298. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  10299. { //Damage enemies
  10300. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10301. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10302. } else {
  10303. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10304. if (tstatus->hp >= tstatus->max_hp)
  10305. break;
  10306. if (status_isimmune(bl))
  10307. heal = 0;
  10308. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10309. status_heal(bl, heal, 0, 0);
  10310. }
  10311. break;
  10312. case UNT_MAGNUS:
  10313. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  10314. break;
  10315. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10316. break;
  10317. case UNT_DUMMYSKILL:
  10318. switch (sg->skill_id)
  10319. {
  10320. case SG_SUN_WARM: //SG skills [Komurka]
  10321. case SG_MOON_WARM:
  10322. case SG_STAR_WARM:
  10323. {
  10324. int count = 0;
  10325. const int x = bl->x, y = bl->y;
  10326. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  10327. do
  10328. {
  10329. if( bl->type == BL_PC )
  10330. status_zap(bl, 0, 15); // sp damage to players
  10331. else // mobs
  10332. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  10333. {
  10334. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  10335. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  10336. }
  10337. else
  10338. { //should end when out of sp.
  10339. sg->limit = DIFF_TICK(tick,sg->tick);
  10340. break;
  10341. }
  10342. } while( x == bl->x && y == bl->y &&
  10343. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  10344. }
  10345. break;
  10346. /**
  10347. * The storm gust counter was dropped in renewal
  10348. **/
  10349. #ifndef RENEWAL
  10350. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  10351. if (tsc)
  10352. tsc->sg_counter++; //SG hit counter.
  10353. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  10354. tsc->sg_counter=0; //Attack absorbed.
  10355. break;
  10356. #endif
  10357. case GS_DESPERADO:
  10358. if (rnd()%100 < src->val1)
  10359. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10360. break;
  10361. case GN_CRAZYWEED_ATK:
  10362. if( bl->type == BL_SKILL ){
  10363. struct skill_unit *su = (struct skill_unit *)bl;
  10364. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  10365. break;
  10366. }
  10367. default:
  10368. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10369. }
  10370. break;
  10371. case UNT_FIREPILLAR_WAITING:
  10372. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  10373. skill_delunit(src);
  10374. break;
  10375. case UNT_SKIDTRAP:
  10376. {
  10377. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10378. sg->unit_id = UNT_USED_TRAPS;
  10379. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10380. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10381. }
  10382. break;
  10383. case UNT_ANKLESNARE:
  10384. case UNT_MANHOLE:
  10385. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  10386. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10387. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  10388. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10389. if( td )
  10390. sec = DIFF_TICK(td->tick, tick);
  10391. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10392. clif_fixpos(bl);
  10393. sg->val2 = bl->id;
  10394. } else
  10395. sec = 3000; //Couldn't trap it?
  10396. if( sg->unit_id == UNT_ANKLESNARE ) {
  10397. clif_skillunit_update(&src->bl);
  10398. /**
  10399. * If you're snared from a trap that was invisible this makes the trap be
  10400. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  10401. * bugreport:3961
  10402. **/
  10403. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  10404. }
  10405. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10406. sg->interval = -1;
  10407. src->range = 0;
  10408. }
  10409. break;
  10410. case UNT_ELECTRICSHOCKER:
  10411. if( bl->id != ss->id ) {
  10412. if( status_get_mode(bl)&MD_BOSS )
  10413. break;
  10414. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
  10415. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10416. clif_fixpos(bl);
  10417. }
  10418. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  10419. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10420. }
  10421. break;
  10422. case UNT_VENOMDUST:
  10423. if(tsc && !tsc->data[type])
  10424. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  10425. break;
  10426. case UNT_MAGENTATRAP:
  10427. case UNT_COBALTTRAP:
  10428. case UNT_MAIZETRAP:
  10429. case UNT_VERDURETRAP:
  10430. if( bl->type == BL_PC )// it won't work on players
  10431. break;
  10432. case UNT_FIRINGTRAP:
  10433. case UNT_ICEBOUNDTRAP:
  10434. case UNT_CLUSTERBOMB:
  10435. if( bl->id == ss->id )// it won't trigger on caster
  10436. break;
  10437. case UNT_LANDMINE:
  10438. case UNT_CLAYMORETRAP:
  10439. case UNT_BLASTMINE:
  10440. case UNT_SHOCKWAVE:
  10441. case UNT_SANDMAN:
  10442. case UNT_FLASHER:
  10443. case UNT_FREEZINGTRAP:
  10444. case UNT_FIREPILLAR_ACTIVE:
  10445. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10446. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  10447. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  10448. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  10449. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  10450. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10451. break;
  10452. case UNT_TALKIEBOX:
  10453. if (sg->src_id == bl->id)
  10454. break;
  10455. if (sg->val2 == 0){
  10456. clif_talkiebox(&src->bl, sg->valstr);
  10457. sg->unit_id = UNT_USED_TRAPS;
  10458. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10459. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  10460. sg->val2 = -1;
  10461. }
  10462. break;
  10463. case UNT_LULLABY:
  10464. if (ss->id == bl->id)
  10465. break;
  10466. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10467. break;
  10468. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  10469. if (ss->id != bl->id)
  10470. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10471. break;
  10472. case UNT_DISSONANCE:
  10473. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10474. break;
  10475. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  10476. {
  10477. int heal;
  10478. #ifdef RENEWAL
  10479. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10480. if( md && md->class_ == MOBID_EMPERIUM )
  10481. break;
  10482. #endif
  10483. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  10484. break; // affects self only when soullinked
  10485. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  10486. if( tsc->data[SC_AKAITSUKI] && heal )
  10487. heal = ~heal + 1;
  10488. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10489. status_heal(bl, heal, 0, 0);
  10490. break;
  10491. }
  10492. case UNT_TATAMIGAESHI:
  10493. case UNT_DEMONSTRATION:
  10494. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10495. break;
  10496. case UNT_GOSPEL:
  10497. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  10498. break;
  10499. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  10500. { // Support Effect only on party, not guild
  10501. int heal;
  10502. int i = rnd()%13; // Positive buff count
  10503. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  10504. switch (i)
  10505. {
  10506. case 0: // Heal 1~9999 HP
  10507. heal = rnd() %9999+1;
  10508. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  10509. status_heal(bl,heal,0,0);
  10510. break;
  10511. case 1: // End all negative status
  10512. status_change_clear_buffs(bl,2);
  10513. if (tsd) clif_gospel_info(tsd, 0x15);
  10514. break;
  10515. case 2: // Immunity to all status
  10516. sc_start(bl,SC_SCRESIST,100,100,time);
  10517. if (tsd) clif_gospel_info(tsd, 0x16);
  10518. break;
  10519. case 3: // MaxHP +100%
  10520. sc_start(bl,SC_INCMHPRATE,100,100,time);
  10521. if (tsd) clif_gospel_info(tsd, 0x17);
  10522. break;
  10523. case 4: // MaxSP +100%
  10524. sc_start(bl,SC_INCMSPRATE,100,100,time);
  10525. if (tsd) clif_gospel_info(tsd, 0x18);
  10526. break;
  10527. case 5: // All stats +20
  10528. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  10529. if (tsd) clif_gospel_info(tsd, 0x19);
  10530. break;
  10531. case 6: // Level 10 Blessing
  10532. sc_start(bl,SC_BLESSING,100,10,time);
  10533. break;
  10534. case 7: // Level 10 Increase AGI
  10535. sc_start(bl,SC_INCREASEAGI,100,10,time);
  10536. break;
  10537. case 8: // Enchant weapon with Holy element
  10538. sc_start(bl,SC_ASPERSIO,100,1,time);
  10539. if (tsd) clif_gospel_info(tsd, 0x1c);
  10540. break;
  10541. case 9: // Enchant armor with Holy element
  10542. sc_start(bl,SC_BENEDICTIO,100,1,time);
  10543. if (tsd) clif_gospel_info(tsd, 0x1d);
  10544. break;
  10545. case 10: // DEF +25%
  10546. sc_start(bl,SC_INCDEFRATE,100,25,time);
  10547. if (tsd) clif_gospel_info(tsd, 0x1e);
  10548. break;
  10549. case 11: // ATK +100%
  10550. sc_start(bl,SC_INCATKRATE,100,100,time);
  10551. if (tsd) clif_gospel_info(tsd, 0x1f);
  10552. break;
  10553. case 12: // HIT/Flee +50
  10554. sc_start(bl,SC_INCHIT,100,50,time);
  10555. sc_start(bl,SC_INCFLEE,100,50,time);
  10556. if (tsd) clif_gospel_info(tsd, 0x20);
  10557. break;
  10558. }
  10559. }
  10560. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10561. { // Offensive Effect
  10562. int i = rnd()%9; // Negative buff count
  10563. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  10564. switch (i)
  10565. {
  10566. case 0: // Deal 1~9999 damage
  10567. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10568. break;
  10569. case 1: // Curse
  10570. sc_start(bl,SC_CURSE,100,1,time);
  10571. break;
  10572. case 2: // Blind
  10573. sc_start(bl,SC_BLIND,100,1,time);
  10574. break;
  10575. case 3: // Poison
  10576. sc_start(bl,SC_POISON,100,1,time);
  10577. break;
  10578. case 4: // Level 10 Provoke
  10579. sc_start(bl,SC_PROVOKE,100,10,time);
  10580. break;
  10581. case 5: // DEF -100%
  10582. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  10583. break;
  10584. case 6: // ATK -100%
  10585. sc_start(bl,SC_INCATKRATE,100,-100,time);
  10586. break;
  10587. case 7: // Flee -100%
  10588. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  10589. break;
  10590. case 8: // Speed/ASPD -25%
  10591. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  10592. break;
  10593. }
  10594. }
  10595. break;
  10596. case UNT_BASILICA:
  10597. {
  10598. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  10599. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  10600. { // knock-back any enemy except Boss
  10601. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  10602. clif_fixpos(bl);
  10603. }
  10604. if( sg->src_id != bl->id && i <= 0 )
  10605. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  10606. }
  10607. break;
  10608. case UNT_GRAVITATION:
  10609. case UNT_EARTHSTRAIN:
  10610. case UNT_FIREWALK:
  10611. case UNT_ELECTRICWALK:
  10612. case UNT_PSYCHIC_WAVE:
  10613. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10614. break;
  10615. case UNT_GROUNDDRIFT_WIND:
  10616. case UNT_GROUNDDRIFT_DARK:
  10617. case UNT_GROUNDDRIFT_POISON:
  10618. case UNT_GROUNDDRIFT_WATER:
  10619. case UNT_GROUNDDRIFT_FIRE:
  10620. map_foreachinrange(skill_trap_splash,&src->bl,
  10621. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  10622. &src->bl,tick);
  10623. sg->unit_id = UNT_USED_TRAPS;
  10624. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  10625. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10626. break;
  10627. /**
  10628. * 3rd stuff
  10629. **/
  10630. case UNT_POISONSMOKE:
  10631. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  10632. sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  10633. break;
  10634. case UNT_EPICLESIS:
  10635. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  10636. {
  10637. if( ++sg->val2 % 3 == 0 ) {
  10638. int hp, sp;
  10639. switch( sg->skill_lv )
  10640. {
  10641. case 1: case 2: hp = 3; sp = 2; break;
  10642. case 3: case 4: hp = 4; sp = 3; break;
  10643. case 5: default: hp = 5; sp = 4; break;
  10644. }
  10645. hp = tstatus->max_hp * hp / 100;
  10646. sp = tstatus->max_sp * sp / 100;
  10647. status_heal(bl, hp, sp, 2);
  10648. sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  10649. }
  10650. // Reveal hidden players every 5 seconds.
  10651. if( sg->val2 % 5 == 0 ) {
  10652. // TODO: check if other hidden status can be removed.
  10653. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  10654. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  10655. }
  10656. }
  10657. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  10658. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  10659. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  10660. break;
  10661. case UNT_STEALTHFIELD:
  10662. if( bl->id == sg->src_id )
  10663. break; // Dont work on Self (video shows that)
  10664. case UNT_NEUTRALBARRIER:
  10665. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  10666. break;
  10667. case UNT_DIMENSIONDOOR:
  10668. if( tsd && !map[bl->m].flag.noteleport )
  10669. pc_randomwarp(tsd,3);
  10670. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  10671. unit_warp(bl,-1,-1,-1,3);
  10672. break;
  10673. case UNT_REVERBERATION:
  10674. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  10675. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10676. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10677. sg->unit_id = UNT_USED_TRAPS;
  10678. break;
  10679. case UNT_SEVERE_RAINSTORM:
  10680. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10681. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  10682. break;
  10683. case UNT_NETHERWORLD:
  10684. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) ) {
  10685. if( !(tsc && tsc->data[type]) ){
  10686. sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10687. sg->limit = DIFF_TICK(tick,sg->tick);
  10688. sg->unit_id = UNT_USED_TRAPS;
  10689. }
  10690. }
  10691. break;
  10692. case UNT_THORNS_TRAP:
  10693. if( tsc ) {
  10694. if( !sg->val2 ) {
  10695. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  10696. if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
  10697. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10698. if( td )
  10699. sec = DIFF_TICK(td->tick, tick);
  10700. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  10701. clif_fixpos(bl);
  10702. sg->val2 = bl->id;
  10703. } else
  10704. sec = 3000; // Couldn't trap it?
  10705. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  10706. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  10707. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  10708. }
  10709. break;
  10710. case UNT_DEMONIC_FIRE: {
  10711. TBL_PC* sd = BL_CAST(BL_PC, ss);
  10712. switch( sg->val2 ) {
  10713. case 1:
  10714. case 2:
  10715. default:
  10716. sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  10717. skill_get_time2(sg->skill_id, sg->skill_lv));
  10718. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  10719. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  10720. break;
  10721. case 3:
  10722. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  10723. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  10724. break;
  10725. }
  10726. }
  10727. break;
  10728. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  10729. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  10730. break;
  10731. case UNT_FIRE_EXPANSION_TEAR_GAS:
  10732. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  10733. break;
  10734. case UNT_HELLS_PLANT:
  10735. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  10736. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  10737. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  10738. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  10739. break;
  10740. case UNT_CLOUD_KILL:
  10741. if(tsc && !tsc->data[type])
  10742. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  10743. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10744. break;
  10745. case UNT_WARMER:
  10746. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  10747. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  10748. struct status_change *ssc = status_get_sc(ss);
  10749. if( ssc && ssc->data[SC_HEATER_OPTION] )
  10750. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  10751. if( tstatus->hp != tstatus->max_hp )
  10752. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  10753. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  10754. hp = ~hp + 1;
  10755. status_heal(bl, hp, 0, 0);
  10756. sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10757. }
  10758. break;
  10759. case UNT_FIRE_INSIGNIA:
  10760. case UNT_WATER_INSIGNIA:
  10761. case UNT_WIND_INSIGNIA:
  10762. case UNT_EARTH_INSIGNIA:
  10763. case UNT_ZEPHYR:
  10764. sc_start(bl,type, 100, sg->skill_lv, sg->interval);
  10765. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  10766. int hp = tstatus->max_hp / 100; //+1% each 5s
  10767. if ((sg->val3) % 5) { //each 5s
  10768. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  10769. status_heal(bl, hp, 0, 2);
  10770. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  10771. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  10772. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  10773. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  10774. ){
  10775. status_heal(bl, -hp, 0, 0);
  10776. }
  10777. }
  10778. sg->val3++; //timer
  10779. if (sg->val3 > 5) sg->val3 = 0;
  10780. }
  10781. break;
  10782. case UNT_VACUUM_EXTREME:
  10783. {// TODO: official behavior in gvg area. [malufett]
  10784. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  10785. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  10786. if( tsc && !tsc->data[type] &&
  10787. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  10788. sc_start(bl, type, 100, sg->skill_lv, sec);
  10789. if( unit_is_walking(bl) && // wait until target stop walking
  10790. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  10791. break;
  10792. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  10793. break;
  10794. if( unit_is_walking(bl) &&
  10795. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  10796. unit_stop_walking(bl,1);
  10797. if( !unit_is_walking(bl) &&
  10798. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  10799. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  10800. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10801. clif_fixpos(bl);
  10802. }
  10803. }
  10804. break;
  10805. case UNT_FIRE_MANTLE:
  10806. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10807. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10808. break;
  10809. case UNT_ZENKAI_WATER:
  10810. case UNT_ZENKAI_LAND:
  10811. case UNT_ZENKAI_FIRE:
  10812. case UNT_ZENKAI_WIND:
  10813. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  10814. switch( sg->unit_id ){
  10815. case UNT_ZENKAI_WATER:
  10816. sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10817. sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10818. sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10819. break;
  10820. case UNT_ZENKAI_LAND:
  10821. sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10822. sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10823. break;
  10824. case UNT_ZENKAI_FIRE:
  10825. sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10826. break;
  10827. case UNT_ZENKAI_WIND:
  10828. sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10829. sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10830. sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10831. break;
  10832. }
  10833. }else
  10834. sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  10835. break;
  10836. case UNT_MAKIBISHI:
  10837. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10838. sg->limit = DIFF_TICK(tick, sg->tick);
  10839. sg->unit_id = UNT_USED_TRAPS;
  10840. break;
  10841. case UNT_LAVA_SLIDE:
  10842. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10843. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  10844. sg->limit = DIFF_TICK(tick, sg->tick);
  10845. break;
  10846. case UNT_POISON_MIST:
  10847. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10848. status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
  10849. break;
  10850. }
  10851. if (bl->type == BL_MOB && ss != bl)
  10852. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  10853. return skillid;
  10854. }
  10855. /*==========================================
  10856. * Triggered when a char steps out of a skill cell
  10857. *------------------------------------------*/
  10858. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10859. {
  10860. struct skill_unit_group *sg;
  10861. struct status_change *sc;
  10862. struct status_change_entry *sce;
  10863. enum sc_type type;
  10864. nullpo_ret(src);
  10865. nullpo_ret(bl);
  10866. nullpo_ret(sg=src->group);
  10867. sc = status_get_sc(bl);
  10868. type = status_skill2sc(sg->skill_id);
  10869. sce = (sc && type != -1)?sc->data[type]:NULL;
  10870. if( bl->prev==NULL ||
  10871. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  10872. return 0;
  10873. switch(sg->unit_id){
  10874. case UNT_SAFETYWALL:
  10875. case UNT_PNEUMA:
  10876. case UNT_EPICLESIS://Arch Bishop
  10877. case UNT_NEUTRALBARRIER:
  10878. case UNT_STEALTHFIELD:
  10879. if (sce)
  10880. status_change_end(bl, type, INVALID_TIMER);
  10881. break;
  10882. case UNT_BASILICA:
  10883. if( sce && sce->val4 == src->bl.id )
  10884. status_change_end(bl, type, INVALID_TIMER);
  10885. break;
  10886. case UNT_HERMODE: //Clear Hermode if the owner moved.
  10887. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  10888. status_change_end(bl, type, INVALID_TIMER);
  10889. break;
  10890. case UNT_SPIDERWEB:
  10891. {
  10892. struct block_list *target = map_id2bl(sg->val2);
  10893. if (target && target==bl)
  10894. {
  10895. if (sce && sce->val3 == sg->group_id)
  10896. status_change_end(bl, type, INVALID_TIMER);
  10897. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10898. }
  10899. break;
  10900. }
  10901. }
  10902. return sg->skill_id;
  10903. }
  10904. /*==========================================
  10905. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  10906. *------------------------------------------*/
  10907. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  10908. {
  10909. struct status_change *sc;
  10910. struct status_change_entry *sce;
  10911. enum sc_type type;
  10912. sc = status_get_sc(bl);
  10913. if (sc && !sc->count)
  10914. sc = NULL;
  10915. type = status_skill2sc(skill_id);
  10916. sce = (sc && type != -1)?sc->data[type]:NULL;
  10917. switch (skill_id)
  10918. {
  10919. case WZ_QUAGMIRE:
  10920. if (bl->type==BL_MOB)
  10921. break;
  10922. if (sce)
  10923. status_change_end(bl, type, INVALID_TIMER);
  10924. break;
  10925. case BD_LULLABY:
  10926. case BD_RICHMANKIM:
  10927. case BD_ETERNALCHAOS:
  10928. case BD_DRUMBATTLEFIELD:
  10929. case BD_RINGNIBELUNGEN:
  10930. case BD_ROKISWEIL:
  10931. case BD_INTOABYSS:
  10932. case BD_SIEGFRIED:
  10933. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  10934. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  10935. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  10936. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  10937. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  10938. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  10939. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  10940. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10941. }
  10942. case MH_STEINWAND:
  10943. case MG_SAFETYWALL:
  10944. case AL_PNEUMA:
  10945. case SA_VOLCANO:
  10946. case SA_DELUGE:
  10947. case SA_VIOLENTGALE:
  10948. case CG_HERMODE:
  10949. case HW_GRAVITATION:
  10950. case NJ_SUITON:
  10951. case SC_MAELSTROM:
  10952. case EL_WATER_BARRIER:
  10953. case EL_ZEPHYR:
  10954. case EL_POWER_OF_GAIA:
  10955. case SO_FIRE_INSIGNIA:
  10956. case SO_WATER_INSIGNIA:
  10957. case SO_WIND_INSIGNIA:
  10958. case SO_EARTH_INSIGNIA:
  10959. if (sce)
  10960. status_change_end(bl, type, INVALID_TIMER);
  10961. break;
  10962. case SC_BLOODYLUST:
  10963. if (sce) {
  10964. status_change_end(bl, type, INVALID_TIMER);
  10965. status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone
  10966. }
  10967. break;
  10968. case BA_POEMBRAGI:
  10969. case BA_WHISTLE:
  10970. case BA_ASSASSINCROSS:
  10971. case BA_APPLEIDUN:
  10972. case DC_HUMMING:
  10973. case DC_DONTFORGETME:
  10974. case DC_FORTUNEKISS:
  10975. case DC_SERVICEFORYOU:
  10976. if (sce) {
  10977. if( sce->val4 == 2 ) {/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  10978. if( !( sc && sc->data[SC_DANCING] && sc->data[SC_DANCING]->val2 ) )/* check if we're still in the skill */
  10979. status_change_end(bl,type,INVALID_TIMER);
  10980. } else {
  10981. delete_timer(sce->timer, status_change_timer);
  10982. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  10983. //not possible on our current implementation.
  10984. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  10985. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  10986. }
  10987. }
  10988. break;
  10989. case PF_FOGWALL:
  10990. if (sce)
  10991. {
  10992. status_change_end(bl, type, INVALID_TIMER);
  10993. if ((sce=sc->data[SC_BLIND]))
  10994. {
  10995. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  10996. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  10997. else {
  10998. delete_timer(sce->timer, status_change_timer);
  10999. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  11000. }
  11001. }
  11002. }
  11003. break;
  11004. case GD_LEADERSHIP:
  11005. case GD_GLORYWOUNDS:
  11006. case GD_SOULCOLD:
  11007. case GD_HAWKEYES:
  11008. if( !(sce && sce->val4) )
  11009. status_change_end(bl, type, INVALID_TIMER);
  11010. break;
  11011. }
  11012. return skill_id;
  11013. }
  11014. /*==========================================
  11015. * Invoked when a unit cell has been placed/removed/deleted.
  11016. * flag values:
  11017. * flag&1: Invoke onplace function (otherwise invoke onout)
  11018. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  11019. *------------------------------------------*/
  11020. static int skill_unit_effect (struct block_list* bl, va_list ap)
  11021. {
  11022. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  11023. struct skill_unit_group* group = unit->group;
  11024. unsigned int tick = va_arg(ap,unsigned int);
  11025. unsigned int flag = va_arg(ap,unsigned int);
  11026. int skill_id;
  11027. bool dissonance;
  11028. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  11029. return 0;
  11030. nullpo_ret(group);
  11031. dissonance = skill_dance_switch(unit, 0);
  11032. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11033. skill_id = group->skill_id;
  11034. //Target-type check.
  11035. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) ) {
  11036. if( flag&4 && ((group->src_id == bl->id && group->state.song_dance&0x2) || skill_get_inf2(skill_id)&INF2_SONG_DANCE) )
  11037. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  11038. } else {
  11039. if( flag&1 )
  11040. skill_unit_onplace(unit,bl,tick);
  11041. else
  11042. skill_unit_onout(unit,bl,tick);
  11043. if( flag&4 )
  11044. skill_unit_onleft(skill_id, bl, tick);
  11045. }
  11046. if( dissonance ) skill_dance_switch(unit, 1);
  11047. return 0;
  11048. }
  11049. /*==========================================
  11050. *
  11051. *------------------------------------------*/
  11052. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  11053. {
  11054. struct skill_unit_group *sg;
  11055. nullpo_ret(src);
  11056. nullpo_ret(sg=src->group);
  11057. switch( sg->unit_id ) {
  11058. case UNT_BLASTMINE:
  11059. case UNT_SKIDTRAP:
  11060. case UNT_LANDMINE:
  11061. case UNT_SHOCKWAVE:
  11062. case UNT_SANDMAN:
  11063. case UNT_FLASHER:
  11064. case UNT_CLAYMORETRAP:
  11065. case UNT_FREEZINGTRAP:
  11066. case UNT_TALKIEBOX:
  11067. case UNT_ANKLESNARE:
  11068. case UNT_ICEWALL:
  11069. case UNT_REVERBERATION:
  11070. case UNT_WALLOFTHORN:
  11071. src->val1-=damage;
  11072. break;
  11073. default:
  11074. damage = 0;
  11075. break;
  11076. }
  11077. return damage;
  11078. }
  11079. /*==========================================
  11080. *
  11081. *------------------------------------------*/
  11082. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  11083. {
  11084. int *c, skillid;
  11085. struct block_list *src;
  11086. struct map_session_data *sd;
  11087. struct map_session_data *tsd;
  11088. int *p_sd; //Contains the list of characters found.
  11089. nullpo_ret(bl);
  11090. nullpo_ret(tsd=(struct map_session_data*)bl);
  11091. nullpo_ret(src=va_arg(ap,struct block_list *));
  11092. nullpo_ret(sd=(struct map_session_data*)src);
  11093. c=va_arg(ap,int *);
  11094. p_sd = va_arg(ap, int *);
  11095. skillid = va_arg(ap,int);
  11096. if ( ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&INF2_CHORUS_SKILL) )
  11097. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  11098. if (bl == src)
  11099. return 0;
  11100. if(pc_isdead(tsd))
  11101. return 0;
  11102. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  11103. return 0;
  11104. if( skill_get_inf2(skillid)&INF2_CHORUS_SKILL ) {
  11105. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  11106. p_sd[(*c)++] = tsd->bl.id;
  11107. return 1;
  11108. } else {
  11109. switch(skillid) {
  11110. case PR_BENEDICTIO: {
  11111. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  11112. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  11113. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  11114. && sd->status.sp >= 10)
  11115. p_sd[(*c)++]=tsd->bl.id;
  11116. return 1;
  11117. }
  11118. case AB_ADORAMUS:
  11119. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  11120. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  11121. p_sd[(*c)++] = tsd->bl.id;
  11122. return 1;
  11123. case WL_COMET:
  11124. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  11125. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  11126. p_sd[(*c)++] = tsd->bl.id;
  11127. return 1;
  11128. case LG_RAYOFGENESIS:
  11129. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  11130. tsd->sc.data[SC_BANDING] )
  11131. p_sd[(*c)++] = tsd->bl.id;
  11132. return 1;
  11133. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  11134. {
  11135. int skilllv;
  11136. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  11137. return 0;
  11138. if (sd->status.sex != tsd->status.sex &&
  11139. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  11140. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  11141. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  11142. sd->status.party_id && tsd->status.party_id &&
  11143. sd->status.party_id == tsd->status.party_id &&
  11144. !tsd->sc.data[SC_DANCING])
  11145. {
  11146. p_sd[(*c)++]=tsd->bl.id;
  11147. return skilllv;
  11148. } else {
  11149. return 0;
  11150. }
  11151. }
  11152. break;
  11153. }
  11154. }
  11155. return 0;
  11156. }
  11157. /*==========================================
  11158. * Checks and stores partners for ensemble skills [Skotlex]
  11159. *------------------------------------------*/
  11160. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  11161. {
  11162. static int c=0;
  11163. static int p_sd[2] = { 0, 0 };
  11164. int i;
  11165. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  11166. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  11167. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  11168. if (cast_flag) { //Execute the skill on the partners.
  11169. struct map_session_data* tsd;
  11170. switch (skill_id) {
  11171. case PR_BENEDICTIO:
  11172. for (i = 0; i < c; i++) {
  11173. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  11174. status_charge(&tsd->bl, 0, 10);
  11175. }
  11176. return c;
  11177. case AB_ADORAMUS:
  11178. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  11179. i = 2 * (*skill_lv);
  11180. status_charge(&tsd->bl, 0, i);
  11181. }
  11182. break;
  11183. case WM_GREAT_ECHO:
  11184. for( i = 0; i < c; i++ ) {
  11185. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  11186. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  11187. }
  11188. break;
  11189. default: //Warning: Assuming Ensemble skills here (for speed)
  11190. if( is_chorus )
  11191. break;//Chorus skills are not to be parsed as ensambles
  11192. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  11193. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  11194. 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);
  11195. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  11196. tsd->skillid_dance = skill_id;
  11197. tsd->skilllv_dance = *skill_lv;
  11198. }
  11199. return c;
  11200. }
  11201. }
  11202. //Else: new search for partners.
  11203. c = 0;
  11204. memset (p_sd, 0, sizeof(p_sd));
  11205. if( is_chorus )
  11206. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  11207. else
  11208. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  11209. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  11210. *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.
  11211. return c;
  11212. }
  11213. /*==========================================
  11214. *
  11215. *------------------------------------------*/
  11216. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  11217. {
  11218. int *c,src_id,mob_class,skill;
  11219. struct mob_data *md;
  11220. md=(struct mob_data*)bl;
  11221. src_id=va_arg(ap,int);
  11222. mob_class=va_arg(ap,int);
  11223. skill=va_arg(ap,int);
  11224. c=va_arg(ap,int *);
  11225. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3) )
  11226. return 0; //Non alchemist summoned mobs have nothing to do here.
  11227. if(md->class_==mob_class)
  11228. (*c)++;
  11229. return 1;
  11230. }
  11231. /*==========================================
  11232. * Determines if a given skill should be made to consume ammo
  11233. * when used by the player. [Skotlex]
  11234. *------------------------------------------*/
  11235. int skill_isammotype (struct map_session_data *sd, int skill)
  11236. {
  11237. return (
  11238. battle_config.arrow_decrement==2 &&
  11239. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  11240. skill != HT_PHANTASMIC &&
  11241. skill_get_type(skill) == BF_WEAPON &&
  11242. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  11243. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  11244. );
  11245. }
  11246. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv) {
  11247. struct status_data *status;
  11248. struct status_change *sc;
  11249. struct skill_condition require;
  11250. int i;
  11251. nullpo_ret(sd);
  11252. if (lv <= 0 || sd->chatID) return 0;
  11253. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill )
  11254. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11255. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  11256. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11257. return 1;
  11258. }
  11259. switch( sd->menuskill_id ) {
  11260. case AM_PHARMACY:
  11261. switch( skill ) {
  11262. case AM_PHARMACY:
  11263. case AC_MAKINGARROW:
  11264. case BS_REPAIRWEAPON:
  11265. case AM_TWILIGHT1:
  11266. case AM_TWILIGHT2:
  11267. case AM_TWILIGHT3:
  11268. return 0;
  11269. }
  11270. break;
  11271. case GN_MIX_COOKING:
  11272. case GN_MAKEBOMB:
  11273. case GN_S_PHARMACY:
  11274. case GN_CHANGEMATERIAL:
  11275. if( sd->menuskill_id != skill )
  11276. return 0;
  11277. break;
  11278. }
  11279. status = &sd->battle_status;
  11280. sc = &sd->sc;
  11281. if( !sc->count )
  11282. sc = NULL;
  11283. if( sd->skillitem == skill )
  11284. {
  11285. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  11286. sd->state.abra_flag = 0;
  11287. else
  11288. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  11289. if( (i = sd->itemindex) == -1 ||
  11290. sd->status.inventory[i].nameid != sd->itemid ||
  11291. sd->inventory_data[i] == NULL ||
  11292. !sd->inventory_data[i]->flag.delay_consume ||
  11293. sd->status.inventory[i].amount < 1
  11294. )
  11295. { //Something went wrong, item exploit?
  11296. sd->itemid = sd->itemindex = -1;
  11297. return 0;
  11298. }
  11299. //Consume
  11300. sd->itemid = sd->itemindex = -1;
  11301. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  11302. ; //Do not consume item.
  11303. else if( sd->status.inventory[i].expire_time == 0 )
  11304. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  11305. }
  11306. return 1;
  11307. }
  11308. if( pc_is90overweight(sd) )
  11309. {
  11310. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  11311. return 0;
  11312. }
  11313. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  11314. return 0;
  11315. switch( skill ) { // Turn off check.
  11316. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  11317. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  11318. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  11319. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
  11320. if( sc && sc->data[status_skill2sc(skill)] )
  11321. return 1;
  11322. }
  11323. // Check the skills that can be used while mounted on a warg
  11324. if( pc_isridingwug(sd) ) {
  11325. switch( skill ) {
  11326. case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
  11327. case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
  11328. case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
  11329. case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
  11330. case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
  11331. break;
  11332. default: // in official there is no message.
  11333. return 0;
  11334. }
  11335. }
  11336. if( pc_ismadogear(sd) ) {
  11337. switch( skill ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
  11338. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  11339. case BS_HAMMERFALL: case WS_CARTBOOST:
  11340. case BS_ADRENALINE: case WS_WEAPONREFINE:
  11341. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  11342. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  11343. case BS_MAXIMIZE: case NC_AXEBOOMERANG:
  11344. case BS_ADRENALINE2: case NC_POWERSWING:
  11345. case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
  11346. case BS_GREED:
  11347. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11348. return 0;
  11349. default: //Only Mechanic exlcusive skill can be used.
  11350. break;
  11351. }
  11352. }
  11353. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  11354. return 0;
  11355. require = skill_get_requirement(sd,skill,lv);
  11356. //Can only update state when weapon/arrow info is checked.
  11357. sd->state.arrow_atk = require.ammo?1:0;
  11358. // perform skill-specific checks (and actions)
  11359. switch( skill ) {
  11360. case SO_SPELLFIST:
  11361. if(sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT){
  11362. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11363. return 0;
  11364. }
  11365. case SA_CASTCANCEL:
  11366. if(sd->ud.skilltimer == INVALID_TIMER) {
  11367. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11368. return 0;
  11369. }
  11370. break;
  11371. case AL_WARP:
  11372. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  11373. char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_WARP));
  11374. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  11375. return 0;
  11376. }
  11377. break;
  11378. case MO_CALLSPIRITS:
  11379. if(sc && sc->data[SC_RAISINGDRAGON])
  11380. lv += sc->data[SC_RAISINGDRAGON]->val1;
  11381. if(sd->spiritball >= lv) {
  11382. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11383. return 0;
  11384. }
  11385. break;
  11386. case MO_FINGEROFFENSIVE:
  11387. case GS_FLING:
  11388. case SR_RAMPAGEBLASTER:
  11389. case SR_RIDEINLIGHTNING:
  11390. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  11391. sd->spiritball_old = require.spiritball = sd->spiritball;
  11392. else
  11393. sd->spiritball_old = require.spiritball;
  11394. break;
  11395. case MO_CHAINCOMBO:
  11396. if(!sc)
  11397. return 0;
  11398. if(sc->data[SC_BLADESTOP])
  11399. break;
  11400. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  11401. break;
  11402. return 0;
  11403. case MO_COMBOFINISH:
  11404. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  11405. return 0;
  11406. break;
  11407. case CH_TIGERFIST:
  11408. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  11409. return 0;
  11410. break;
  11411. case CH_CHAINCRUSH:
  11412. if(!(sc && sc->data[SC_COMBO]))
  11413. return 0;
  11414. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  11415. return 0;
  11416. break;
  11417. case MO_EXTREMITYFIST:
  11418. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  11419. // return 0;
  11420. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  11421. break;
  11422. if( sc && sc->data[SC_COMBO] )
  11423. {
  11424. switch(sc->data[SC_COMBO]->val1) {
  11425. case MO_COMBOFINISH:
  11426. case CH_TIGERFIST:
  11427. case CH_CHAINCRUSH:
  11428. break;
  11429. default:
  11430. return 0;
  11431. }
  11432. }
  11433. else if( !unit_can_move(&sd->bl) )
  11434. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  11435. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11436. return 0;
  11437. }
  11438. break;
  11439. case TK_MISSION:
  11440. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  11441. {// Cannot be used by Non-Taekwon classes
  11442. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11443. return 0;
  11444. }
  11445. break;
  11446. case TK_READYCOUNTER:
  11447. case TK_READYDOWN:
  11448. case TK_READYSTORM:
  11449. case TK_READYTURN:
  11450. case TK_JUMPKICK:
  11451. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  11452. {// Soul Linkers cannot use this skill
  11453. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11454. return 0;
  11455. }
  11456. break;
  11457. case TK_TURNKICK:
  11458. case TK_STORMKICK:
  11459. case TK_DOWNKICK:
  11460. case TK_COUNTER:
  11461. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  11462. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  11463. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  11464. return 0; //Combo needs to be ready
  11465. if (sc->data[SC_COMBO]->val3) { //Kick chain
  11466. //Do not repeat a kick.
  11467. if (sc->data[SC_COMBO]->val3 != skill)
  11468. break;
  11469. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  11470. return 0;
  11471. }
  11472. if(sc->data[SC_COMBO]->val1 != skill && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  11473. unit_cancel_combo(&sd->bl);
  11474. return 0;
  11475. }
  11476. break; //Combo ready.
  11477. case BD_ADAPTATION:
  11478. {
  11479. int time;
  11480. if(!(sc && sc->data[SC_DANCING]))
  11481. {
  11482. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11483. return 0;
  11484. }
  11485. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  11486. if (skill_get_time(
  11487. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  11488. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  11489. - time < skill_get_time2(skill,lv))
  11490. {
  11491. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11492. return 0;
  11493. }
  11494. }
  11495. break;
  11496. case PR_BENEDICTIO:
  11497. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  11498. {
  11499. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11500. return 0;
  11501. }
  11502. break;
  11503. case SL_SMA:
  11504. if(!(sc && sc->data[SC_SMA]))
  11505. return 0;
  11506. break;
  11507. case HT_POWER:
  11508. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  11509. return 0;
  11510. break;
  11511. case CG_HERMODE:
  11512. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  11513. {
  11514. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11515. return 0;
  11516. }
  11517. break;
  11518. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  11519. {
  11520. int i,x,y,range = skill_get_splash(skill, lv)+1;
  11521. int size = range*2+1;
  11522. for (i=0;i<size*size;i++) {
  11523. x = sd->bl.x+(i%size-range);
  11524. y = sd->bl.y+(i/size-range);
  11525. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  11526. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11527. return 0;
  11528. }
  11529. }
  11530. }
  11531. break;
  11532. case PR_REDEMPTIO:
  11533. {
  11534. int exp;
  11535. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  11536. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  11537. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  11538. return 0;
  11539. }
  11540. break;
  11541. }
  11542. case AM_TWILIGHT2:
  11543. case AM_TWILIGHT3:
  11544. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  11545. {
  11546. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11547. return 0;
  11548. }
  11549. break;
  11550. case SG_SUN_WARM:
  11551. case SG_MOON_WARM:
  11552. case SG_STAR_WARM:
  11553. if (sc && sc->data[SC_MIRACLE])
  11554. break;
  11555. i = skill-SG_SUN_WARM;
  11556. if (sd->bl.m == sd->feel_map[i].m)
  11557. break;
  11558. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11559. return 0;
  11560. break;
  11561. case SG_SUN_COMFORT:
  11562. case SG_MOON_COMFORT:
  11563. case SG_STAR_COMFORT:
  11564. if (sc && sc->data[SC_MIRACLE])
  11565. break;
  11566. i = skill-SG_SUN_COMFORT;
  11567. if (sd->bl.m == sd->feel_map[i].m &&
  11568. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  11569. break;
  11570. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11571. return 0;
  11572. case SG_FUSION:
  11573. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  11574. break;
  11575. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  11576. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  11577. if( require.sp > 0 )
  11578. {
  11579. if (status->sp < (unsigned int)require.sp)
  11580. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11581. else
  11582. status_zap(&sd->bl, 0, require.sp);
  11583. }
  11584. return 0;
  11585. case GD_BATTLEORDER:
  11586. case GD_REGENERATION:
  11587. case GD_RESTORE:
  11588. if (!map_flag_gvg2(sd->bl.m)) {
  11589. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11590. return 0;
  11591. }
  11592. case GD_EMERGENCYCALL:
  11593. // other checks were already done in skillnotok()
  11594. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  11595. return 0;
  11596. break;
  11597. case GS_GLITTERING:
  11598. if(sd->spiritball >= 10) {
  11599. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11600. return 0;
  11601. }
  11602. break;
  11603. case NJ_ISSEN:
  11604. if (status->hp < 2) {
  11605. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11606. return 0;
  11607. }
  11608. case NJ_BUNSINJYUTSU:
  11609. if (!(sc && sc->data[SC_NEN])) {
  11610. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11611. return 0;
  11612. }
  11613. break;
  11614. case NJ_ZENYNAGE:
  11615. case KO_MUCHANAGE:
  11616. if(sd->status.zeny < require.zeny) {
  11617. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  11618. return 0;
  11619. }
  11620. break;
  11621. case PF_HPCONVERSION:
  11622. if (status->sp == status->max_sp)
  11623. return 0; //Unusable when at full SP.
  11624. break;
  11625. case AM_CALLHOMUN: //Can't summon if a hom is already out
  11626. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  11627. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11628. return 0;
  11629. }
  11630. break;
  11631. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  11632. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  11633. {
  11634. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11635. return 0;
  11636. }
  11637. break;
  11638. /**
  11639. * Arch Bishop
  11640. **/
  11641. case AB_ANCILLA:
  11642. {
  11643. int count = 0;
  11644. for( i = 0; i < MAX_INVENTORY; i ++ )
  11645. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  11646. count += sd->status.inventory[i].amount;
  11647. if( count >= 3 ) {
  11648. clif_skill_fail(sd, skill, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  11649. return 0;
  11650. }
  11651. }
  11652. break;
  11653. /**
  11654. * Keeping as a note:
  11655. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  11656. **/
  11657. //case AB_LAUDAAGNUS:
  11658. //case AB_LAUDARAMUS:
  11659. // if( !sd->status.party_id ) {
  11660. // clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11661. // return 0;
  11662. // }
  11663. // break;
  11664. case AB_ADORAMUS:
  11665. /**
  11666. * Warlock
  11667. **/
  11668. case WL_COMET:
  11669. if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  11670. {
  11671. //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  11672. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11673. return 0;
  11674. }
  11675. break;
  11676. case WL_SUMMONFB:
  11677. case WL_SUMMONBL:
  11678. case WL_SUMMONWB:
  11679. case WL_SUMMONSTONE:
  11680. if( sc )
  11681. {
  11682. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  11683. if( i == SC_SPHERE_5+1 )
  11684. { // No more free slots
  11685. clif_skill_fail(sd,skill,USESKILL_FAIL_SUMMON,0);
  11686. return 0;
  11687. }
  11688. }
  11689. break;
  11690. /**
  11691. * Guilotine Cross
  11692. **/
  11693. case GC_HALLUCINATIONWALK:
  11694. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  11695. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11696. return 0;
  11697. }
  11698. break;
  11699. case GC_COUNTERSLASH:
  11700. case GC_WEAPONCRUSH:
  11701. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  11702. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  11703. return 0;
  11704. }
  11705. break;
  11706. /**
  11707. * Ranger
  11708. **/
  11709. case RA_WUGMASTERY:
  11710. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  11711. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11712. return 0;
  11713. }
  11714. break;
  11715. case RA_WUGSTRIKE:
  11716. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  11717. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11718. return 0;
  11719. }
  11720. break;
  11721. case RA_WUGRIDER:
  11722. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  11723. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11724. return 0;
  11725. }
  11726. break;
  11727. case RA_WUGDASH:
  11728. if(!pc_isridingwug(sd)) {
  11729. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11730. return 0;
  11731. }
  11732. break;
  11733. /**
  11734. * Royal Guard
  11735. **/
  11736. case LG_BANDING:
  11737. if( sc && sc->data[SC_INSPIRATION] ) {
  11738. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11739. return 0;
  11740. }
  11741. break;
  11742. case LG_PRESTIGE:
  11743. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  11744. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11745. return 0;
  11746. }
  11747. break;
  11748. case LG_RAGEBURST:
  11749. if( sd->spiritball == 0 ) {
  11750. clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0);
  11751. return 0;
  11752. }
  11753. sd->spiritball_old = require.spiritball = sd->spiritball;
  11754. break;
  11755. case LG_RAYOFGENESIS:
  11756. if( sc && sc->data[SC_INSPIRATION] )
  11757. return 1; // Don't check for partner.
  11758. if( !(sc && sc->data[SC_BANDING]) ) {
  11759. clif_skill_fail(sd,skill,USESKILL_FAIL,0);
  11760. return 0;
  11761. } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1 )
  11762. return 0; // Just fails, no msg here.
  11763. break;
  11764. case LG_HESPERUSLIT:
  11765. if( !sc || !sc->data[SC_BANDING] ) {
  11766. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11767. return 0;
  11768. }
  11769. break;
  11770. case SR_FALLENEMPIRE:
  11771. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  11772. return 0;
  11773. break;
  11774. case SR_CRESCENTELBOW:
  11775. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  11776. clif_skill_fail(sd, skill, USESKILL_FAIL_DUPLICATE, 0);
  11777. return 0;
  11778. }
  11779. break;
  11780. case SR_CURSEDCIRCLE:
  11781. if (map_flag_gvg(sd->bl.m)) {
  11782. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill, lv), BL_MOB,
  11783. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  11784. char output[128];
  11785. sprintf(output, "You're too close to a stone or emperium to do this skill");
  11786. clif_colormes(sd, COLOR_RED, output);
  11787. return 0;
  11788. }
  11789. }
  11790. if( sd->spiritball > 0 )
  11791. sd->spiritball_old = require.spiritball = sd->spiritball;
  11792. else {
  11793. clif_skill_fail(sd,skill,0,0);
  11794. return 0;
  11795. }
  11796. break;
  11797. case SR_GATEOFHELL:
  11798. if( sd->spiritball > 0 )
  11799. sd->spiritball_old = require.spiritball;
  11800. break;
  11801. case SC_MANHOLE:
  11802. case SC_DIMENSIONDOOR:
  11803. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  11804. clif_skill_fail(sd,skill,0,0);
  11805. return 0;
  11806. }
  11807. break;
  11808. case WM_GREAT_ECHO: {
  11809. int count;
  11810. count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0);
  11811. if( count < 1 ) {
  11812. clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_HELPER,0);
  11813. return 0;
  11814. } else
  11815. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  11816. }
  11817. break;
  11818. case SO_FIREWALK:
  11819. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  11820. if( sc && sc->data[SC_PROPERTYWALK] &&
  11821. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  11822. clif_skill_fail(sd,skill,0x0,0);
  11823. return 0;
  11824. }
  11825. break;
  11826. case SO_EL_CONTROL:
  11827. if( !sd->status.ele_id || !sd->ed ) {
  11828. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11829. return 0;
  11830. }
  11831. break;
  11832. case RETURN_TO_ELDICASTES:
  11833. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  11834. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11835. return 0;
  11836. }
  11837. break;
  11838. case LG_REFLECTDAMAGE:
  11839. case CR_REFLECTSHIELD:
  11840. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  11841. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11842. return 0;
  11843. }
  11844. break;
  11845. case KO_KAHU_ENTEN:
  11846. case KO_HYOUHU_HUBUKI:
  11847. case KO_KAZEHU_SEIRAN:
  11848. case KO_DOHU_KOUKAI:
  11849. {
  11850. int ttype = skill_get_ele(skill, lv);
  11851. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  11852. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){
  11853. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  11854. return 0;
  11855. }
  11856. }
  11857. break;
  11858. case KO_KAIHOU:
  11859. case KO_ZENKAI:
  11860. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11861. if( i > 4 ) {
  11862. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11863. return 0;
  11864. }
  11865. break;
  11866. }
  11867. switch(require.state) {
  11868. case ST_HIDING:
  11869. if(!(sc && sc->option&OPTION_HIDE)) {
  11870. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11871. return 0;
  11872. }
  11873. break;
  11874. case ST_CLOAKING:
  11875. if(!pc_iscloaking(sd)) {
  11876. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11877. return 0;
  11878. }
  11879. break;
  11880. case ST_HIDDEN:
  11881. if(!pc_ishiding(sd)) {
  11882. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11883. return 0;
  11884. }
  11885. break;
  11886. case ST_RIDING:
  11887. if(!pc_isriding(sd)) {
  11888. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11889. return 0;
  11890. }
  11891. break;
  11892. case ST_FALCON:
  11893. if(!pc_isfalcon(sd)) {
  11894. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11895. return 0;
  11896. }
  11897. break;
  11898. case ST_CARTBOOST:
  11899. if(!(sc && sc->data[SC_CARTBOOST])) {
  11900. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11901. return 0;
  11902. }
  11903. case ST_CART:
  11904. if(!pc_iscarton(sd)) {
  11905. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11906. return 0;
  11907. }
  11908. break;
  11909. case ST_SHIELD:
  11910. if(sd->status.shield <= 0) {
  11911. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11912. return 0;
  11913. }
  11914. break;
  11915. case ST_SIGHT:
  11916. if(!(sc && sc->data[SC_SIGHT])) {
  11917. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11918. return 0;
  11919. }
  11920. break;
  11921. case ST_EXPLOSIONSPIRITS:
  11922. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  11923. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11924. return 0;
  11925. }
  11926. break;
  11927. case ST_RECOV_WEIGHT_RATE:
  11928. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  11929. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11930. return 0;
  11931. }
  11932. break;
  11933. case ST_MOVE_ENABLE:
  11934. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  11935. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  11936. if (!unit_can_move(&sd->bl)) {
  11937. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11938. return 0;
  11939. }
  11940. break;
  11941. case ST_WATER:
  11942. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  11943. break;
  11944. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  11945. break;
  11946. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11947. return 0;
  11948. /**
  11949. * Rune Knight
  11950. **/
  11951. case ST_RIDINGDRAGON:
  11952. if( !pc_isridingdragon(sd) ) {
  11953. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11954. return 0;
  11955. }
  11956. break;
  11957. /**
  11958. * Wug
  11959. **/
  11960. case ST_WUG:
  11961. if( !pc_iswug(sd) ) {
  11962. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11963. return 0;
  11964. }
  11965. break;
  11966. /**
  11967. * Riding Wug
  11968. **/
  11969. case ST_RIDINGWUG:
  11970. if( !pc_isridingwug(sd) ){
  11971. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11972. return 0;
  11973. }
  11974. break;
  11975. /**
  11976. * Mechanic
  11977. **/
  11978. case ST_MADO:
  11979. if( !pc_ismadogear(sd) ) {
  11980. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11981. return 0;
  11982. }
  11983. break;
  11984. /**
  11985. * Sorcerer
  11986. **/
  11987. case ST_ELEMENTALSPIRIT:
  11988. if(!sd->ed) {
  11989. clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0);
  11990. return 0;
  11991. }
  11992. break;
  11993. case ST_POISONINGWEAPON:
  11994. if (!(sc && sc->data[SC_POISONINGWEAPON])) {
  11995. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  11996. return 0;
  11997. }
  11998. break;
  11999. case ST_ROLLINGCUTTER:
  12000. if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
  12001. clif_skill_fail(sd, skill, USESKILL_FAIL_CONDITION, 0);
  12002. return 0;
  12003. }
  12004. break;
  12005. }
  12006. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  12007. //mhp is the max-hp-requirement, that is,
  12008. //you must have this % or less of HP to cast it.
  12009. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12010. return 0;
  12011. }
  12012. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12013. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  12014. return 0;
  12015. }
  12016. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  12017. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12018. return 0;
  12019. }
  12020. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  12021. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  12022. return 0;
  12023. }
  12024. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  12025. clif_skill_fail(sd,skill,USESKILL_FAIL_SPIRITS,require.spiritball);
  12026. return 0;
  12027. }
  12028. return 1;
  12029. }
  12030. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  12031. {
  12032. struct skill_condition require;
  12033. struct status_data *status;
  12034. int i;
  12035. int index[MAX_SKILL_ITEM_REQUIRE];
  12036. nullpo_ret(sd);
  12037. if( lv <= 0 || sd->chatID )
  12038. return 0;
  12039. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill ) {
  12040. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12041. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  12042. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12043. return 1;
  12044. }
  12045. switch( sd->menuskill_id ) { // Cast start or cast end??
  12046. case AM_PHARMACY:
  12047. switch( skill ) {
  12048. case AM_PHARMACY:
  12049. case AC_MAKINGARROW:
  12050. case BS_REPAIRWEAPON:
  12051. case AM_TWILIGHT1:
  12052. case AM_TWILIGHT2:
  12053. case AM_TWILIGHT3:
  12054. return 0;
  12055. }
  12056. break;
  12057. case GN_MIX_COOKING:
  12058. case GN_MAKEBOMB:
  12059. case GN_S_PHARMACY:
  12060. case GN_CHANGEMATERIAL:
  12061. if( sd->menuskill_id != skill )
  12062. return 0;
  12063. break;
  12064. }
  12065. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  12066. return 1;
  12067. if( pc_is90overweight(sd) ) {
  12068. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  12069. return 0;
  12070. }
  12071. // perform skill-specific checks (and actions)
  12072. switch( skill ) {
  12073. case PR_BENEDICTIO:
  12074. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  12075. break;
  12076. case AM_CANNIBALIZE:
  12077. case AM_SPHEREMINE: {
  12078. int c=0;
  12079. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  12080. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  12081. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  12082. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  12083. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  12084. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  12085. if(c >= maxcount ||
  12086. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  12087. { //Fails when: exceed max limit. There are other plant types already out.
  12088. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12089. return 0;
  12090. }
  12091. }
  12092. break;
  12093. }
  12094. case NC_SILVERSNIPER:
  12095. case NC_MAGICDECOY: {
  12096. int c = 0, j;
  12097. int maxcount = skill_get_maxcount(skill,lv);
  12098. int mob_class = 2042;
  12099. if( skill == NC_MAGICDECOY )
  12100. mob_class = 2043;
  12101. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  12102. if( skill == NC_MAGICDECOY ) {
  12103. for( j = mob_class; j <= 2046; j++ )
  12104. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  12105. } else
  12106. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  12107. if( c >= maxcount ) {
  12108. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  12109. return 0;
  12110. }
  12111. }
  12112. }
  12113. break;
  12114. case KO_ZANZOU: {
  12115. int c = 0;
  12116. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill, &c);
  12117. if( c >= skill_get_maxcount(skill,lv) || c != i)
  12118. {
  12119. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  12120. return 0;
  12121. }
  12122. }
  12123. break;
  12124. }
  12125. status = &sd->battle_status;
  12126. require = skill_get_requirement(sd,skill,lv);
  12127. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  12128. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12129. return 0;
  12130. }
  12131. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12132. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  12133. return 0;
  12134. }
  12135. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  12136. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  12137. clif_arrow_fail(sd,0);
  12138. return 0;
  12139. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  12140. char e_msg[100];
  12141. sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
  12142. skill_get_desc(skill),
  12143. require.ammo_qty,
  12144. itemdb_jname(sd->status.inventory[i].nameid));
  12145. clif_colormes(sd,COLOR_RED,e_msg);
  12146. return 0;
  12147. }
  12148. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  12149. //which is the closest we have to wrong ammo type. [Skotlex]
  12150. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  12151. //clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  12152. return 0;
  12153. }
  12154. }
  12155. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  12156. if( !require.itemid[i] )
  12157. continue;
  12158. index[i] = pc_search_inventory(sd,require.itemid[i]);
  12159. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  12160. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  12161. clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  12162. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  12163. clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  12164. else
  12165. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12166. return 0;
  12167. }
  12168. }
  12169. return 1;
  12170. }
  12171. // type&2: consume items (after skill was used)
  12172. // type&1: consume the others (before skill was used)
  12173. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  12174. {
  12175. struct skill_condition req;
  12176. nullpo_ret(sd);
  12177. req = skill_get_requirement(sd,skill,lv);
  12178. if( type&1 )
  12179. {
  12180. if( skill == CG_TAROTCARD || sd->state.autocast )
  12181. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  12182. if(req.hp || req.sp)
  12183. status_zap(&sd->bl, req.hp, req.sp);
  12184. if(req.spiritball > 0)
  12185. pc_delspiritball(sd,req.spiritball,0);
  12186. if(req.zeny > 0)
  12187. {
  12188. if( skill == NJ_ZENYNAGE )
  12189. req.zeny = 0; //Zeny is reduced on skill_attack.
  12190. if( sd->status.zeny < req.zeny )
  12191. req.zeny = sd->status.zeny;
  12192. pc_payzeny(sd,req.zeny,LOG_TYPE_OTHER,NULL); //@Need proper type
  12193. }
  12194. }
  12195. if( type&2 )
  12196. {
  12197. struct status_change *sc = &sd->sc;
  12198. int n,i;
  12199. if( !sc->count )
  12200. sc = NULL;
  12201. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  12202. {
  12203. if( !req.itemid[i] )
  12204. continue;
  12205. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  12206. continue; //Gemstones are checked, but not substracted from inventory.
  12207. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  12208. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  12209. }
  12210. }
  12211. return 1;
  12212. }
  12213. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  12214. {
  12215. struct skill_condition req;
  12216. struct status_data *status;
  12217. struct status_change *sc;
  12218. int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  12219. memset(&req,0,sizeof(req));
  12220. if( !sd )
  12221. return req;
  12222. if( sd->skillitem == skill )
  12223. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  12224. sc = &sd->sc;
  12225. if( !sc->count )
  12226. sc = NULL;
  12227. switch( skill )
  12228. { // Turn off check.
  12229. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  12230. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  12231. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  12232. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
  12233. if( sc && sc->data[status_skill2sc(skill)] )
  12234. return req;
  12235. }
  12236. j = skill_get_index(skill);
  12237. if( j == 0 ) // invalid skill id
  12238. return req;
  12239. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  12240. return req;
  12241. status = &sd->battle_status;
  12242. req.hp = skill_db[j].hp[lv-1];
  12243. hp_rate = skill_db[j].hp_rate[lv-1];
  12244. if(hp_rate > 0)
  12245. req.hp += (status->hp * hp_rate)/100;
  12246. else
  12247. req.hp += (status->max_hp * (-hp_rate))/100;
  12248. req.sp = skill_db[j].sp[lv-1];
  12249. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  12250. req.sp /= 2;
  12251. sp_rate = skill_db[j].sp_rate[lv-1];
  12252. if(sp_rate > 0)
  12253. req.sp += (status->sp * sp_rate)/100;
  12254. else
  12255. req.sp += (status->max_sp * (-sp_rate))/100;
  12256. if( sd->dsprate != 100 )
  12257. req.sp = req.sp * sd->dsprate / 100;
  12258. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill);
  12259. if( i < ARRAYLENGTH(sd->skillusesprate) )
  12260. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  12261. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill);
  12262. if( i < ARRAYLENGTH(sd->skillusesp) )
  12263. req.sp -= sd->skillusesp[i].val;
  12264. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  12265. if( sc ) {
  12266. if( sc->data[SC__LAZINESS] )
  12267. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  12268. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  12269. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
  12270. if( sc->data[SC_RECOGNIZEDSPELL] )
  12271. req.sp += req.sp / 4;
  12272. }
  12273. req.zeny = skill_db[j].zeny[lv-1];
  12274. if( sc && sc->data[SC__UNLUCKY] )
  12275. req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
  12276. req.spiritball = skill_db[j].spiritball[lv-1];
  12277. req.state = skill_db[j].state;
  12278. req.mhp = skill_db[j].mhp[lv-1];
  12279. req.weapon = skill_db[j].weapon;
  12280. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  12281. if (req.ammo_qty)
  12282. req.ammo = skill_db[j].ammo;
  12283. if (!req.ammo && skill && skill_isammotype(sd, skill))
  12284. { //Assume this skill is using the weapon, therefore it requires arrows.
  12285. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  12286. req.ammo_qty = 1;
  12287. }
  12288. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  12289. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  12290. continue;
  12291. switch( skill ) {
  12292. case AM_CALLHOMUN:
  12293. if (sd->status.hom_id) //Don't delete items when hom is already out.
  12294. continue;
  12295. break;
  12296. case NC_SHAPESHIFT:
  12297. if( i < 4 )
  12298. continue;
  12299. break;
  12300. case WZ_FIREPILLAR: // celest
  12301. if (lv <= 5) // no gems required at level 1-5
  12302. continue;
  12303. break;
  12304. case AB_ADORAMUS:
  12305. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  12306. continue;
  12307. break;
  12308. case WL_COMET:
  12309. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 0) )
  12310. continue;
  12311. break;
  12312. case GN_FIRE_EXPANSION:
  12313. if( i < 5 )
  12314. continue;
  12315. break;
  12316. case SO_SUMMON_AGNI:
  12317. case SO_SUMMON_AQUA:
  12318. case SO_SUMMON_VENTUS:
  12319. case SO_SUMMON_TERA:
  12320. case SO_WATER_INSIGNIA:
  12321. case SO_FIRE_INSIGNIA:
  12322. case SO_WIND_INSIGNIA:
  12323. case SO_EARTH_INSIGNIA:
  12324. if( i < 3 )
  12325. continue;
  12326. break;
  12327. }
  12328. req.itemid[i] = skill_db[j].itemid[i];
  12329. req.amount[i] = skill_db[j].amount[i];
  12330. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  12331. {
  12332. if( sd->special_state.no_gemstone )
  12333. { //Make it substract 1 gem rather than skipping the cost.
  12334. if( --req.amount[i] < 1 )
  12335. req.itemid[i] = 0;
  12336. }
  12337. if(sc && sc->data[SC_INTOABYSS])
  12338. {
  12339. if( skill != SA_ABRACADABRA )
  12340. req.itemid[i] = req.amount[i] = 0;
  12341. else if( --req.amount[i] < 1 )
  12342. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  12343. }
  12344. }
  12345. if( skill >= HT_SKIDTRAP && skill <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  12346. if( (j=pc_search_inventory(sd,req.itemid[i])) < 0 || ( j >= 0 && sd->status.inventory[j].amount < req.amount[i] ) ){
  12347. req.itemid[i] = ITEMID_TRAP_ALLOY;
  12348. req.amount[i] = 1;
  12349. }
  12350. break;
  12351. }
  12352. }
  12353. /* requirements are level-dependent */
  12354. switch( skill ) {
  12355. case NC_SHAPESHIFT:
  12356. case GN_FIRE_EXPANSION:
  12357. case SO_SUMMON_AGNI:
  12358. case SO_SUMMON_AQUA:
  12359. case SO_SUMMON_VENTUS:
  12360. case SO_SUMMON_TERA:
  12361. case SO_WATER_INSIGNIA:
  12362. case SO_FIRE_INSIGNIA:
  12363. case SO_WIND_INSIGNIA:
  12364. case SO_EARTH_INSIGNIA:
  12365. req.itemid[lv-1] = skill_db[j].itemid[lv-1];
  12366. req.amount[lv-1] = skill_db[j].amount[lv-1];
  12367. break;
  12368. }
  12369. // Check for cost reductions due to skills & SCs
  12370. switch(skill) {
  12371. case MC_MAMMONITE:
  12372. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  12373. req.zeny -= req.zeny*10/100;
  12374. break;
  12375. case AL_HOLYLIGHT:
  12376. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  12377. req.sp *= 5;
  12378. break;
  12379. case SL_SMA:
  12380. case SL_STUN:
  12381. case SL_STIN:
  12382. {
  12383. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  12384. if(kaina_lv==0 || sd->status.base_level<70)
  12385. break;
  12386. if(sd->status.base_level>=90)
  12387. req.sp -= req.sp*7*kaina_lv/100;
  12388. else if(sd->status.base_level>=80)
  12389. req.sp -= req.sp*5*kaina_lv/100;
  12390. else if(sd->status.base_level>=70)
  12391. req.sp -= req.sp*3*kaina_lv/100;
  12392. }
  12393. break;
  12394. case MO_TRIPLEATTACK:
  12395. case MO_CHAINCOMBO:
  12396. case MO_COMBOFINISH:
  12397. case CH_TIGERFIST:
  12398. case CH_CHAINCRUSH:
  12399. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  12400. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  12401. break;
  12402. case MO_BODYRELOCATION:
  12403. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  12404. req.spiritball = 0;
  12405. break;
  12406. case MO_EXTREMITYFIST:
  12407. if( sc )
  12408. {
  12409. if( sc->data[SC_BLADESTOP] )
  12410. req.spiritball--;
  12411. else if( sc->data[SC_COMBO] )
  12412. {
  12413. switch( sc->data[SC_COMBO]->val1 )
  12414. {
  12415. case MO_COMBOFINISH:
  12416. req.spiritball = 4;
  12417. break;
  12418. case CH_TIGERFIST:
  12419. req.spiritball = 3;
  12420. break;
  12421. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  12422. req.spiritball = sd->spiritball?sd->spiritball:1;
  12423. break;
  12424. }
  12425. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  12426. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  12427. }
  12428. break;
  12429. case SR_RAMPAGEBLASTER:
  12430. req.spiritball = sd->spiritball?sd->spiritball:15;
  12431. break;
  12432. case SR_GATEOFHELL:
  12433. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  12434. req.sp -= req.sp * 10 / 100;
  12435. break;
  12436. case SO_SUMMON_AGNI:
  12437. case SO_SUMMON_AQUA:
  12438. case SO_SUMMON_VENTUS:
  12439. case SO_SUMMON_TERA:
  12440. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  12441. break;
  12442. }
  12443. return req;
  12444. }
  12445. /*==========================================
  12446. * Does cast-time reductions based on dex, item bonuses and config setting
  12447. *------------------------------------------*/
  12448. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) {
  12449. int time = skill_get_cast(skill_id, skill_lv);
  12450. nullpo_ret(bl);
  12451. #ifndef RENEWAL_CAST
  12452. {
  12453. struct map_session_data *sd;
  12454. sd = BL_CAST(BL_PC, bl);
  12455. // calculate base cast time (reduced by dex)
  12456. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  12457. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12458. if( scale > 0 ) // not instant cast
  12459. time = time * scale / battle_config.castrate_dex_scale;
  12460. else
  12461. return 0; // instant cast
  12462. }
  12463. // calculate cast time reduced by item/card bonuses
  12464. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  12465. {
  12466. int i;
  12467. if( sd->castrate != 100 )
  12468. time = time * sd->castrate / 100;
  12469. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12470. {
  12471. if( sd->skillcast[i].id == skill_id )
  12472. {
  12473. time+= time * sd->skillcast[i].val / 100;
  12474. break;
  12475. }
  12476. }
  12477. }
  12478. }
  12479. #endif
  12480. // config cast time multiplier
  12481. if (battle_config.cast_rate != 100)
  12482. time = time * battle_config.cast_rate / 100;
  12483. // return final cast time
  12484. time = max(time, 0);
  12485. // ShowInfo("Castime castfix = %d\n",time);
  12486. return time;
  12487. }
  12488. /*==========================================
  12489. * Does cast-time reductions based on sc data.
  12490. *------------------------------------------*/
  12491. int skill_castfix_sc (struct block_list *bl, int time)
  12492. {
  12493. struct status_change *sc = status_get_sc(bl);
  12494. if( time < 0 )
  12495. return 0;
  12496. if (sc && sc->count) {
  12497. if (sc->data[SC_SLOWCAST])
  12498. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  12499. if (sc->data[SC_PARALYSIS])
  12500. time += sc->data[SC_PARALYSIS]->val3;
  12501. if (sc->data[SC_SUFFRAGIUM]) {
  12502. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  12503. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12504. }
  12505. if (sc->data[SC_MEMORIZE]) {
  12506. time>>=1;
  12507. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12508. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12509. }
  12510. if (sc->data[SC_POEMBRAGI])
  12511. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  12512. if (sc->data[SC_IZAYOI])
  12513. time -= time * 50 / 100;
  12514. }
  12515. time = max(time, 0);
  12516. // ShowInfo("Castime castfix_sc = %d\n",time);
  12517. return time;
  12518. }
  12519. #ifdef RENEWAL_CAST
  12520. int skill_vfcastfix (struct block_list *bl, double time, int skill_id, int skill_lv)
  12521. {
  12522. struct status_change *sc = status_get_sc(bl);
  12523. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  12524. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  12525. if( time < 0 )
  12526. return 0;
  12527. if( fixed == 0 ){
  12528. fixed = (int)time * 20 / 100; // fixed time
  12529. time = time * 80 / 100; // variable time
  12530. }else if( fixed < 0 ) // no fixed cast time
  12531. fixed = 0;
  12532. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  12533. if( sd->bonus.varcastrate < 0 )
  12534. VARCAST_REDUCTION(sd->bonus.varcastrate);
  12535. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  12536. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  12537. fixed += sd->skillfixcast[i].val;
  12538. break;
  12539. }
  12540. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  12541. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  12542. time += sd->skillvarcast[i].val;
  12543. break;
  12544. }
  12545. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12546. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  12547. if( (i=sd->skillcast[i].val) < 0)
  12548. VARCAST_REDUCTION(i);
  12549. break;
  12550. }
  12551. }
  12552. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  12553. // All variable cast additive bonuses must come first
  12554. if (sc->data[SC_SLOWCAST])
  12555. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  12556. // Variable cast reduction bonuses
  12557. if (sc->data[SC_SUFFRAGIUM]) {
  12558. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  12559. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12560. }
  12561. if (sc->data[SC_MEMORIZE]) {
  12562. VARCAST_REDUCTION(50);
  12563. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12564. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12565. }
  12566. if (sc->data[SC_POEMBRAGI])
  12567. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  12568. if (sc->data[SC_IZAYOI])
  12569. VARCAST_REDUCTION(50);
  12570. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  12571. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  12572. // Fixed cast reduction bonuses
  12573. if( sc->data[SC__LAZINESS] )
  12574. fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
  12575. if( sc->data[SC_SECRAMENT] )
  12576. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  12577. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  12578. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  12579. // Fixed cast non percentage bonuses
  12580. if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) )
  12581. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  12582. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  12583. fixed = 0;
  12584. }
  12585. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  12586. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  12587. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  12588. }
  12589. if( varcast_r < 0 ) // now compute overall factors
  12590. time = time * (1 - (float)varcast_r / 100);
  12591. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  12592. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  12593. // underflow checking/capping
  12594. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * fixed;
  12595. // ShowInfo("Casttime vfcastfix = %d\n",time);
  12596. return (int)time;
  12597. }
  12598. #endif
  12599. /*==========================================
  12600. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  12601. *------------------------------------------*/
  12602. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  12603. {
  12604. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  12605. int time = skill_get_delay(skill_id, skill_lv);
  12606. struct map_session_data *sd;
  12607. struct status_change *sc = status_get_sc(bl);
  12608. nullpo_ret(bl);
  12609. sd = BL_CAST(BL_PC, bl);
  12610. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  12611. return 0; //Will use picked skill's delay.
  12612. if (bl->type&battle_config.no_skill_delay)
  12613. return battle_config.min_skill_delay_limit;
  12614. if (time < 0)
  12615. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  12616. // Delay reductions
  12617. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  12618. case MO_TRIPLEATTACK:
  12619. case MO_CHAINCOMBO:
  12620. case MO_COMBOFINISH:
  12621. case CH_TIGERFIST:
  12622. case CH_CHAINCRUSH:
  12623. case SR_DRAGONCOMBO:
  12624. case SR_FALLENEMPIRE:
  12625. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  12626. break;
  12627. case HP_BASILICA:
  12628. if( sc && !sc->data[SC_BASILICA] )
  12629. time = 0; // There is no Delay on Basilica creation, only on cancel
  12630. break;
  12631. default:
  12632. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  12633. { // if skill delay is allowed to be reduced by dex
  12634. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12635. if (scale > 0)
  12636. time = time * scale / battle_config.castrate_dex_scale;
  12637. else //To be capped later to minimum.
  12638. time = 0;
  12639. }
  12640. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  12641. { // if skill delay is allowed to be reduced by agi
  12642. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  12643. if (scale > 0)
  12644. time = time * scale / battle_config.castrate_dex_scale;
  12645. else //To be capped later to minimum.
  12646. time = 0;
  12647. }
  12648. }
  12649. if ( sc && sc->data[SC_SPIRIT] )
  12650. {
  12651. switch (skill_id) {
  12652. case CR_SHIELDBOOMERANG:
  12653. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  12654. time /= 2;
  12655. break;
  12656. case AS_SONICBLOW:
  12657. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  12658. time /= 2;
  12659. break;
  12660. }
  12661. }
  12662. if (!(delaynodex&2))
  12663. {
  12664. if (sc && sc->count) {
  12665. if (sc->data[SC_POEMBRAGI])
  12666. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  12667. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  12668. time /= 2; // After Delay of Wind element spells reduced by 50%.
  12669. }
  12670. }
  12671. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  12672. time = time * sd->delayrate / 100;
  12673. if (battle_config.delay_rate != 100)
  12674. time = time * battle_config.delay_rate / 100;
  12675. //min delay
  12676. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  12677. time = max(time, battle_config.min_skill_delay_limit);
  12678. // ShowInfo("Delay delayfix = %d\n",time);
  12679. return time;
  12680. }
  12681. /*=========================================
  12682. *
  12683. *-----------------------------------------*/
  12684. struct square {
  12685. int val1[5];
  12686. int val2[5];
  12687. };
  12688. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  12689. {
  12690. nullpo_retv(tc);
  12691. if(dir == 0){
  12692. tc->val1[0]=x-2;
  12693. tc->val1[1]=x-1;
  12694. tc->val1[2]=x;
  12695. tc->val1[3]=x+1;
  12696. tc->val1[4]=x+2;
  12697. tc->val2[0]=
  12698. tc->val2[1]=
  12699. tc->val2[2]=
  12700. tc->val2[3]=
  12701. tc->val2[4]=y-1;
  12702. }
  12703. else if(dir==2){
  12704. tc->val1[0]=
  12705. tc->val1[1]=
  12706. tc->val1[2]=
  12707. tc->val1[3]=
  12708. tc->val1[4]=x+1;
  12709. tc->val2[0]=y+2;
  12710. tc->val2[1]=y+1;
  12711. tc->val2[2]=y;
  12712. tc->val2[3]=y-1;
  12713. tc->val2[4]=y-2;
  12714. }
  12715. else if(dir==4){
  12716. tc->val1[0]=x-2;
  12717. tc->val1[1]=x-1;
  12718. tc->val1[2]=x;
  12719. tc->val1[3]=x+1;
  12720. tc->val1[4]=x+2;
  12721. tc->val2[0]=
  12722. tc->val2[1]=
  12723. tc->val2[2]=
  12724. tc->val2[3]=
  12725. tc->val2[4]=y+1;
  12726. }
  12727. else if(dir==6){
  12728. tc->val1[0]=
  12729. tc->val1[1]=
  12730. tc->val1[2]=
  12731. tc->val1[3]=
  12732. tc->val1[4]=x-1;
  12733. tc->val2[0]=y+2;
  12734. tc->val2[1]=y+1;
  12735. tc->val2[2]=y;
  12736. tc->val2[3]=y-1;
  12737. tc->val2[4]=y-2;
  12738. }
  12739. else if(dir==1){
  12740. tc->val1[0]=x-1;
  12741. tc->val1[1]=x;
  12742. tc->val1[2]=x+1;
  12743. tc->val1[3]=x+2;
  12744. tc->val1[4]=x+3;
  12745. tc->val2[0]=y-4;
  12746. tc->val2[1]=y-3;
  12747. tc->val2[2]=y-1;
  12748. tc->val2[3]=y;
  12749. tc->val2[4]=y+1;
  12750. }
  12751. else if(dir==3){
  12752. tc->val1[0]=x+3;
  12753. tc->val1[1]=x+2;
  12754. tc->val1[2]=x+1;
  12755. tc->val1[3]=x;
  12756. tc->val1[4]=x-1;
  12757. tc->val2[0]=y-1;
  12758. tc->val2[1]=y;
  12759. tc->val2[2]=y+1;
  12760. tc->val2[3]=y+2;
  12761. tc->val2[4]=y+3;
  12762. }
  12763. else if(dir==5){
  12764. tc->val1[0]=x+1;
  12765. tc->val1[1]=x;
  12766. tc->val1[2]=x-1;
  12767. tc->val1[3]=x-2;
  12768. tc->val1[4]=x-3;
  12769. tc->val2[0]=y+3;
  12770. tc->val2[1]=y+2;
  12771. tc->val2[2]=y+1;
  12772. tc->val2[3]=y;
  12773. tc->val2[4]=y-1;
  12774. }
  12775. else if(dir==7){
  12776. tc->val1[0]=x-3;
  12777. tc->val1[1]=x-2;
  12778. tc->val1[2]=x-1;
  12779. tc->val1[3]=x;
  12780. tc->val1[4]=x+1;
  12781. tc->val2[1]=y;
  12782. tc->val2[0]=y+1;
  12783. tc->val2[2]=y-1;
  12784. tc->val2[3]=y-2;
  12785. tc->val2[4]=y-3;
  12786. }
  12787. }
  12788. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  12789. {
  12790. int c;
  12791. nullpo_retv(tc);
  12792. for( c = 0; c < 5; c++ )
  12793. {
  12794. switch( dir )
  12795. {
  12796. case 0: tc->val2[c]+=are; break;
  12797. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  12798. case 2: tc->val1[c]-=are; break;
  12799. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  12800. case 4: tc->val2[c]-=are; break;
  12801. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  12802. case 6: tc->val1[c]+=are; break;
  12803. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  12804. }
  12805. }
  12806. }
  12807. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  12808. {
  12809. int c,n=4;
  12810. int dir = map_calc_dir(src,bl->x,bl->y);
  12811. struct square tc;
  12812. int x=bl->x,y=bl->y;
  12813. skill_brandishspear_first(&tc,dir,x,y);
  12814. skill_brandishspear_dir(&tc,dir,4);
  12815. skill_area_temp[1] = bl->id;
  12816. if(skilllv > 9){
  12817. for(c=1;c<4;c++){
  12818. map_foreachincell(skill_area_sub,
  12819. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12820. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12821. skill_castend_damage_id);
  12822. }
  12823. }
  12824. if(skilllv > 6){
  12825. skill_brandishspear_dir(&tc,dir,-1);
  12826. n--;
  12827. }else{
  12828. skill_brandishspear_dir(&tc,dir,-2);
  12829. n-=2;
  12830. }
  12831. if(skilllv > 3){
  12832. for(c=0;c<5;c++){
  12833. map_foreachincell(skill_area_sub,
  12834. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12835. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12836. skill_castend_damage_id);
  12837. if(skilllv > 6 && n==3 && c==4){
  12838. skill_brandishspear_dir(&tc,dir,-1);
  12839. n--;c=-1;
  12840. }
  12841. }
  12842. }
  12843. for(c=0;c<10;c++){
  12844. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  12845. map_foreachincell(skill_area_sub,
  12846. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  12847. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  12848. skill_castend_damage_id);
  12849. }
  12850. }
  12851. /*==========================================
  12852. * Weapon Repair [Celest/DracoRPG]
  12853. *------------------------------------------*/
  12854. void skill_repairweapon (struct map_session_data *sd, int idx) {
  12855. int material;
  12856. int materials[4] = { 1002, 998, 999, 756 };
  12857. struct item *item;
  12858. struct map_session_data *target_sd;
  12859. nullpo_retv(sd);
  12860. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  12861. return;
  12862. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  12863. return;
  12864. if( idx < 0 || idx >= MAX_INVENTORY )
  12865. return; //Invalid index??
  12866. item = &target_sd->status.inventory[idx];
  12867. if( item->nameid <= 0 || item->attribute == 0 )
  12868. return; //Again invalid item....
  12869. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  12870. clif_item_repaireffect(sd,idx,1);
  12871. return;
  12872. }
  12873. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  12874. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  12875. else
  12876. material = materials [2]; // Armors consume 1 Steel
  12877. if ( pc_search_inventory(sd,material) < 0 ) {
  12878. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12879. return;
  12880. }
  12881. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  12882. item->attribute = 0;/* clear broken state */
  12883. clif_equiplist(target_sd);
  12884. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  12885. clif_item_repaireffect(sd,idx,0);
  12886. if( sd != target_sd )
  12887. clif_item_repaireffect(target_sd,idx,0);
  12888. }
  12889. /*==========================================
  12890. * Item Appraisal
  12891. *------------------------------------------*/
  12892. void skill_identify (struct map_session_data *sd, int idx)
  12893. {
  12894. int flag=1;
  12895. nullpo_retv(sd);
  12896. if(idx >= 0 && idx < MAX_INVENTORY) {
  12897. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  12898. flag=0;
  12899. sd->status.inventory[idx].identify=1;
  12900. }
  12901. }
  12902. clif_item_identified(sd,idx,flag);
  12903. }
  12904. /*==========================================
  12905. * Weapon Refine [Celest]
  12906. *------------------------------------------*/
  12907. void skill_weaponrefine (struct map_session_data *sd, int idx)
  12908. {
  12909. nullpo_retv(sd);
  12910. if (idx >= 0 && idx < MAX_INVENTORY)
  12911. {
  12912. int i = 0, ep = 0, per;
  12913. int material[5] = { 0, 1010, 1011, 984, 984 };
  12914. struct item *item;
  12915. struct item_data *ditem = sd->inventory_data[idx];
  12916. item = &sd->status.inventory[idx];
  12917. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  12918. {
  12919. if( item->refine >= sd->menuskill_val
  12920. || item->refine >= 10 // if it's no longer refineable
  12921. || ditem->flag.no_refine // if the item isn't refinable
  12922. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  12923. {
  12924. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12925. return;
  12926. }
  12927. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  12928. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  12929. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  12930. if (per > rnd() % 100) {
  12931. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  12932. item->refine++;
  12933. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  12934. if(item->equip) {
  12935. ep = item->equip;
  12936. pc_unequipitem(sd,idx,3);
  12937. }
  12938. clif_refine(sd->fd,0,idx,item->refine);
  12939. clif_delitem(sd,idx,1,3);
  12940. clif_additem(sd,idx,1,0);
  12941. if (ep)
  12942. pc_equipitem(sd,idx,ep);
  12943. clif_misceffect(&sd->bl,3);
  12944. if(item->refine == 10 &&
  12945. item->card[0] == CARD0_FORGE &&
  12946. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  12947. { // Fame point system [DracoRPG]
  12948. switch(ditem->wlv){
  12949. case 1:
  12950. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  12951. break;
  12952. case 2:
  12953. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  12954. break;
  12955. case 3:
  12956. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  12957. break;
  12958. }
  12959. }
  12960. } else {
  12961. item->refine = 0;
  12962. if(item->equip)
  12963. pc_unequipitem(sd,idx,3);
  12964. clif_refine(sd->fd,1,idx,item->refine);
  12965. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  12966. clif_misceffect(&sd->bl,2);
  12967. clif_emotion(&sd->bl, E_OMG);
  12968. }
  12969. }
  12970. }
  12971. }
  12972. /*==========================================
  12973. *
  12974. *------------------------------------------*/
  12975. int skill_autospell (struct map_session_data *sd, int skillid)
  12976. {
  12977. int skilllv;
  12978. int maxlv=1,lv;
  12979. nullpo_ret(sd);
  12980. skilllv = sd->menuskill_val;
  12981. lv=pc_checkskill(sd,skillid);
  12982. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  12983. if(skillid==MG_NAPALMBEAT) maxlv=3;
  12984. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  12985. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  12986. maxlv =10; //Soul Linker bonus. [Skotlex]
  12987. else if(skilllv==2) maxlv=1;
  12988. else if(skilllv==3) maxlv=2;
  12989. else if(skilllv>=4) maxlv=3;
  12990. }
  12991. else if(skillid==MG_SOULSTRIKE){
  12992. if(skilllv==5) maxlv=1;
  12993. else if(skilllv==6) maxlv=2;
  12994. else if(skilllv>=7) maxlv=3;
  12995. }
  12996. else if(skillid==MG_FIREBALL){
  12997. if(skilllv==8) maxlv=1;
  12998. else if(skilllv>=9) maxlv=2;
  12999. }
  13000. else if(skillid==MG_FROSTDIVER) maxlv=1;
  13001. else return 0;
  13002. if(maxlv > lv)
  13003. maxlv = lv;
  13004. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  13005. skill_get_time(SA_AUTOSPELL,skilllv));
  13006. return 0;
  13007. }
  13008. /*==========================================
  13009. * Sitting skills functions.
  13010. *------------------------------------------*/
  13011. static int skill_sit_count (struct block_list *bl, va_list ap)
  13012. {
  13013. struct map_session_data *sd;
  13014. int type =va_arg(ap,int);
  13015. sd=(struct map_session_data*)bl;
  13016. if(!pc_issit(sd))
  13017. return 0;
  13018. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13019. return 1;
  13020. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  13021. return 1;
  13022. return 0;
  13023. }
  13024. static int skill_sit_in (struct block_list *bl, va_list ap)
  13025. {
  13026. struct map_session_data *sd;
  13027. int type =va_arg(ap,int);
  13028. sd=(struct map_session_data*)bl;
  13029. if(!pc_issit(sd))
  13030. return 0;
  13031. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13032. sd->state.gangsterparadise=1;
  13033. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  13034. {
  13035. sd->state.rest=1;
  13036. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13037. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13038. }
  13039. return 0;
  13040. }
  13041. static int skill_sit_out (struct block_list *bl, va_list ap)
  13042. {
  13043. struct map_session_data *sd;
  13044. int type =va_arg(ap,int);
  13045. sd=(struct map_session_data*)bl;
  13046. if(sd->state.gangsterparadise && type&1)
  13047. sd->state.gangsterparadise=0;
  13048. if(sd->state.rest && type&2) {
  13049. sd->state.rest=0;
  13050. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13051. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13052. }
  13053. return 0;
  13054. }
  13055. int skill_sit (struct map_session_data *sd, int type)
  13056. {
  13057. int flag = 0;
  13058. int range = 0, lv;
  13059. nullpo_ret(sd);
  13060. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  13061. flag|=1;
  13062. range = skill_get_splash(RG_GANGSTER, lv);
  13063. }
  13064. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  13065. flag|=2;
  13066. range = skill_get_splash(TK_HPTIME, lv);
  13067. }
  13068. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  13069. flag|=2;
  13070. range = skill_get_splash(TK_SPTIME, lv);
  13071. }
  13072. if( type ) {
  13073. clif_status_load(&sd->bl,SI_SIT,1);
  13074. } else {
  13075. clif_status_load(&sd->bl,SI_SIT,0);
  13076. }
  13077. if (!flag) return 0;
  13078. if(type) {
  13079. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  13080. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  13081. } else {
  13082. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  13083. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  13084. }
  13085. return 0;
  13086. }
  13087. /*==========================================
  13088. *
  13089. *------------------------------------------*/
  13090. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  13091. {
  13092. struct block_list *src;
  13093. int skillnum,skilllv;
  13094. unsigned int tick;
  13095. nullpo_ret(bl);
  13096. nullpo_ret(src=va_arg(ap,struct block_list*));
  13097. skillnum=va_arg(ap,int);
  13098. skilllv=va_arg(ap,int);
  13099. if(skilllv <= 0) return 0;
  13100. tick=va_arg(ap,unsigned int);
  13101. if (src == bl || status_isdead(bl))
  13102. return 0;
  13103. if (bl->type == BL_PC) {
  13104. struct map_session_data *sd = (struct map_session_data *)bl;
  13105. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  13106. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  13107. }
  13108. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  13109. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  13110. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  13111. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  13112. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  13113. return 0;
  13114. }
  13115. /*==========================================
  13116. *
  13117. *------------------------------------------*/
  13118. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  13119. {
  13120. int range = skill_get_unit_range(skill_num,skill_lv);
  13121. int x,y;
  13122. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  13123. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  13124. map_setcell(src->bl.m, x, y, cell, flag);
  13125. }
  13126. /*==========================================
  13127. *
  13128. *------------------------------------------*/
  13129. int skill_attack_area (struct block_list *bl, va_list ap)
  13130. {
  13131. struct block_list *src,*dsrc;
  13132. int atk_type,skillid,skilllv,flag,type;
  13133. unsigned int tick;
  13134. if(status_isdead(bl))
  13135. return 0;
  13136. atk_type = va_arg(ap,int);
  13137. src=va_arg(ap,struct block_list*);
  13138. dsrc=va_arg(ap,struct block_list*);
  13139. skillid=va_arg(ap,int);
  13140. skilllv=va_arg(ap,int);
  13141. tick=va_arg(ap,unsigned int);
  13142. flag=va_arg(ap,int);
  13143. type=va_arg(ap,int);
  13144. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  13145. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  13146. if(battle_check_target(dsrc,bl,type) <= 0 ||
  13147. !status_check_skilluse(NULL, bl, skillid, 2))
  13148. return 0;
  13149. switch (skillid) {
  13150. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  13151. case NPC_ACIDBREATH:
  13152. case NPC_DARKNESSBREATH:
  13153. case NPC_FIREBREATH:
  13154. case NPC_ICEBREATH:
  13155. case NPC_THUNDERBREATH:
  13156. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  13157. default:
  13158. //Area-splash, disable skill animation.
  13159. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  13160. }
  13161. }
  13162. /*==========================================
  13163. *
  13164. *------------------------------------------*/
  13165. int skill_clear_group (struct block_list *bl, int flag)
  13166. {
  13167. struct unit_data *ud = unit_bl2ud(bl);
  13168. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  13169. int i, count=0;
  13170. nullpo_ret(bl);
  13171. if (!ud) return 0;
  13172. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  13173. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13174. {
  13175. switch (ud->skillunit[i]->skill_id) {
  13176. case SA_DELUGE:
  13177. case SA_VOLCANO:
  13178. case SA_VIOLENTGALE:
  13179. case SA_LANDPROTECTOR:
  13180. case NJ_SUITON:
  13181. case NJ_KAENSIN:
  13182. if (flag&1)
  13183. group[count++]= ud->skillunit[i];
  13184. break;
  13185. case SO_WARMER:
  13186. if( flag&8 )
  13187. group[count++]= ud->skillunit[i];
  13188. break;
  13189. case SC_BLOODYLUST:
  13190. if (flag & 32)
  13191. group[count++] = ud->skillunit[i];
  13192. break;
  13193. default:
  13194. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  13195. group[count++]= ud->skillunit[i];
  13196. break;
  13197. }
  13198. }
  13199. for (i=0;i<count;i++)
  13200. skill_delunitgroup(group[i]);
  13201. return count;
  13202. }
  13203. /*==========================================
  13204. * Returns the first element field found [Skotlex]
  13205. *------------------------------------------*/
  13206. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  13207. {
  13208. struct unit_data *ud = unit_bl2ud(bl);
  13209. int i;
  13210. nullpo_ret(bl);
  13211. if (!ud) return NULL;
  13212. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  13213. switch (ud->skillunit[i]->skill_id) {
  13214. case SA_DELUGE:
  13215. case SA_VOLCANO:
  13216. case SA_VIOLENTGALE:
  13217. case SA_LANDPROTECTOR:
  13218. case NJ_SUITON:
  13219. case SO_WARMER:
  13220. case SC_BLOODYLUST:
  13221. return ud->skillunit[i];
  13222. }
  13223. }
  13224. return NULL;
  13225. }
  13226. // for graffiti cleaner [Valaris]
  13227. int skill_graffitiremover (struct block_list *bl, va_list ap)
  13228. {
  13229. struct skill_unit *unit=NULL;
  13230. nullpo_ret(bl);
  13231. nullpo_ret(ap);
  13232. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  13233. return 0;
  13234. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  13235. skill_delunit(unit);
  13236. return 0;
  13237. }
  13238. int skill_greed (struct block_list *bl, va_list ap)
  13239. {
  13240. struct block_list *src;
  13241. struct map_session_data *sd=NULL;
  13242. struct flooritem_data *fitem=NULL;
  13243. nullpo_ret(bl);
  13244. nullpo_ret(src = va_arg(ap, struct block_list *));
  13245. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  13246. pc_takeitem(sd, fitem);
  13247. return 0;
  13248. }
  13249. //For Ranger's Detonator [Jobbie/3CeAM]
  13250. int skill_detonator(struct block_list *bl, va_list ap)
  13251. {
  13252. struct skill_unit *unit=NULL;
  13253. struct block_list *src;
  13254. int unit_id;
  13255. nullpo_ret(bl);
  13256. nullpo_ret(ap);
  13257. src = va_arg(ap,struct block_list *);
  13258. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  13259. return 0;
  13260. if( unit->group->src_id != src->id )
  13261. return 0;
  13262. unit_id = unit->group->unit_id;
  13263. switch( unit_id )
  13264. { //List of Hunter and Ranger Traps that can be detonate.
  13265. case UNT_BLASTMINE:
  13266. case UNT_SANDMAN:
  13267. case UNT_CLAYMORETRAP:
  13268. case UNT_TALKIEBOX:
  13269. case UNT_CLUSTERBOMB:
  13270. case UNT_FIRINGTRAP:
  13271. case UNT_ICEBOUNDTRAP:
  13272. if( unit_id == UNT_TALKIEBOX )
  13273. {
  13274. clif_talkiebox(bl,unit->group->valstr);
  13275. unit->group->val2 = -1;
  13276. }
  13277. else
  13278. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  13279. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  13280. unit->group->unit_id = UNT_USED_TRAPS;
  13281. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  13282. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  13283. break;
  13284. }
  13285. return 0;
  13286. }
  13287. /*==========================================
  13288. *
  13289. *------------------------------------------*/
  13290. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  13291. {
  13292. int skillid;
  13293. int *alive;
  13294. struct skill_unit *unit;
  13295. skillid = va_arg(ap,int);
  13296. alive = va_arg(ap,int *);
  13297. unit = (struct skill_unit *)bl;
  13298. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  13299. return 0;
  13300. switch (skillid) {
  13301. case SA_LANDPROTECTOR:
  13302. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  13303. (*alive) = 0;
  13304. skill_delunit(unit);
  13305. return 1;
  13306. }
  13307. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps
  13308. skill_delunit(unit);
  13309. return 1;
  13310. }
  13311. break;
  13312. case HW_GANBANTEIN:
  13313. case LG_EARTHDRIVE:
  13314. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  13315. skill_delunit(unit);
  13316. return 1;
  13317. }
  13318. break;
  13319. case SA_VOLCANO:
  13320. case SA_DELUGE:
  13321. case SA_VIOLENTGALE:
  13322. // The official implementation makes them fail to appear when casted on top of ANYTHING
  13323. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  13324. // hence, I leave the alternate implementation here, commented. [Skotlex]
  13325. if (unit->range <= 0)
  13326. {
  13327. (*alive) = 0;
  13328. return 1;
  13329. }
  13330. /*
  13331. switch (unit->group->skill_id)
  13332. { //These cannot override each other.
  13333. case SA_VOLCANO:
  13334. case SA_DELUGE:
  13335. case SA_VIOLENTGALE:
  13336. (*alive) = 0;
  13337. return 1;
  13338. }
  13339. */
  13340. break;
  13341. case PF_FOGWALL:
  13342. switch(unit->group->skill_id) {
  13343. case SA_VOLCANO: //Can't be placed on top of these
  13344. case SA_VIOLENTGALE:
  13345. (*alive) = 0;
  13346. return 1;
  13347. case SA_DELUGE:
  13348. case NJ_SUITON:
  13349. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  13350. (*alive) = 2;
  13351. break;
  13352. }
  13353. break;
  13354. case HP_BASILICA:
  13355. if (unit->group->skill_id == HP_BASILICA)
  13356. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  13357. (*alive) = 0;
  13358. return 1;
  13359. }
  13360. break;
  13361. case GN_CRAZYWEED_ATK:
  13362. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  13363. case UNT_WALLOFTHORN:
  13364. case UNT_THORNS_TRAP:
  13365. case UNT_BLOODYLUST:
  13366. case UNT_CHAOSPANIC:
  13367. case UNT_MAELSTROM:
  13368. case UNT_FIREPILLAR_ACTIVE:
  13369. case UNT_LANDPROTECTOR:
  13370. case UNT_VOLCANO:
  13371. case UNT_DELUGE:
  13372. case UNT_VIOLENTGALE:
  13373. case UNT_SAFETYWALL:
  13374. case UNT_PNEUMA:
  13375. skill_delunit(unit);
  13376. return 1;
  13377. }
  13378. break;
  13379. }
  13380. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
  13381. (*alive) = 0;
  13382. return 1;
  13383. }
  13384. return 0;
  13385. }
  13386. /*==========================================
  13387. *
  13388. *------------------------------------------*/
  13389. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  13390. {
  13391. struct mob_data* md;
  13392. struct unit_data*ud = unit_bl2ud(bl);
  13393. struct block_list *from_bl;
  13394. struct block_list *to_bl;
  13395. md = (struct mob_data*)bl;
  13396. from_bl = va_arg(ap,struct block_list *);
  13397. to_bl = va_arg(ap,struct block_list *);
  13398. if(ud && ud->target == from_bl->id)
  13399. ud->target = to_bl->id;
  13400. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  13401. md->target_id = to_bl->id;
  13402. return 0;
  13403. }
  13404. /*==========================================
  13405. *
  13406. *------------------------------------------*/
  13407. static int skill_trap_splash (struct block_list *bl, va_list ap)
  13408. {
  13409. struct block_list *src;
  13410. int tick;
  13411. struct skill_unit *unit;
  13412. struct skill_unit_group *sg;
  13413. struct block_list *ss;
  13414. src = va_arg(ap,struct block_list *);
  13415. unit = (struct skill_unit *)src;
  13416. tick = va_arg(ap,int);
  13417. if( !unit->alive || bl->prev == NULL )
  13418. return 0;
  13419. nullpo_ret(sg = unit->group);
  13420. nullpo_ret(ss = map_id2bl(sg->src_id));
  13421. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  13422. return 0;
  13423. switch(sg->unit_id){
  13424. case UNT_SHOCKWAVE:
  13425. case UNT_SANDMAN:
  13426. case UNT_FLASHER:
  13427. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  13428. break;
  13429. case UNT_GROUNDDRIFT_WIND:
  13430. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13431. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13432. break;
  13433. case UNT_GROUNDDRIFT_DARK:
  13434. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13435. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13436. break;
  13437. case UNT_GROUNDDRIFT_POISON:
  13438. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13439. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13440. break;
  13441. case UNT_GROUNDDRIFT_WATER:
  13442. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13443. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13444. break;
  13445. case UNT_GROUNDDRIFT_FIRE:
  13446. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13447. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  13448. break;
  13449. case UNT_ELECTRICSHOCKER:
  13450. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  13451. break;
  13452. case UNT_FIRINGTRAP:
  13453. case UNT_ICEBOUNDTRAP:
  13454. case UNT_CLUSTERBOMB:
  13455. if( ss != bl )
  13456. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  13457. break;
  13458. case UNT_MAGENTATRAP:
  13459. case UNT_COBALTTRAP:
  13460. case UNT_MAIZETRAP:
  13461. case UNT_VERDURETRAP:
  13462. if( bl->type != BL_PC && !is_boss(bl) )
  13463. sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  13464. break;
  13465. case UNT_REVERBERATION:
  13466. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  13467. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  13468. break;
  13469. default:
  13470. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  13471. break;
  13472. }
  13473. return 1;
  13474. }
  13475. /*==========================================
  13476. *
  13477. *------------------------------------------*/
  13478. int skill_enchant_elemental_end (struct block_list *bl, int type)
  13479. {
  13480. struct status_change *sc;
  13481. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  13482. int i;
  13483. nullpo_ret(bl);
  13484. nullpo_ret(sc= status_get_sc(bl));
  13485. if (!sc->count) return 0;
  13486. for (i = 0; i < ARRAYLENGTH(scs); i++)
  13487. if (type != scs[i] && sc->data[scs[i]])
  13488. status_change_end(bl, scs[i], INVALID_TIMER);
  13489. return 0;
  13490. }
  13491. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  13492. {
  13493. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13494. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13495. bool wall = true;
  13496. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  13497. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  13498. { //Check for walls.
  13499. int i;
  13500. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13501. if( i == 8 )
  13502. wall = false;
  13503. }
  13504. if( sce )
  13505. {
  13506. if( !wall )
  13507. {
  13508. if( sce->val1 < 3 ) //End cloaking.
  13509. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13510. else
  13511. if( sce->val4&1 )
  13512. { //Remove wall bonus
  13513. sce->val4&=~1;
  13514. status_calc_bl(bl,SCB_SPEED);
  13515. }
  13516. }
  13517. else
  13518. {
  13519. if( !(sce->val4&1) )
  13520. { //Add wall speed bonus
  13521. sce->val4|=1;
  13522. status_calc_bl(bl,SCB_SPEED);
  13523. }
  13524. }
  13525. }
  13526. return wall;
  13527. }
  13528. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  13529. {
  13530. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13531. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13532. bool wall = true;
  13533. if( bl->type == BL_PC )
  13534. { //Check for walls.
  13535. int i;
  13536. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13537. if( i == 8 )
  13538. wall = false;
  13539. }
  13540. if( sce )
  13541. {
  13542. if( !wall )
  13543. {
  13544. if( sce->val1 < 3 ) //End camouflage.
  13545. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13546. else
  13547. if( sce->val3&1 )
  13548. { //Remove wall bonus
  13549. sce->val3&=~1;
  13550. status_calc_bl(bl,SCB_SPEED);
  13551. }
  13552. }
  13553. }
  13554. return wall;
  13555. }
  13556. /*==========================================
  13557. *
  13558. *------------------------------------------*/
  13559. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  13560. {
  13561. struct skill_unit *unit;
  13562. nullpo_retr(NULL, group);
  13563. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  13564. nullpo_retr(NULL, unit=&group->unit[idx]);
  13565. if(!unit->alive)
  13566. group->alive_count++;
  13567. unit->bl.id=map_get_new_object_id();
  13568. unit->bl.type=BL_SKILL;
  13569. unit->bl.m=group->map;
  13570. unit->bl.x=x;
  13571. unit->bl.y=y;
  13572. unit->group=group;
  13573. unit->alive=1;
  13574. unit->val1=val1;
  13575. unit->val2=val2;
  13576. idb_put(skillunit_db, unit->bl.id, unit);
  13577. map_addiddb(&unit->bl);
  13578. map_addblock(&unit->bl);
  13579. // perform oninit actions
  13580. switch (group->skill_id) {
  13581. case WZ_ICEWALL:
  13582. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  13583. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  13584. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  13585. map[unit->bl.m].icewall_num++;
  13586. break;
  13587. case SA_LANDPROTECTOR:
  13588. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  13589. break;
  13590. case HP_BASILICA:
  13591. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  13592. break;
  13593. case SC_MAELSTROM:
  13594. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  13595. break;
  13596. default:
  13597. if (group->state.song_dance&0x1) //Check for dissonance.
  13598. skill_dance_overlap(unit, 1);
  13599. break;
  13600. }
  13601. clif_skill_setunit(unit);
  13602. return unit;
  13603. }
  13604. /*==========================================
  13605. *
  13606. *------------------------------------------*/
  13607. int skill_delunit (struct skill_unit* unit)
  13608. {
  13609. struct skill_unit_group *group;
  13610. nullpo_ret(unit);
  13611. if( !unit->alive )
  13612. return 0;
  13613. unit->alive=0;
  13614. nullpo_ret(group=unit->group);
  13615. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  13616. skill_dance_overlap(unit, 0);
  13617. // invoke onout event
  13618. if( !unit->range )
  13619. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  13620. // perform ondelete actions
  13621. switch (group->skill_id) {
  13622. case HT_ANKLESNARE: {
  13623. struct block_list* target = map_id2bl(group->val2);
  13624. if( target )
  13625. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  13626. }
  13627. break;
  13628. case WZ_ICEWALL:
  13629. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  13630. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  13631. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  13632. map[unit->bl.m].icewall_num--;
  13633. break;
  13634. case SA_LANDPROTECTOR:
  13635. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  13636. break;
  13637. case HP_BASILICA:
  13638. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  13639. break;
  13640. case RA_ELECTRICSHOCKER: {
  13641. struct block_list* target = map_id2bl(group->val2);
  13642. if( target )
  13643. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  13644. }
  13645. break;
  13646. case SC_MAELSTROM:
  13647. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  13648. break;
  13649. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  13650. if( group->val2 ) { // Someone Traped
  13651. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  13652. if( tsc && tsc->data[SC__MANHOLE] )
  13653. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  13654. }
  13655. break;
  13656. }
  13657. clif_skill_delunit(unit);
  13658. unit->group=NULL;
  13659. map_delblock(&unit->bl); // don't free yet
  13660. map_deliddb(&unit->bl);
  13661. idb_remove(skillunit_db, unit->bl.id);
  13662. if(--group->alive_count==0)
  13663. skill_delunitgroup(group);
  13664. return 0;
  13665. }
  13666. /*==========================================
  13667. *
  13668. *------------------------------------------*/
  13669. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  13670. /// Returns the target skill_unit_group or NULL if not found.
  13671. struct skill_unit_group* skill_id2group(int group_id)
  13672. {
  13673. return (struct skill_unit_group*)idb_get(group_db, group_id);
  13674. }
  13675. static int skill_unit_group_newid = MAX_SKILL_DB;
  13676. /// Returns a new group_id that isn't being used in group_db.
  13677. /// Fatal error if nothing is available.
  13678. static int skill_get_new_group_id(void)
  13679. {
  13680. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  13681. return skill_unit_group_newid++;// available
  13682. {// find next id
  13683. int base_id = skill_unit_group_newid;
  13684. while( base_id != ++skill_unit_group_newid )
  13685. {
  13686. if( skill_unit_group_newid < MAX_SKILL_DB )
  13687. skill_unit_group_newid = MAX_SKILL_DB;
  13688. if( skill_id2group(skill_unit_group_newid) == NULL )
  13689. return skill_unit_group_newid++;// available
  13690. }
  13691. // full loop, nothing available
  13692. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  13693. exit(1);
  13694. }
  13695. }
  13696. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  13697. {
  13698. struct unit_data* ud = unit_bl2ud( src );
  13699. struct skill_unit_group* group;
  13700. int i;
  13701. if(skillid <= 0 || skilllv <= 0) return 0;
  13702. nullpo_retr(NULL, src);
  13703. nullpo_retr(NULL, ud);
  13704. // find a free spot to store the new unit group
  13705. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  13706. if(i == MAX_SKILLUNITGROUP)
  13707. {
  13708. // array is full, make room by discarding oldest group
  13709. int j=0;
  13710. unsigned maxdiff=0,x,tick=gettick();
  13711. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13712. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  13713. maxdiff=x;
  13714. j=i;
  13715. }
  13716. skill_delunitgroup(ud->skillunit[j]);
  13717. //Since elements must have shifted, we use the last slot.
  13718. i = MAX_SKILLUNITGROUP-1;
  13719. }
  13720. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  13721. group->src_id = src->id;
  13722. group->party_id = status_get_party_id(src);
  13723. group->guild_id = status_get_guild_id(src);
  13724. group->bg_id = bg_team_get_id(src);
  13725. group->group_id = skill_get_new_group_id();
  13726. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  13727. group->unit_count = count;
  13728. group->alive_count = 0;
  13729. group->val1 = 0;
  13730. group->val2 = 0;
  13731. group->val3 = 0;
  13732. group->skill_id = skillid;
  13733. group->skill_lv = skilllv;
  13734. group->unit_id = unit_id;
  13735. group->map = src->m;
  13736. group->limit = limit;
  13737. group->interval = interval;
  13738. group->tick = gettick();
  13739. group->valstr = NULL;
  13740. ud->skillunit[i] = group;
  13741. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  13742. group->tick += 1500;
  13743. idb_put(group_db, group->group_id, group);
  13744. return group;
  13745. }
  13746. /*==========================================
  13747. *
  13748. *------------------------------------------*/
  13749. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  13750. {
  13751. struct block_list* src;
  13752. struct unit_data *ud;
  13753. int i,j;
  13754. if( group == NULL )
  13755. {
  13756. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  13757. return 0;
  13758. }
  13759. src=map_id2bl(group->src_id);
  13760. ud = unit_bl2ud(src);
  13761. if(!src || !ud) {
  13762. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13763. return 0;
  13764. }
  13765. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  13766. switch( group->skill_id ) {
  13767. case BA_DISSONANCE:
  13768. case BA_POEMBRAGI:
  13769. case BA_WHISTLE:
  13770. case BA_ASSASSINCROSS:
  13771. case BA_APPLEIDUN:
  13772. case DC_UGLYDANCE:
  13773. case DC_HUMMING:
  13774. case DC_DONTFORGETME:
  13775. case DC_FORTUNEKISS:
  13776. case DC_SERVICEFORYOU:
  13777. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  13778. break;
  13779. }
  13780. }
  13781. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  13782. {
  13783. struct status_change* sc = status_get_sc(src);
  13784. if (sc && sc->data[SC_DANCING])
  13785. {
  13786. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  13787. status_change_end(src, SC_DANCING, INVALID_TIMER);
  13788. }
  13789. }
  13790. // end Gospel's status change on 'src'
  13791. // (needs to be done when the group is deleted by other means than skill deactivation)
  13792. if (group->unit_id == UNT_GOSPEL) {
  13793. struct status_change *sc = status_get_sc(src);
  13794. if(sc && sc->data[SC_GOSPEL]) {
  13795. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  13796. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  13797. }
  13798. }
  13799. switch( group->skill_id ) {
  13800. case SG_SUN_WARM:
  13801. case SG_MOON_WARM:
  13802. case SG_STAR_WARM:
  13803. {
  13804. struct status_change *sc = NULL;
  13805. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  13806. sc->data[SC_WARM]->val4 = 0;
  13807. status_change_end(src, SC_WARM, INVALID_TIMER);
  13808. }
  13809. }
  13810. break;
  13811. case NC_NEUTRALBARRIER:
  13812. {
  13813. struct status_change *sc = NULL;
  13814. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  13815. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  13816. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  13817. }
  13818. }
  13819. break;
  13820. case NC_STEALTHFIELD:
  13821. {
  13822. struct status_change *sc = NULL;
  13823. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  13824. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  13825. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  13826. }
  13827. }
  13828. break;
  13829. case LG_BANDING:
  13830. {
  13831. struct status_change *sc = NULL;
  13832. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  13833. sc->data[SC_BANDING]->val4 = 0;
  13834. status_change_end(src,SC_BANDING,INVALID_TIMER);
  13835. }
  13836. }
  13837. break;
  13838. }
  13839. if (src->type==BL_PC && group->state.ammo_consume)
  13840. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  13841. group->alive_count=0;
  13842. // remove all unit cells
  13843. if(group->unit != NULL)
  13844. for( i = 0; i < group->unit_count; i++ )
  13845. skill_delunit(&group->unit[i]);
  13846. // clear Talkie-box string
  13847. if( group->valstr != NULL )
  13848. {
  13849. aFree(group->valstr);
  13850. group->valstr = NULL;
  13851. }
  13852. idb_remove(group_db, group->group_id);
  13853. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  13854. group->unit=NULL;
  13855. group->group_id=0;
  13856. group->unit_count=0;
  13857. // locate this group, swap with the last entry and delete it
  13858. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  13859. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  13860. if( i < MAX_SKILLUNITGROUP )
  13861. {
  13862. ud->skillunit[i] = ud->skillunit[j];
  13863. ud->skillunit[j] = NULL;
  13864. ers_free(skill_unit_ers, group);
  13865. }
  13866. else
  13867. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13868. return 1;
  13869. }
  13870. /*==========================================
  13871. *
  13872. *------------------------------------------*/
  13873. int skill_clear_unitgroup (struct block_list *src)
  13874. {
  13875. struct unit_data *ud = unit_bl2ud(src);
  13876. nullpo_ret(ud);
  13877. while (ud->skillunit[0])
  13878. skill_delunitgroup(ud->skillunit[0]);
  13879. return 1;
  13880. }
  13881. /*==========================================
  13882. *
  13883. *------------------------------------------*/
  13884. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  13885. {
  13886. int i,j=-1,k,s,id;
  13887. struct unit_data *ud;
  13888. struct skill_unit_group_tickset *set;
  13889. nullpo_ret(bl);
  13890. if (group->interval==-1)
  13891. return NULL;
  13892. ud = unit_bl2ud(bl);
  13893. if (!ud) return NULL;
  13894. set = ud->skillunittick;
  13895. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  13896. id = s = group->skill_id;
  13897. else
  13898. id = s = group->group_id;
  13899. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  13900. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  13901. if (set[k].id == id)
  13902. return &set[k];
  13903. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  13904. j=k;
  13905. }
  13906. if (j == -1) {
  13907. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  13908. j = id % MAX_SKILLUNITGROUPTICKSET;
  13909. }
  13910. set[j].id = id;
  13911. set[j].tick = tick;
  13912. return &set[j];
  13913. }
  13914. /*==========================================
  13915. *
  13916. *------------------------------------------*/
  13917. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  13918. {
  13919. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  13920. struct skill_unit_group* group = unit->group;
  13921. unsigned int tick = va_arg(ap,unsigned int);
  13922. if( !unit->alive || bl->prev == NULL )
  13923. return 0;
  13924. nullpo_ret(group);
  13925. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  13926. return 0; //AoE skills are ineffective. [Skotlex]
  13927. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  13928. return 0;
  13929. skill_unit_onplace_timer(unit,bl,tick);
  13930. return 1;
  13931. }
  13932. /**
  13933. * @see DBApply
  13934. */
  13935. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  13936. {
  13937. struct skill_unit* unit = db_data2ptr(data);
  13938. struct skill_unit_group* group = unit->group;
  13939. unsigned int tick = va_arg(ap,unsigned int);
  13940. bool dissonance;
  13941. struct block_list* bl = &unit->bl;
  13942. if( !unit->alive )
  13943. return 0;
  13944. nullpo_ret(group);
  13945. // check for expiration
  13946. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  13947. {// skill unit expired (inlined from skill_unit_onlimit())
  13948. switch( group->unit_id )
  13949. {
  13950. case UNT_BLASTMINE:
  13951. #ifdef RENEWAL
  13952. case UNT_CLAYMORETRAP:
  13953. #endif
  13954. case UNT_GROUNDDRIFT_WIND:
  13955. case UNT_GROUNDDRIFT_DARK:
  13956. case UNT_GROUNDDRIFT_POISON:
  13957. case UNT_GROUNDDRIFT_WATER:
  13958. case UNT_GROUNDDRIFT_FIRE:
  13959. group->unit_id = UNT_USED_TRAPS;
  13960. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  13961. group->limit=DIFF_TICK(tick+1500,group->tick);
  13962. unit->limit=DIFF_TICK(tick+1500,group->tick);
  13963. break;
  13964. case UNT_ANKLESNARE:
  13965. case UNT_ELECTRICSHOCKER:
  13966. if( group->val2 > 0 ) {
  13967. // Used Trap don't returns back to item
  13968. skill_delunit(unit);
  13969. break;
  13970. }
  13971. case UNT_SKIDTRAP:
  13972. case UNT_LANDMINE:
  13973. case UNT_SHOCKWAVE:
  13974. case UNT_SANDMAN:
  13975. case UNT_FLASHER:
  13976. case UNT_FREEZINGTRAP:
  13977. #ifndef RENEWAL
  13978. case UNT_CLAYMORETRAP:
  13979. #endif
  13980. case UNT_TALKIEBOX:
  13981. case UNT_CLUSTERBOMB:
  13982. case UNT_MAGENTATRAP:
  13983. case UNT_COBALTTRAP:
  13984. case UNT_MAIZETRAP:
  13985. case UNT_VERDURETRAP:
  13986. case UNT_FIRINGTRAP:
  13987. case UNT_ICEBOUNDTRAP:
  13988. {
  13989. struct block_list* src;
  13990. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  13991. { // revert unit back into a trap
  13992. struct item item_tmp;
  13993. memset(&item_tmp,0,sizeof(item_tmp));
  13994. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  13995. item_tmp.identify = 1;
  13996. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  13997. }
  13998. skill_delunit(unit);
  13999. }
  14000. break;
  14001. case UNT_WARP_ACTIVE:
  14002. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  14003. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  14004. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  14005. // restart timers
  14006. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  14007. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  14008. // apply effect to all units standing on it
  14009. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14010. break;
  14011. case UNT_CALLFAMILY:
  14012. {
  14013. struct map_session_data *sd = NULL;
  14014. if(group->val1) {
  14015. sd = map_charid2sd(group->val1);
  14016. group->val1 = 0;
  14017. if (sd && !map[sd->bl.m].flag.nowarp)
  14018. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14019. }
  14020. if(group->val2) {
  14021. sd = map_charid2sd(group->val2);
  14022. group->val2 = 0;
  14023. if (sd && !map[sd->bl.m].flag.nowarp)
  14024. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14025. }
  14026. skill_delunit(unit);
  14027. }
  14028. break;
  14029. case UNT_REVERBERATION:
  14030. if( unit->val1 <= 0 ) { // If it was deactivated.
  14031. skill_delunit(unit);
  14032. break;
  14033. }
  14034. clif_changetraplook(bl,UNT_USED_TRAPS);
  14035. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14036. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14037. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14038. group->unit_id = UNT_USED_TRAPS;
  14039. break;
  14040. case UNT_FEINTBOMB: {
  14041. struct block_list *src = map_id2bl(group->src_id);
  14042. if( src )
  14043. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  14044. skill_delunit(unit);
  14045. break;
  14046. }
  14047. case UNT_BANDING:
  14048. {
  14049. struct block_list *src = map_id2bl(group->src_id);
  14050. struct status_change *sc;
  14051. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  14052. {
  14053. skill_delunit(unit);
  14054. break;
  14055. }
  14056. // This unit isn't removed while SC_BANDING is active.
  14057. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  14058. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  14059. }
  14060. break;
  14061. default:
  14062. skill_delunit(unit);
  14063. }
  14064. }
  14065. else
  14066. {// skill unit is still active
  14067. switch( group->unit_id )
  14068. {
  14069. case UNT_ICEWALL:
  14070. // icewall loses 50 hp every second
  14071. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  14072. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  14073. unit->limit = DIFF_TICK(tick+700,group->tick);
  14074. break;
  14075. case UNT_BLASTMINE:
  14076. case UNT_SKIDTRAP:
  14077. case UNT_LANDMINE:
  14078. case UNT_SHOCKWAVE:
  14079. case UNT_SANDMAN:
  14080. case UNT_FLASHER:
  14081. case UNT_CLAYMORETRAP:
  14082. case UNT_FREEZINGTRAP:
  14083. case UNT_TALKIEBOX:
  14084. case UNT_ANKLESNARE:
  14085. if( unit->val1 <= 0 ) {
  14086. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  14087. skill_delunit(unit);
  14088. else {
  14089. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  14090. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14091. group->unit_id = UNT_USED_TRAPS;
  14092. }
  14093. }
  14094. break;
  14095. case UNT_REVERBERATION:
  14096. if( unit->val1 <= 0 ){
  14097. clif_changetraplook(bl,UNT_USED_TRAPS);
  14098. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14099. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14100. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14101. group->unit_id = UNT_USED_TRAPS;
  14102. }
  14103. break;
  14104. case UNT_WALLOFTHORN:
  14105. if( unit->val1 <= 0 ) {
  14106. group->unit_id = UNT_USED_TRAPS;
  14107. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14108. }
  14109. break;
  14110. }
  14111. }
  14112. //Don't continue if unit or even group is expired and has been deleted.
  14113. if( !group || !unit->alive )
  14114. return 0;
  14115. dissonance = skill_dance_switch(unit, 0);
  14116. if( unit->range >= 0 && group->interval != -1 )
  14117. {
  14118. if( battle_config.skill_wall_check )
  14119. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14120. else
  14121. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14122. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  14123. group->unit_id = UNT_USED_TRAPS;
  14124. if( group->unit_id == UNT_TATAMIGAESHI )
  14125. {
  14126. unit->range = -1; //Disable processed cell.
  14127. if (--group->val1 <= 0) // number of live cells
  14128. { //All tiles were processed, disable skill.
  14129. group->target_flag=BCT_NOONE;
  14130. group->bl_flag= BL_NUL;
  14131. }
  14132. }
  14133. }
  14134. if( dissonance ) skill_dance_switch(unit, 1);
  14135. return 0;
  14136. }
  14137. /*==========================================
  14138. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  14139. *------------------------------------------*/
  14140. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  14141. {
  14142. map_freeblock_lock();
  14143. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  14144. map_freeblock_unlock();
  14145. return 0;
  14146. }
  14147. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  14148. /*==========================================
  14149. *
  14150. *------------------------------------------*/
  14151. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  14152. {
  14153. struct skill_unit* unit = (struct skill_unit *)bl;
  14154. struct skill_unit_group* group = unit->group;
  14155. struct block_list* target = va_arg(ap,struct block_list*);
  14156. unsigned int tick = va_arg(ap,unsigned int);
  14157. int flag = va_arg(ap,int);
  14158. bool dissonance;
  14159. int skill_id;
  14160. int i;
  14161. nullpo_ret(group);
  14162. if( !unit->alive || target->prev == NULL )
  14163. return 0;
  14164. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  14165. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  14166. dissonance = skill_dance_switch(unit, 0);
  14167. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14168. skill_id = unit->group->skill_id;
  14169. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  14170. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  14171. if( dissonance ) skill_dance_switch(unit, 1);
  14172. return 0;
  14173. }
  14174. //Target-type check.
  14175. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  14176. {
  14177. if( group->src_id == target->id && group->state.song_dance&0x2 )
  14178. { //Ensemble check to see if they went out/in of the area [Skotlex]
  14179. if( flag&1 )
  14180. {
  14181. if( flag&2 )
  14182. { //Clear this skill id.
  14183. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  14184. if( i < ARRAYLENGTH(skill_unit_temp) )
  14185. skill_unit_temp[i] = 0;
  14186. }
  14187. }
  14188. else
  14189. {
  14190. if( flag&2 )
  14191. { //Store this skill id.
  14192. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14193. if( i < ARRAYLENGTH(skill_unit_temp) )
  14194. skill_unit_temp[i] = skill_id;
  14195. else
  14196. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14197. }
  14198. }
  14199. if( flag&4 )
  14200. skill_unit_onleft(skill_id,target,tick);
  14201. }
  14202. if( dissonance ) skill_dance_switch(unit, 1);
  14203. return 0;
  14204. }
  14205. else
  14206. {
  14207. if( flag&1 )
  14208. {
  14209. int result = skill_unit_onplace(unit,target,tick);
  14210. if( flag&2 && result )
  14211. { //Clear skill ids we have stored in onout.
  14212. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  14213. if( i < ARRAYLENGTH(skill_unit_temp) )
  14214. skill_unit_temp[i] = 0;
  14215. }
  14216. }
  14217. else
  14218. {
  14219. int result = skill_unit_onout(unit,target,tick);
  14220. if( flag&2 && result )
  14221. { //Store this unit id.
  14222. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14223. if( i < ARRAYLENGTH(skill_unit_temp) )
  14224. skill_unit_temp[i] = skill_id;
  14225. else
  14226. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14227. }
  14228. }
  14229. //TODO: Normally, this is dangerous since the unit and group could be freed
  14230. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  14231. //cells do not get deleted within them. [Skotlex]
  14232. if( dissonance ) skill_dance_switch(unit, 1);
  14233. if( flag&4 )
  14234. skill_unit_onleft(skill_id,target,tick);
  14235. return 1;
  14236. }
  14237. }
  14238. /*==========================================
  14239. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  14240. * Flag values:
  14241. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  14242. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  14243. * units to figure out when they have left a group.
  14244. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  14245. *------------------------------------------*/
  14246. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  14247. {
  14248. nullpo_ret(bl);
  14249. if( bl->prev == NULL )
  14250. return 0;
  14251. if( flag&2 && !(flag&1) )
  14252. { //Onout, clear data
  14253. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  14254. }
  14255. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  14256. if( flag&2 && flag&1 )
  14257. { //Onplace, check any skill units you have left.
  14258. int i;
  14259. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  14260. if( skill_unit_temp[i] )
  14261. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  14262. }
  14263. return 0;
  14264. }
  14265. /*==========================================
  14266. *
  14267. *------------------------------------------*/
  14268. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  14269. {
  14270. int i,j;
  14271. unsigned int tick = gettick();
  14272. int *m_flag;
  14273. struct skill_unit *unit1;
  14274. struct skill_unit *unit2;
  14275. if (group == NULL)
  14276. return 0;
  14277. if (group->unit_count<=0)
  14278. return 0;
  14279. if (group->unit==NULL)
  14280. return 0;
  14281. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  14282. return 0; //Ensembles may not be moved around.
  14283. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  14284. return 0; //Icewalls and Wall of Thorns don't get knocked back
  14285. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  14286. // m_flag
  14287. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  14288. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  14289. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  14290. // 3: Both 1+2.
  14291. for(i=0;i<group->unit_count;i++){
  14292. unit1=&group->unit[i];
  14293. if (!unit1->alive || unit1->bl.m!=m)
  14294. continue;
  14295. for(j=0;j<group->unit_count;j++){
  14296. unit2=&group->unit[j];
  14297. if (!unit2->alive)
  14298. continue;
  14299. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  14300. m_flag[i] |= 0x1;
  14301. }
  14302. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  14303. m_flag[i] |= 0x2;
  14304. }
  14305. }
  14306. }
  14307. j = 0;
  14308. for (i=0;i<group->unit_count;i++) {
  14309. unit1=&group->unit[i];
  14310. if (!unit1->alive)
  14311. continue;
  14312. if (!(m_flag[i]&0x2)) {
  14313. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  14314. skill_dance_overlap(unit1, 0);
  14315. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  14316. }
  14317. //Move Cell using "smart" criteria (avoid useless moving around)
  14318. switch(m_flag[i])
  14319. {
  14320. case 0:
  14321. //Cell moves independently, safely move it.
  14322. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  14323. break;
  14324. case 1:
  14325. //Cell moves unto another cell, look for a replacement cell that won't collide
  14326. //and has no cell moving into it (flag == 2)
  14327. for(;j<group->unit_count;j++)
  14328. {
  14329. if(m_flag[j]!=2 || !group->unit[j].alive)
  14330. continue;
  14331. //Move to where this cell would had moved.
  14332. unit2 = &group->unit[j];
  14333. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  14334. j++; //Skip this cell as we have used it.
  14335. break;
  14336. }
  14337. break;
  14338. case 2:
  14339. case 3:
  14340. break; //Don't move the cell as a cell will end on this tile anyway.
  14341. }
  14342. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  14343. if (group->state.song_dance&0x1) //Check for dissonance effect.
  14344. skill_dance_overlap(unit1, 1);
  14345. clif_skill_setunit(unit1);
  14346. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  14347. }
  14348. }
  14349. aFree(m_flag);
  14350. return 0;
  14351. }
  14352. /*==========================================
  14353. *
  14354. *------------------------------------------*/
  14355. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  14356. {
  14357. int i,j;
  14358. nullpo_ret(sd);
  14359. if(nameid<=0)
  14360. return 0;
  14361. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  14362. if(skill_produce_db[i].nameid == nameid ){
  14363. if((j=skill_produce_db[i].req_skill)>0 &&
  14364. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  14365. continue; // must iterate again to check other skills that produce it. [malufett]
  14366. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  14367. continue; // special case
  14368. break;
  14369. }
  14370. }
  14371. if( i >= MAX_SKILL_PRODUCE_DB )
  14372. return 0;
  14373. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  14374. {// cannot carry the produced stuff
  14375. return 0;
  14376. }
  14377. if(trigger>=0){
  14378. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  14379. if(skill_produce_db[i].itemlv!=trigger)
  14380. return 0;
  14381. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  14382. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  14383. return 0;
  14384. } else { // Weapon (itemlv must be higher or equal)
  14385. if(skill_produce_db[i].itemlv>trigger)
  14386. return 0;
  14387. }
  14388. }
  14389. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  14390. int id,x,y;
  14391. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  14392. continue;
  14393. if(skill_produce_db[i].mat_amount[j] <= 0) {
  14394. if(pc_search_inventory(sd,id) < 0)
  14395. return 0;
  14396. }
  14397. else {
  14398. for(y=0,x=0;y<MAX_INVENTORY;y++)
  14399. if( sd->status.inventory[y].nameid == id )
  14400. x+=sd->status.inventory[y].amount;
  14401. if(x<qty*skill_produce_db[i].mat_amount[j])
  14402. return 0;
  14403. }
  14404. }
  14405. return i+1;
  14406. }
  14407. /*==========================================
  14408. *
  14409. *------------------------------------------*/
  14410. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  14411. {
  14412. int slot[3];
  14413. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skilllv = 0;
  14414. int num = -1; // exclude the recipe
  14415. struct status_data *status;
  14416. struct item_data* data;
  14417. nullpo_ret(sd);
  14418. status = status_get_status_data(&sd->bl);
  14419. if( sd->skillid_old == skill_id )
  14420. skilllv = sd->skilllv_old;
  14421. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  14422. return 0;
  14423. idx--;
  14424. if (qty < 1)
  14425. qty = 1;
  14426. if (!skill_id) //A skill can be specified for some override cases.
  14427. skill_id = skill_produce_db[idx].req_skill;
  14428. if( skill_id == GC_RESEARCHNEWPOISON )
  14429. skill_id = GC_CREATENEWPOISON;
  14430. slot[0]=slot1;
  14431. slot[1]=slot2;
  14432. slot[2]=slot3;
  14433. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  14434. int j;
  14435. if( slot[i]<=0 )
  14436. continue;
  14437. j = pc_search_inventory(sd,slot[i]);
  14438. if(j < 0)
  14439. continue;
  14440. if(slot[i]==1000){ /* Star Crumb */
  14441. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14442. sc++;
  14443. }
  14444. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  14445. static const int ele_table[4]={3,1,4,2};
  14446. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14447. ele=ele_table[slot[i]-994];
  14448. }
  14449. }
  14450. if( skill_id == RK_RUNEMASTERY ) {
  14451. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  14452. data = itemdb_search(nameid);
  14453. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  14454. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  14455. else temp_qty = 1;
  14456. if (data->stack.inventory) {
  14457. for( i = 0; i < MAX_INVENTORY; i++ ) {
  14458. if( sd->status.inventory[i].nameid == nameid ) {
  14459. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  14460. clif_msgtable(sd->fd,0x61b);
  14461. return 0;
  14462. } else {
  14463. /**
  14464. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  14465. **/
  14466. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  14467. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  14468. }
  14469. break;
  14470. }
  14471. }
  14472. }
  14473. qty = temp_qty;
  14474. }
  14475. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  14476. int j,id,x;
  14477. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  14478. continue;
  14479. num++;
  14480. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  14481. do{
  14482. int y=0;
  14483. j = pc_search_inventory(sd,id);
  14484. if(j >= 0){
  14485. y = sd->status.inventory[j].amount;
  14486. if(y>x)y=x;
  14487. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  14488. } else
  14489. ShowError("skill_produce_mix: material item error\n");
  14490. x-=y;
  14491. }while( j>=0 && x>0 );
  14492. }
  14493. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  14494. wlv = itemdb_wlv(nameid);
  14495. if(!equip) {
  14496. switch(skill_id){
  14497. case BS_IRON:
  14498. case BS_STEEL:
  14499. case BS_ENCHANTEDSTONE:
  14500. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  14501. i = pc_checkskill(sd,skill_id);
  14502. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  14503. switch(nameid){
  14504. case 998: // Iron
  14505. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  14506. break;
  14507. case 999: // Steel
  14508. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  14509. break;
  14510. case 1000: //Star Crumb
  14511. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  14512. break;
  14513. default: // Enchanted Stones
  14514. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  14515. break;
  14516. }
  14517. break;
  14518. case ASC_CDP:
  14519. make_per = (2000 + 40*status->dex + 20*status->luk);
  14520. break;
  14521. case AL_HOLYWATER:
  14522. /**
  14523. * Arch Bishop
  14524. **/
  14525. case AB_ANCILLA:
  14526. make_per = 100000; //100% success
  14527. break;
  14528. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  14529. case AM_TWILIGHT1:
  14530. case AM_TWILIGHT2:
  14531. case AM_TWILIGHT3:
  14532. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  14533. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  14534. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  14535. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  14536. int skill;
  14537. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  14538. make_per += skill*100; //+1% bonus per level
  14539. }
  14540. switch(nameid){
  14541. case 501: // Red Potion
  14542. case 503: // Yellow Potion
  14543. case 504: // White Potion
  14544. make_per += (1+rnd()%100)*10 + 2000;
  14545. break;
  14546. case 970: // Alcohol
  14547. make_per += (1+rnd()%100)*10 + 1000;
  14548. break;
  14549. case 7135: // Bottle Grenade
  14550. case 7136: // Acid Bottle
  14551. case 7137: // Plant Bottle
  14552. case 7138: // Marine Sphere Bottle
  14553. make_per += (1+rnd()%100)*10;
  14554. break;
  14555. case 546: // Condensed Yellow Potion
  14556. make_per -= (1+rnd()%50)*10;
  14557. break;
  14558. case 547: // Condensed White Potion
  14559. case 7139: // Glistening Coat
  14560. make_per -= (1+rnd()%100)*10;
  14561. break;
  14562. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  14563. case 505: // Blue Potion
  14564. case 545: // Condensed Red Potion
  14565. case 605: // Anodyne
  14566. case 606: // Aloevera
  14567. default:
  14568. break;
  14569. }
  14570. if(battle_config.pp_rate != 100)
  14571. make_per = make_per * battle_config.pp_rate / 100;
  14572. break;
  14573. case SA_CREATECON: // Elemental Converter Creation
  14574. make_per = 100000; // should be 100% success rate
  14575. break;
  14576. /**
  14577. * Rune Knight
  14578. **/
  14579. case RK_RUNEMASTERY:
  14580. make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100;
  14581. break;
  14582. /**
  14583. * Guilotine Cross
  14584. **/
  14585. case GC_CREATENEWPOISON:
  14586. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14587. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14588. break;
  14589. case GN_CHANGEMATERIAL:
  14590. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14591. if( skill_changematerial_db[i].itemid == nameid ){
  14592. make_per = skill_changematerial_db[i].rate * 10;
  14593. break;
  14594. }
  14595. break;
  14596. case GN_S_PHARMACY:
  14597. {
  14598. int difficulty = 0;
  14599. difficulty = (620 - 20 * skilllv);// (620 - 20 * Skill Level)
  14600. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  14601. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  14602. switch(nameid){// difficulty factor
  14603. case 12422: case 12425:
  14604. case 12428:
  14605. difficulty += 10;
  14606. break;
  14607. case 6212: case 12426:
  14608. difficulty += 15;
  14609. break;
  14610. case 13264: case 12423:
  14611. case 12427: case 12436:
  14612. difficulty += 20;
  14613. break;
  14614. case 6210: case 6211:
  14615. case 12437:
  14616. difficulty += 30;
  14617. break;
  14618. case 12424: case 12475:
  14619. difficulty += 40;
  14620. break;
  14621. }
  14622. if( make_per >= 400 && make_per > difficulty)
  14623. qty = 10;
  14624. else if( make_per >= 300 && make_per > difficulty)
  14625. qty = 7;
  14626. else if( make_per >= 100 && make_per > difficulty)
  14627. qty = 6;
  14628. else if( make_per >= 1 && make_per > difficulty)
  14629. qty = 5;
  14630. else
  14631. qty = 4;
  14632. make_per = 10000;
  14633. }
  14634. break;
  14635. case GN_MAKEBOMB:
  14636. case GN_MIX_COOKING:
  14637. {
  14638. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  14639. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  14640. qty = ~(5 + rnd()%5) + 1;
  14641. switch(nameid){// difficulty factor
  14642. case 13260:
  14643. difficulty += 5;
  14644. break;
  14645. case 13261: case 13262:
  14646. difficulty += 10;
  14647. break;
  14648. case 12429: case 12430: case 12431:
  14649. case 12432: case 12433: case 12434:
  14650. case 13263:
  14651. difficulty += 15;
  14652. break;
  14653. case 13264:
  14654. difficulty += 20;
  14655. break;
  14656. }
  14657. if( make_per >= 30 && make_per > difficulty)
  14658. qty = 10 + rnd()%2;
  14659. else if( make_per >= 10 && make_per > difficulty)
  14660. qty = 10;
  14661. else if( make_per == 10 && make_per > difficulty)
  14662. qty = 8;
  14663. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  14664. ;// Food/Bomb creation fails.
  14665. else if( make_per >= 30 && make_per < difficulty)
  14666. qty = 5;
  14667. if( qty < 0 || (skilllv == 1 && make_per < difficulty)){
  14668. qty = ~qty + 1;
  14669. make_per = 0;
  14670. }else
  14671. make_per = 10000;
  14672. qty = (skilllv > 1 ? qty : 1);
  14673. }
  14674. break;
  14675. default:
  14676. if (sd->menuskill_id == AM_PHARMACY &&
  14677. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  14678. { //Assume Cooking Dish
  14679. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  14680. make_per = 10000; //100% Success
  14681. else
  14682. make_per = 1200 * (sd->menuskill_val - 10)
  14683. + 20 * (sd->status.base_level + 1)
  14684. + 20 * (status->dex + 1)
  14685. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  14686. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  14687. - 10 * (100 - status->luk + 1)
  14688. - 500 * (num - 1)
  14689. - 100 * (rnd()%4 + 1);
  14690. break;
  14691. }
  14692. make_per = 5000;
  14693. break;
  14694. }
  14695. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  14696. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  14697. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  14698. 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
  14699. 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
  14700. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  14701. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  14702. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  14703. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  14704. if(battle_config.wp_rate != 100)
  14705. make_per = make_per * battle_config.wp_rate / 100;
  14706. }
  14707. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  14708. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  14709. if(make_per < 1) make_per = 1;
  14710. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  14711. struct item tmp_item;
  14712. memset(&tmp_item,0,sizeof(tmp_item));
  14713. tmp_item.nameid=nameid;
  14714. tmp_item.amount=1;
  14715. tmp_item.identify=1;
  14716. if(equip){
  14717. tmp_item.card[0]=CARD0_FORGE;
  14718. tmp_item.card[1]=((sc*5)<<8)+ele;
  14719. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14720. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14721. } else {
  14722. //Flag is only used on the end, so it can be used here. [Skotlex]
  14723. switch (skill_id) {
  14724. case BS_DAGGER:
  14725. case BS_SWORD:
  14726. case BS_TWOHANDSWORD:
  14727. case BS_AXE:
  14728. case BS_MACE:
  14729. case BS_KNUCKLE:
  14730. case BS_SPEAR:
  14731. flag = battle_config.produce_item_name_input&0x1;
  14732. break;
  14733. case AM_PHARMACY:
  14734. case AM_TWILIGHT1:
  14735. case AM_TWILIGHT2:
  14736. case AM_TWILIGHT3:
  14737. flag = battle_config.produce_item_name_input&0x2;
  14738. break;
  14739. case AL_HOLYWATER:
  14740. /**
  14741. * Arch Bishop
  14742. **/
  14743. case AB_ANCILLA:
  14744. flag = battle_config.produce_item_name_input&0x8;
  14745. break;
  14746. case ASC_CDP:
  14747. flag = battle_config.produce_item_name_input&0x10;
  14748. break;
  14749. default:
  14750. flag = battle_config.produce_item_name_input&0x80;
  14751. break;
  14752. }
  14753. if (flag) {
  14754. tmp_item.card[0]=CARD0_CREATE;
  14755. tmp_item.card[1]=0;
  14756. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14757. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14758. }
  14759. }
  14760. // if(log_config.produce > 0)
  14761. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  14762. //TODO update PICKLOG
  14763. if(equip){
  14764. clif_produceeffect(sd,0,nameid);
  14765. clif_misceffect(&sd->bl,3);
  14766. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  14767. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  14768. } else {
  14769. int fame = 0;
  14770. tmp_item.amount = 0;
  14771. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  14772. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  14773. tmp_item.amount = qty;
  14774. break;
  14775. }
  14776. if (rnd()%10000 < make_per || qty == 1) { //Success
  14777. tmp_item.amount++;
  14778. if(nameid < 545 || nameid > 547)
  14779. continue;
  14780. if( skill_id != AM_PHARMACY &&
  14781. skill_id != AM_TWILIGHT1 &&
  14782. skill_id != AM_TWILIGHT2 &&
  14783. skill_id != AM_TWILIGHT3 )
  14784. continue;
  14785. //Add fame as needed.
  14786. switch(++sd->potion_success_counter) {
  14787. case 3:
  14788. fame+=1; // Success to prepare 3 Condensed Potions in a row
  14789. break;
  14790. case 5:
  14791. fame+=3; // Success to prepare 5 Condensed Potions in a row
  14792. break;
  14793. case 7:
  14794. fame+=10; // Success to prepare 7 Condensed Potions in a row
  14795. break;
  14796. case 10:
  14797. fame+=50; // Success to prepare 10 Condensed Potions in a row
  14798. sd->potion_success_counter = 0;
  14799. break;
  14800. }
  14801. } else //Failure
  14802. sd->potion_success_counter = 0;
  14803. }
  14804. if (fame)
  14805. pc_addfame(sd,fame);
  14806. //Visual effects and the like.
  14807. switch (skill_id) {
  14808. case AM_PHARMACY:
  14809. case AM_TWILIGHT1:
  14810. case AM_TWILIGHT2:
  14811. case AM_TWILIGHT3:
  14812. case ASC_CDP:
  14813. clif_produceeffect(sd,2,nameid);
  14814. clif_misceffect(&sd->bl,5);
  14815. break;
  14816. case BS_IRON:
  14817. case BS_STEEL:
  14818. case BS_ENCHANTEDSTONE:
  14819. clif_produceeffect(sd,0,nameid);
  14820. clif_misceffect(&sd->bl,3);
  14821. break;
  14822. case RK_RUNEMASTERY:
  14823. case GC_CREATENEWPOISON:
  14824. clif_produceeffect(sd,2,nameid);
  14825. clif_misceffect(&sd->bl,5);
  14826. break;
  14827. default: //Those that don't require a skill?
  14828. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  14829. { //Cooking items.
  14830. clif_specialeffect(&sd->bl, 608, AREA);
  14831. if( sd->cook_mastery < 1999 )
  14832. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  14833. }
  14834. break;
  14835. }
  14836. }
  14837. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  14838. int j, k = 0;
  14839. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14840. if( skill_changematerial_db[i].itemid == nameid ){
  14841. for(j=0; j<5; j++){
  14842. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  14843. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  14844. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14845. clif_additem(sd,0,0,flag);
  14846. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14847. }
  14848. k++;
  14849. }
  14850. }
  14851. break;
  14852. }
  14853. if( k ){
  14854. clif_msg_skill(sd,skill_id,0x627);
  14855. return 1;
  14856. }
  14857. } else if (tmp_item.amount) { //Success
  14858. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14859. clif_additem(sd,0,0,flag);
  14860. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14861. }
  14862. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  14863. clif_msg_skill(sd,skill_id,0x627);
  14864. return 1;
  14865. }
  14866. }
  14867. //Failure
  14868. // if(log_config.produce)
  14869. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  14870. //TODO update PICKLOG
  14871. if(equip){
  14872. clif_produceeffect(sd,1,nameid);
  14873. clif_misceffect(&sd->bl,2);
  14874. } else {
  14875. switch (skill_id) {
  14876. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  14877. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  14878. case AM_PHARMACY:
  14879. case AM_TWILIGHT1:
  14880. case AM_TWILIGHT2:
  14881. case AM_TWILIGHT3:
  14882. clif_produceeffect(sd,3,nameid);
  14883. clif_misceffect(&sd->bl,6);
  14884. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  14885. break;
  14886. case BS_IRON:
  14887. case BS_STEEL:
  14888. case BS_ENCHANTEDSTONE:
  14889. clif_produceeffect(sd,1,nameid);
  14890. clif_misceffect(&sd->bl,2);
  14891. break;
  14892. case RK_RUNEMASTERY:
  14893. case GC_CREATENEWPOISON:
  14894. clif_produceeffect(sd,3,nameid);
  14895. clif_misceffect(&sd->bl,6);
  14896. break;
  14897. case GN_MIX_COOKING: {
  14898. struct item tmp_item;
  14899. const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
  14900. int rate = rnd()%500;
  14901. memset(&tmp_item,0,sizeof(tmp_item));
  14902. if( rate < 50) i = 4;
  14903. else if( rate < 100) i = 2+rnd()%1;
  14904. else if( rate < 250 ) i = 1;
  14905. else if( rate < 500 ) i = 0;
  14906. tmp_item.nameid = compensation[i];
  14907. tmp_item.amount = qty;
  14908. tmp_item.identify = 1;
  14909. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  14910. clif_additem(sd,0,0,flag);
  14911. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14912. }
  14913. clif_msg_skill(sd,skill_id,0x628);
  14914. }
  14915. break;
  14916. case GN_MAKEBOMB:
  14917. case GN_S_PHARMACY:
  14918. case GN_CHANGEMATERIAL:
  14919. clif_msg_skill(sd,skill_id,0x628);
  14920. break;
  14921. default:
  14922. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  14923. { //Cooking items.
  14924. clif_specialeffect(&sd->bl, 609, AREA);
  14925. if( sd->cook_mastery > 0 )
  14926. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  14927. }
  14928. }
  14929. }
  14930. return 0;
  14931. }
  14932. int skill_arrow_create (struct map_session_data *sd, int nameid)
  14933. {
  14934. int i,j,flag,index=-1;
  14935. struct item tmp_item;
  14936. nullpo_ret(sd);
  14937. if(nameid <= 0)
  14938. return 1;
  14939. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  14940. if(nameid == skill_arrow_db[i].nameid) {
  14941. index = i;
  14942. break;
  14943. }
  14944. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  14945. return 1;
  14946. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  14947. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  14948. memset(&tmp_item,0,sizeof(tmp_item));
  14949. tmp_item.identify = 1;
  14950. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  14951. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  14952. if(battle_config.produce_item_name_input&0x4) {
  14953. tmp_item.card[0]=CARD0_CREATE;
  14954. tmp_item.card[1]=0;
  14955. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14956. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14957. }
  14958. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  14959. continue;
  14960. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14961. clif_additem(sd,0,0,flag);
  14962. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14963. }
  14964. }
  14965. return 0;
  14966. }
  14967. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  14968. sc_type type;
  14969. int chance, i;
  14970. nullpo_ret(sd);
  14971. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  14972. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  14973. return 0;
  14974. }
  14975. switch( nameid )
  14976. { // t_lv used to take duration from skill_get_time2
  14977. case PO_PARALYSE: type = SC_PARALYSE; break;
  14978. case PO_PYREXIA: type = SC_PYREXIA; break;
  14979. case PO_DEATHHURT: type = SC_DEATHHURT; break;
  14980. case PO_LEECHESEND: type = SC_LEECHESEND; break;
  14981. case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
  14982. case PO_TOXIN: type = SC_TOXIN; break;
  14983. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  14984. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  14985. default:
  14986. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  14987. return 0;
  14988. }
  14989. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  14990. sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  14991. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  14992. return 0;
  14993. }
  14994. static void skill_toggle_magicpower(struct block_list *bl, short skillid)
  14995. {
  14996. struct status_change *sc = status_get_sc(bl);
  14997. // non-offensive and non-magic skills do not affect the status
  14998. if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC))
  14999. return;
  15000. if (sc && sc->count && sc->data[SC_MAGICPOWER])
  15001. {
  15002. if (sc->data[SC_MAGICPOWER]->val4)
  15003. {
  15004. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  15005. }
  15006. else
  15007. {
  15008. sc->data[SC_MAGICPOWER]->val4 = 1;
  15009. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  15010. }
  15011. }
  15012. }
  15013. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  15014. int x, y, i, class_, skill;
  15015. struct mob_data *md;
  15016. nullpo_ret(sd);
  15017. skill = sd->menuskill_val;
  15018. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
  15019. {
  15020. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  15021. return 0;
  15022. }
  15023. // Spawn Position
  15024. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  15025. x = sd->sc.comet_x;
  15026. y = sd->sc.comet_y;
  15027. sd->sc.comet_x = sd->sc.comet_y = 0;
  15028. sd->menuskill_val = 0;
  15029. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  15030. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  15031. if( md ) {
  15032. md->master_id = sd->bl.id;
  15033. md->special_state.ai = AI_FLORA;
  15034. if( md->deletetimer != INVALID_TIMER )
  15035. delete_timer(md->deletetimer, mob_timer_delete);
  15036. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  15037. mob_spawn(md);
  15038. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  15039. }
  15040. return 0;
  15041. }
  15042. // Warlock Spellbooks. [LimitLine/3CeAM]
  15043. int skill_spellbook (struct map_session_data *sd, int nameid) {
  15044. int i, max_preserve, skill_id, point;
  15045. struct status_change *sc;
  15046. nullpo_ret(sd);
  15047. sc = status_get_sc(&sd->bl);
  15048. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  15049. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  15050. if( i > SC_MAXSPELLBOOK )
  15051. {
  15052. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  15053. return 0;
  15054. }
  15055. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  15056. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  15057. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skillid)) )
  15058. { // User don't know the skill
  15059. sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  15060. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  15061. return 0;
  15062. }
  15063. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  15064. point = skill_spellbook_db[i].point;
  15065. if( sc && sc->data[SC_READING_SB] ){
  15066. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  15067. {
  15068. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  15069. return 0;
  15070. }
  15071. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  15072. if( !sc->data[i] ){
  15073. sc->data[SC_READING_SB]->val2 += point; // increase points
  15074. sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15075. break;
  15076. }
  15077. }
  15078. }else{
  15079. sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  15080. sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15081. }
  15082. return 1;
  15083. }
  15084. int skill_select_menu(struct map_session_data *sd,int skill_id) {
  15085. int id, lv, prob, aslvl = 0;
  15086. nullpo_ret(sd);
  15087. if (sd->sc.data[SC_STOP]) {
  15088. aslvl = sd->sc.data[SC_STOP]->val1;
  15089. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  15090. }
  15091. if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
  15092. (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  15093. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  15094. return 0;
  15095. }
  15096. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  15097. lv = min(lv,sd->status.skill[skill_id].lv);
  15098. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  15099. sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  15100. return 0;
  15101. }
  15102. int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, unsigned short* item_list) {
  15103. int i;
  15104. nullpo_ret(sd);
  15105. nullpo_ret(item_list);
  15106. if( n <= 0 )
  15107. return 1;
  15108. for( i = 0; i < n; i++ ) {
  15109. int nameid, add_amount, del_amount, idx, product, flag;
  15110. struct item tmp_item;
  15111. idx = item_list[i*2+0]-2;
  15112. del_amount = item_list[i*2+1];
  15113. if( skill_lv == 2 )
  15114. del_amount -= (del_amount % 10);
  15115. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  15116. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  15117. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15118. return 1;
  15119. }
  15120. switch( nameid ) {
  15121. // Level 1
  15122. case 994: product = 990; break; // Flame Heart -> Red Blood.
  15123. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  15124. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  15125. case 997: product = 993; break; // Great Nature -> Green Live.
  15126. // Level 2
  15127. case 990: product = 994; break; // Red Blood -> Flame Heart.
  15128. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  15129. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  15130. case 993: product = 997; break; // Green Live -> Great Nature.
  15131. default:
  15132. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15133. return 1;
  15134. }
  15135. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  15136. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15137. return 1;
  15138. }
  15139. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  15140. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15141. return 1;
  15142. }
  15143. memset(&tmp_item,0,sizeof(tmp_item));
  15144. tmp_item.nameid = product;
  15145. tmp_item.amount = add_amount;
  15146. tmp_item.identify = 1;
  15147. if( tmp_item.amount ) {
  15148. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  15149. clif_additem(sd,0,0,flag);
  15150. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15151. }
  15152. }
  15153. }
  15154. return 0;
  15155. }
  15156. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  15157. int i, j, k, c, p = 0, nameid, amount;
  15158. nullpo_ret(sd);
  15159. nullpo_ret(item_list);
  15160. // Search for objects that can be created.
  15161. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  15162. if( skill_produce_db[i].itemlv == 26 ) {
  15163. p = 0;
  15164. do {
  15165. c = 0;
  15166. // Verification of overlap between the objects required and the list submitted.
  15167. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  15168. if( skill_produce_db[i].mat_id[j] > 0 ) {
  15169. for( k = 0; k < n; k++ ) {
  15170. int idx = item_list[k*2+0]-2;
  15171. nameid = sd->status.inventory[idx].nameid;
  15172. amount = item_list[k*2+1];
  15173. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  15174. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  15175. return 0;
  15176. }
  15177. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  15178. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  15179. c++; // match
  15180. }
  15181. }
  15182. else
  15183. break; // No more items required
  15184. }
  15185. p++;
  15186. } while(n == j && c == n);
  15187. p--;
  15188. if ( p > 0 ) {
  15189. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  15190. return 1;
  15191. }
  15192. }
  15193. }
  15194. if( p == 0)
  15195. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  15196. return 0;
  15197. }
  15198. /**
  15199. * for Royal Guard's LG_TRAMPLE
  15200. **/
  15201. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  15202. struct skill_unit *su = (struct skill_unit *)bl;
  15203. struct skill_unit_group *sg;
  15204. unsigned int tick;
  15205. nullpo_ret(su);
  15206. tick = va_arg(ap, unsigned int);
  15207. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  15208. switch( sg->unit_id ) {
  15209. case UNT_LANDMINE:
  15210. case UNT_CLAYMORETRAP:
  15211. case UNT_BLASTMINE:
  15212. case UNT_SHOCKWAVE:
  15213. case UNT_SANDMAN:
  15214. case UNT_FLASHER:
  15215. case UNT_FREEZINGTRAP:
  15216. case UNT_CLUSTERBOMB:
  15217. case UNT_FIRINGTRAP:
  15218. case UNT_ICEBOUNDTRAP:
  15219. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  15220. break;
  15221. }
  15222. // Traps aren't recovered.
  15223. skill_delunit(su);
  15224. }
  15225. return 0;
  15226. }
  15227. /*==========================================
  15228. *
  15229. *------------------------------------------*/
  15230. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  15231. {
  15232. struct map_session_data *sd = map_id2sd(id);
  15233. struct skill_cd * cd = NULL;
  15234. if (data <= 0 || data >= MAX_SKILL)
  15235. return 0;
  15236. if (!sd) return 0;
  15237. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  15238. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  15239. int i,cursor;
  15240. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  15241. cd->duration[cursor] = 0;
  15242. cd->skidx[cursor] = 0;
  15243. cd->nameid[cursor] = 0;
  15244. // compact the cool down list
  15245. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  15246. if( cd->duration[i] == 0 )
  15247. continue;
  15248. if( cursor != i ) {
  15249. cd->duration[cursor] = cd->duration[i];
  15250. cd->skidx[cursor] = cd->skidx[i];
  15251. cd->nameid[cursor] = cd->nameid[i];
  15252. }
  15253. cursor++;
  15254. }
  15255. if( cursor == 0 )
  15256. idb_remove(skillcd_db,sd->status.char_id);
  15257. else
  15258. cd->cursor = cursor;
  15259. }
  15260. sd->blockskill[data] = 0;
  15261. return 1;
  15262. }
  15263. /**
  15264. * flags a singular skill as being blocked from persistent usage.
  15265. * @param sd the player the skill delay affects
  15266. * @param skillid the skill which should be delayed
  15267. * @param tick the length of time the delay should last
  15268. * @param load whether this assignment is being loaded upon player login
  15269. * @return 0 if successful, -1 otherwise
  15270. */
  15271. int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load)
  15272. {
  15273. int oskillid = skillid;
  15274. struct skill_cd* cd = NULL;
  15275. nullpo_retr (-1, sd);
  15276. skillid = skill_get_index(skillid);
  15277. if (skillid == 0)
  15278. return -1;
  15279. if (tick < 1) {
  15280. sd->blockskill[skillid] = 0;
  15281. return -1;
  15282. }
  15283. if( battle_config.display_status_timers )
  15284. clif_skill_cooldown(sd, skillid, tick);
  15285. if( !load )
  15286. {// not being loaded initially so ensure the skill delay is recorded
  15287. if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
  15288. {// create a new skill cooldown object for map storage
  15289. CREATE( cd, struct skill_cd, 1 );
  15290. idb_put( skillcd_db, sd->status.char_id, cd );
  15291. }
  15292. // record the skill duration in the database map
  15293. cd->duration[cd->cursor] = tick;
  15294. cd->skidx[cd->cursor] = skillid;
  15295. cd->nameid[cd->cursor] = oskillid;
  15296. cd->cursor++;
  15297. }
  15298. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  15299. return 0;
  15300. }
  15301. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15302. {
  15303. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  15304. if (data <= 0 || data >= MAX_SKILL)
  15305. return 0;
  15306. if (hd) hd->blockskill[data] = 0;
  15307. return 1;
  15308. }
  15309. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  15310. {
  15311. nullpo_retr (-1, hd);
  15312. skillid = skill_get_index(skillid);
  15313. if (skillid == 0)
  15314. return -1;
  15315. if (tick < 1) {
  15316. hd->blockskill[skillid] = 0;
  15317. return -1;
  15318. }
  15319. hd->blockskill[skillid] = 1;
  15320. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  15321. }
  15322. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15323. {
  15324. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  15325. if( data <= 0 || data >= MAX_SKILL )
  15326. return 0;
  15327. if( md ) md->blockskill[data] = 0;
  15328. return 1;
  15329. }
  15330. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  15331. {
  15332. nullpo_retr (-1, md);
  15333. if( (skillid = skill_get_index(skillid)) == 0 )
  15334. return -1;
  15335. if( tick < 1 )
  15336. {
  15337. md->blockskill[skillid] = 0;
  15338. return -1;
  15339. }
  15340. md->blockskill[skillid] = 1;
  15341. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  15342. }
  15343. /**
  15344. * Adds a new skill unit entry for this player to recast after map load
  15345. **/
  15346. void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv) {
  15347. struct skill_usave * sus = NULL;
  15348. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  15349. idb_remove(skillusave_db,sd->status.char_id);
  15350. }
  15351. CREATE( sus, struct skill_usave, 1 );
  15352. idb_put( skillusave_db, sd->status.char_id, sus );
  15353. sus->skill_num = skill_num;
  15354. sus->skill_lv = skill_lv;
  15355. return;
  15356. }
  15357. void skill_usave_trigger(struct map_session_data *sd) {
  15358. struct skill_usave * sus = NULL;
  15359. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  15360. return;
  15361. }
  15362. skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  15363. idb_remove(skillusave_db,sd->status.char_id);
  15364. return;
  15365. }
  15366. /*
  15367. *
  15368. */
  15369. int skill_split_str (char *str, char **val, int num)
  15370. {
  15371. int i;
  15372. for( i = 0; i < num && str; i++ )
  15373. {
  15374. val[i] = str;
  15375. str = strchr(str,',');
  15376. if( str )
  15377. *str++=0;
  15378. }
  15379. return i;
  15380. }
  15381. /*
  15382. *
  15383. */
  15384. int skill_split_atoi (char *str, int *val)
  15385. {
  15386. int i, j, diff, step = 1;
  15387. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  15388. if (!str) break;
  15389. val[i] = atoi(str);
  15390. str = strchr(str,':');
  15391. if (str)
  15392. *str++=0;
  15393. }
  15394. if(i==0) //No data found.
  15395. return 0;
  15396. if(i==1)
  15397. { //Single value, have the whole range have the same value.
  15398. for (; i < MAX_SKILL_LEVEL; i++)
  15399. val[i] = val[i-1];
  15400. return i;
  15401. }
  15402. //Check for linear change with increasing steps until we reach half of the data acquired.
  15403. for (step = 1; step <= i/2; step++)
  15404. {
  15405. diff = val[i-1] - val[i-step-1];
  15406. for(j = i-1; j >= step; j--)
  15407. if ((val[j]-val[j-step]) != diff)
  15408. break;
  15409. if (j>=step) //No match, try next step.
  15410. continue;
  15411. for(; i < MAX_SKILL_LEVEL; i++)
  15412. { //Apply linear increase
  15413. val[i] = val[i-step]+diff;
  15414. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  15415. { val[i] = 1; diff = 0; step = 1; }
  15416. }
  15417. return i;
  15418. }
  15419. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  15420. for (;i<MAX_SKILL_LEVEL; i++)
  15421. val[i] = val[i-1];
  15422. return i;
  15423. }
  15424. /*
  15425. *
  15426. */
  15427. void skill_init_unit_layout (void)
  15428. {
  15429. int i,j,size,pos = 0;
  15430. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  15431. // standard square layouts go first
  15432. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  15433. size = i*2+1;
  15434. skill_unit_layout[i].count = size*size;
  15435. for (j=0; j<size*size; j++) {
  15436. skill_unit_layout[i].dx[j] = (j%size-i);
  15437. skill_unit_layout[i].dy[j] = (j/size-i);
  15438. }
  15439. }
  15440. // afterwards add special ones
  15441. pos = i;
  15442. for (i=0;i<MAX_SKILL_DB;i++) {
  15443. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  15444. continue;
  15445. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15446. int skill = i;
  15447. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15448. skill -= EL_SKILLRANGEMIN;
  15449. skill += EL_SKILLBASE;
  15450. }
  15451. if( skill == EL_FIRE_MANTLE ) {
  15452. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  15453. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  15454. skill_unit_layout[pos].count = 8;
  15455. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15456. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15457. }
  15458. } else {
  15459. switch (i) {
  15460. case MG_FIREWALL:
  15461. case WZ_ICEWALL:
  15462. case WL_EARTHSTRAIN://Warlock
  15463. // these will be handled later
  15464. break;
  15465. case PR_SANCTUARY:
  15466. case NPC_EVILLAND: {
  15467. static const int dx[] = {
  15468. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  15469. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  15470. static const int dy[]={
  15471. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  15472. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  15473. skill_unit_layout[pos].count = 21;
  15474. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15475. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15476. }
  15477. break;
  15478. case PR_MAGNUS: {
  15479. static const int dx[] = {
  15480. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15481. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15482. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  15483. static const int dy[] = {
  15484. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15485. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15486. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  15487. skill_unit_layout[pos].count = 33;
  15488. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15489. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15490. }
  15491. break;
  15492. case MH_POISON_MIST:
  15493. case AS_VENOMDUST: {
  15494. static const int dx[] = {-1, 0, 0, 0, 1};
  15495. static const int dy[] = { 0,-1, 0, 1, 0};
  15496. skill_unit_layout[pos].count = 5;
  15497. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15498. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15499. }
  15500. break;
  15501. case CR_GRANDCROSS:
  15502. case NPC_GRANDDARKNESS: {
  15503. static const int dx[] = {
  15504. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  15505. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  15506. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  15507. static const int dy[] = {
  15508. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  15509. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  15510. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  15511. skill_unit_layout[pos].count = 29;
  15512. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15513. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15514. }
  15515. break;
  15516. case PF_FOGWALL: {
  15517. static const int dx[] = {
  15518. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  15519. static const int dy[] = {
  15520. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  15521. skill_unit_layout[pos].count = 15;
  15522. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15523. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15524. }
  15525. break;
  15526. case PA_GOSPEL: {
  15527. static const int dx[] = {
  15528. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15529. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15530. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  15531. -1, 0, 1};
  15532. static const int dy[] = {
  15533. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15534. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15535. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  15536. 3, 3, 3};
  15537. skill_unit_layout[pos].count = 33;
  15538. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15539. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15540. }
  15541. break;
  15542. case NJ_KAENSIN: {
  15543. 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};
  15544. 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};
  15545. skill_unit_layout[pos].count = 24;
  15546. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15547. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15548. }
  15549. break;
  15550. case NJ_TATAMIGAESHI: {
  15551. //Level 1 (count 4, cross of 3x3)
  15552. static const int dx1[] = {-1, 1, 0, 0};
  15553. static const int dy1[] = { 0, 0,-1, 1};
  15554. //Level 2-3 (count 8, cross of 5x5)
  15555. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  15556. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  15557. //Level 4-5 (count 12, cross of 7x7
  15558. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  15559. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  15560. //lv1
  15561. j = 0;
  15562. skill_unit_layout[pos].count = 4;
  15563. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  15564. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  15565. skill_db[i].unit_layout_type[j] = pos;
  15566. //lv2/3
  15567. j++;
  15568. pos++;
  15569. skill_unit_layout[pos].count = 8;
  15570. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  15571. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  15572. skill_db[i].unit_layout_type[j] = pos;
  15573. skill_db[i].unit_layout_type[++j] = pos;
  15574. //lv4/5
  15575. j++;
  15576. pos++;
  15577. skill_unit_layout[pos].count = 12;
  15578. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  15579. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  15580. skill_db[i].unit_layout_type[j] = pos;
  15581. skill_db[i].unit_layout_type[++j] = pos;
  15582. //Fill in the rest using lv 5.
  15583. for (;j<MAX_SKILL_LEVEL;j++)
  15584. skill_db[i].unit_layout_type[j] = pos;
  15585. //Skip, this way the check below will fail and continue to the next skill.
  15586. pos++;
  15587. }
  15588. break;
  15589. case GN_WALLOFTHORN: {
  15590. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  15591. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  15592. skill_unit_layout[pos].count = 16;
  15593. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15594. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15595. }
  15596. break;
  15597. default:
  15598. ShowError("unknown unit layout at skill %d\n",i);
  15599. break;
  15600. }
  15601. }
  15602. if (!skill_unit_layout[pos].count)
  15603. continue;
  15604. for (j=0;j<MAX_SKILL_LEVEL;j++)
  15605. skill_db[i].unit_layout_type[j] = pos;
  15606. pos++;
  15607. }
  15608. // firewall and icewall have 8 layouts (direction-dependent)
  15609. firewall_unit_pos = pos;
  15610. for (i=0;i<8;i++) {
  15611. if (i&1) {
  15612. skill_unit_layout[pos].count = 5;
  15613. if (i&0x2) {
  15614. int dx[] = {-1,-1, 0, 0, 1};
  15615. int dy[] = { 1, 0, 0,-1,-1};
  15616. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15617. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15618. } else {
  15619. int dx[] = { 1, 1 ,0, 0,-1};
  15620. int dy[] = { 1, 0, 0,-1,-1};
  15621. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15622. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15623. }
  15624. } else {
  15625. skill_unit_layout[pos].count = 3;
  15626. if (i%4==0) {
  15627. int dx[] = {-1, 0, 1};
  15628. int dy[] = { 0, 0, 0};
  15629. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15630. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15631. } else {
  15632. int dx[] = { 0, 0, 0};
  15633. int dy[] = {-1, 0, 1};
  15634. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15635. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15636. }
  15637. }
  15638. pos++;
  15639. }
  15640. icewall_unit_pos = pos;
  15641. for (i=0;i<8;i++) {
  15642. skill_unit_layout[pos].count = 5;
  15643. if (i&1) {
  15644. if (i&0x2) {
  15645. int dx[] = {-2,-1, 0, 1, 2};
  15646. int dy[] = { 2, 1, 0,-1,-2};
  15647. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15648. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15649. } else {
  15650. int dx[] = { 2, 1 ,0,-1,-2};
  15651. int dy[] = { 2, 1, 0,-1,-2};
  15652. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15653. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15654. }
  15655. } else {
  15656. if (i%4==0) {
  15657. int dx[] = {-2,-1, 0, 1, 2};
  15658. int dy[] = { 0, 0, 0, 0, 0};
  15659. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15660. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15661. } else {
  15662. int dx[] = { 0, 0, 0, 0, 0};
  15663. int dy[] = {-2,-1, 0, 1, 2};
  15664. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15665. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15666. }
  15667. }
  15668. pos++;
  15669. }
  15670. earthstrain_unit_pos = pos;
  15671. for( i = 0; i < 8; i++ )
  15672. { // For each Direction
  15673. skill_unit_layout[pos].count = 15;
  15674. switch( i )
  15675. {
  15676. case 0: case 1: case 3: case 4: case 5: case 7:
  15677. {
  15678. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15679. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15680. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15681. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15682. }
  15683. break;
  15684. case 2:
  15685. case 6:
  15686. {
  15687. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15688. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15689. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15690. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15691. }
  15692. break;
  15693. }
  15694. pos++;
  15695. }
  15696. }
  15697. int skill_block_check(struct block_list *bl, sc_type type , int skillid) {
  15698. int inf = 0;
  15699. struct status_change *sc = status_get_sc(bl);
  15700. if( !sc || !bl || skillid < 1 )
  15701. return 0; // Can do it
  15702. switch(type){
  15703. case SC_STASIS:
  15704. inf = skill_get_inf2(skillid);
  15705. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  15706. return 1; // Can't do it.
  15707. switch( skillid )
  15708. {
  15709. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  15710. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  15711. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  15712. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  15713. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  15714. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  15715. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  15716. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  15717. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  15718. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  15719. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  15720. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  15721. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  15722. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  15723. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  15724. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  15725. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  15726. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  15727. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  15728. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  15729. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  15730. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  15731. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  15732. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  15733. // Skills that need to be confirmed.
  15734. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  15735. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  15736. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  15737. case SO_ARRULLO:
  15738. return 1; // Can't do it.
  15739. }
  15740. break;
  15741. case SC_KAGEHUMI:
  15742. switch(skillid){
  15743. case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
  15744. case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
  15745. case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
  15746. return 1; // needs more info
  15747. }
  15748. break;
  15749. }
  15750. return 0;
  15751. }
  15752. int skill_get_elemental_type( int skill_id , int skill_lv ) {
  15753. int type = 0;
  15754. switch( skill_id ) {
  15755. case SO_SUMMON_AGNI: type = 2114; break;
  15756. case SO_SUMMON_AQUA: type = 2117; break;
  15757. case SO_SUMMON_VENTUS: type = 2120; break;
  15758. case SO_SUMMON_TERA: type = 2123; break;
  15759. }
  15760. type += skill_lv - 1;
  15761. return type;
  15762. }
  15763. /**
  15764. * reload stored skill cooldowns when a player logs in.
  15765. * @param sd the affected player structure
  15766. */
  15767. void skill_cooldown_load(struct map_session_data * sd)
  15768. {
  15769. int i;
  15770. struct skill_cd* cd = NULL;
  15771. // always check to make sure the session properly exists
  15772. nullpo_retv(sd);
  15773. if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
  15774. {// no skill cooldown is associated with this character
  15775. return;
  15776. }
  15777. // process each individual cooldown associated with the character
  15778. for( i = 0; i < cd->cursor; i++ )
  15779. {
  15780. // block the skill from usage but ensure it is not recorded (load = true)
  15781. skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
  15782. }
  15783. }
  15784. /*==========================================
  15785. * sub-function of DB reading.
  15786. * skill_db.txt
  15787. *------------------------------------------*/
  15788. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  15789. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  15790. int id = atoi(split[0]);
  15791. int i;
  15792. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  15793. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  15794. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  15795. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) {
  15796. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  15797. return false;
  15798. }
  15799. i = skill_get_index(id);
  15800. if( !i ) // invalid skill id
  15801. return false;
  15802. skill_split_atoi(split[1],skill_db[i].range);
  15803. skill_db[i].hit = atoi(split[2]);
  15804. skill_db[i].inf = atoi(split[3]);
  15805. skill_split_atoi(split[4],skill_db[i].element);
  15806. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  15807. skill_split_atoi(split[6],skill_db[i].splash);
  15808. skill_db[i].max = atoi(split[7]);
  15809. skill_split_atoi(split[8],skill_db[i].num);
  15810. if( strcmpi(split[9],"yes") == 0 )
  15811. skill_db[i].castcancel = 1;
  15812. else
  15813. skill_db[i].castcancel = 0;
  15814. skill_db[i].cast_def_rate = atoi(split[10]);
  15815. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  15816. skill_split_atoi(split[12],skill_db[i].maxcount);
  15817. if( strcmpi(split[13],"weapon") == 0 )
  15818. skill_db[i].skill_type = BF_WEAPON;
  15819. else if( strcmpi(split[13],"magic") == 0 )
  15820. skill_db[i].skill_type = BF_MAGIC;
  15821. else if( strcmpi(split[13],"misc") == 0 )
  15822. skill_db[i].skill_type = BF_MISC;
  15823. else
  15824. skill_db[i].skill_type = 0;
  15825. skill_split_atoi(split[14],skill_db[i].blewcount);
  15826. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  15827. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  15828. strdb_iput(skilldb_name2id, skill_db[i].name, id);
  15829. return true;
  15830. }
  15831. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  15832. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  15833. char* p;
  15834. int j;
  15835. int i = atoi(split[0]);
  15836. i = skill_get_index(i);
  15837. if( !i ) // invalid skill id
  15838. return false;
  15839. skill_split_atoi(split[1],skill_db[i].hp);
  15840. skill_split_atoi(split[2],skill_db[i].mhp);
  15841. skill_split_atoi(split[3],skill_db[i].sp);
  15842. skill_split_atoi(split[4],skill_db[i].hp_rate);
  15843. skill_split_atoi(split[5],skill_db[i].sp_rate);
  15844. skill_split_atoi(split[6],skill_db[i].zeny);
  15845. //Wich weapon type are required, see doc/item_db for types
  15846. p = split[7];
  15847. for( j = 0; j < 32; j++ )
  15848. {
  15849. int l = atoi(p);
  15850. if( l == 99 ) // Any weapon
  15851. {
  15852. skill_db[i].weapon = 0;
  15853. break;
  15854. }
  15855. else
  15856. skill_db[i].weapon |= 1<<l;
  15857. p = strchr(p,':');
  15858. if(!p)
  15859. break;
  15860. p++;
  15861. }
  15862. //FIXME: document this
  15863. p = split[8];
  15864. for( j = 0; j < 32; j++ )
  15865. {
  15866. int l = atoi(p);
  15867. if( l == 99 ) // Any ammo type
  15868. {
  15869. skill_db[i].ammo = 0xFFFFFFFF;
  15870. break;
  15871. }
  15872. else if( l ) // 0 stands for no requirement
  15873. skill_db[i].ammo |= 1<<l;
  15874. p = strchr(p,':');
  15875. if( !p )
  15876. break;
  15877. p++;
  15878. }
  15879. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  15880. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  15881. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  15882. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  15883. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  15884. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  15885. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  15886. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  15887. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  15888. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  15889. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  15890. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  15891. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  15892. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  15893. /**
  15894. * New States
  15895. **/
  15896. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  15897. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  15898. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  15899. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  15900. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  15901. else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[i].state = ST_POISONINGWEAPON;
  15902. else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[i].state = ST_ROLLINGCUTTER;
  15903. /**
  15904. * Unknown or no state
  15905. **/
  15906. else skill_db[i].state = ST_NONE;
  15907. skill_split_atoi(split[11],skill_db[i].spiritball);
  15908. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  15909. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  15910. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  15911. }
  15912. return true;
  15913. }
  15914. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  15915. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  15916. int i = atoi(split[0]);
  15917. i = skill_get_index(i);
  15918. if( !i ) // invalid skill id
  15919. return false;
  15920. skill_split_atoi(split[1],skill_db[i].cast);
  15921. skill_split_atoi(split[2],skill_db[i].delay);
  15922. skill_split_atoi(split[3],skill_db[i].walkdelay);
  15923. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  15924. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  15925. skill_split_atoi(split[6],skill_db[i].cooldown);
  15926. #ifdef RENEWAL_CAST
  15927. skill_split_atoi(split[7],skill_db[i].fixed_cast);
  15928. #endif
  15929. return true;
  15930. }
  15931. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  15932. {// Skill id,Cast,Delay (optional)
  15933. int i = atoi(split[0]);
  15934. i = skill_get_index(i);
  15935. if( !i ) // invalid skill id
  15936. return false;
  15937. skill_split_atoi(split[1],skill_db[i].castnodex);
  15938. if( split[2] ) // optional column
  15939. skill_split_atoi(split[2],skill_db[i].delaynodex);
  15940. return true;
  15941. }
  15942. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  15943. {// SkillID,Flag
  15944. int i = atoi(split[0]);
  15945. i = skill_get_index(i);
  15946. if( !i ) // invalid skill id
  15947. return false;
  15948. skill_db[i].nocast |= atoi(split[1]);
  15949. return true;
  15950. }
  15951. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  15952. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  15953. int i = atoi(split[0]);
  15954. i = skill_get_index(i);
  15955. if( !i ) // invalid skill id
  15956. return false;
  15957. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  15958. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  15959. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  15960. skill_split_atoi(split[4],skill_db[i].unit_range);
  15961. skill_db[i].unit_interval = atoi(split[5]);
  15962. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  15963. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  15964. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  15965. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  15966. else if( strcmpi(split[6],"guild")==0 ) skill_db[i].unit_target = BCT_GUILD;
  15967. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  15968. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  15969. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  15970. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  15971. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  15972. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  15973. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  15974. skill_db[i].unit_target = BCT_NOENEMY;
  15975. //By default, target just characters.
  15976. skill_db[i].unit_target |= BL_CHAR;
  15977. if (skill_db[i].unit_flag&UF_NOPC)
  15978. skill_db[i].unit_target &= ~BL_PC;
  15979. if (skill_db[i].unit_flag&UF_NOMOB)
  15980. skill_db[i].unit_target &= ~BL_MOB;
  15981. if (skill_db[i].unit_flag&UF_SKILL)
  15982. skill_db[i].unit_target |= BL_SKILL;
  15983. return true;
  15984. }
  15985. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  15986. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  15987. int x,y;
  15988. int i = atoi(split[0]);
  15989. if( !i )
  15990. return false;
  15991. skill_produce_db[current].nameid = i;
  15992. skill_produce_db[current].itemlv = atoi(split[1]);
  15993. skill_produce_db[current].req_skill = atoi(split[2]);
  15994. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  15995. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  15996. {
  15997. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  15998. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  15999. }
  16000. return true;
  16001. }
  16002. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  16003. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  16004. int x,y;
  16005. int i = atoi(split[0]);
  16006. if( !i )
  16007. return false;
  16008. skill_arrow_db[current].nameid = i;
  16009. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  16010. {
  16011. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  16012. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  16013. }
  16014. return true;
  16015. }
  16016. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  16017. {// SkillID,PreservePoints
  16018. int skillid = atoi(split[0]),
  16019. points = atoi(split[1]),
  16020. nameid = atoi(split[2]);
  16021. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  16022. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  16023. if ( !skill_get_inf(skillid) )
  16024. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  16025. if( points < 1 )
  16026. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  16027. else
  16028. {
  16029. skill_spellbook_db[current].skillid = skillid;
  16030. skill_spellbook_db[current].point = points;
  16031. skill_spellbook_db[current].nameid = nameid;
  16032. return true;
  16033. }
  16034. return false;
  16035. }
  16036. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  16037. {// SkillID
  16038. int i = atoi(split[0]);
  16039. short j = atoi(split[1]);
  16040. if( !skill_get_index(i) || !skill_get_max(i) ) {
  16041. ShowError("skill_improvise_db: Invalid skill ID %d\n", i);
  16042. return false;
  16043. }
  16044. if ( !skill_get_inf(i) ) {
  16045. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  16046. return false;
  16047. }
  16048. if( j < 1 ) {
  16049. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i));
  16050. return false;
  16051. }
  16052. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  16053. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  16054. }
  16055. skill_improvise_db[current].skillid = i;
  16056. skill_improvise_db[current].per = j; // Still need confirm it.
  16057. return true;
  16058. }
  16059. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  16060. {
  16061. int i = atoi(split[0]);
  16062. if( !skill_get_index(i) || !skill_get_max(i) )
  16063. {
  16064. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  16065. return false;
  16066. }
  16067. if ( !skill_get_inf(i) )
  16068. {
  16069. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  16070. return false;
  16071. }
  16072. skill_magicmushroom_db[current].skillid = i;
  16073. return true;
  16074. }
  16075. static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
  16076. int skillid = atoi(split[0]);
  16077. skillid = skill_get_index(skillid);
  16078. if( !skillid )
  16079. return false;
  16080. skill_reproduce_db[skillid] = true;
  16081. return true;
  16082. }
  16083. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  16084. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  16085. int i = atoi(split[0]);
  16086. if( !skill_get_index(i) || !skill_get_max(i) )
  16087. {
  16088. ShowError("abra_db: Invalid skill ID %d\n", i);
  16089. return false;
  16090. }
  16091. if ( !skill_get_inf(i) )
  16092. {
  16093. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  16094. return false;
  16095. }
  16096. skill_abra_db[current].skillid = i;
  16097. skill_abra_db[current].req_lv = atoi(split[2]);
  16098. skill_abra_db[current].per = atoi(split[3]);
  16099. return true;
  16100. }
  16101. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  16102. {// SkillID
  16103. int i = atoi(split[0]);
  16104. short j = atoi(split[1]);
  16105. int x,y;
  16106. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  16107. if( skill_produce_db[x].nameid == i )
  16108. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  16109. break;
  16110. }
  16111. if( x >= MAX_SKILL_PRODUCE_DB ){
  16112. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", i);
  16113. return false;
  16114. }
  16115. if( current >= MAX_SKILL_PRODUCE_DB ) {
  16116. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  16117. }
  16118. skill_changematerial_db[current].itemid = i;
  16119. skill_changematerial_db[current].rate = j;
  16120. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  16121. {
  16122. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  16123. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  16124. }
  16125. return true;
  16126. }
  16127. /*===============================
  16128. * DB reading.
  16129. * skill_db.txt
  16130. * skill_require_db.txt
  16131. * skill_cast_db.txt
  16132. * skill_castnodex_db.txt
  16133. * skill_nocast_db.txt
  16134. * skill_unit_db.txt
  16135. * produce_db.txt
  16136. * create_arrow_db.txt
  16137. * abra_db.txt
  16138. *------------------------------*/
  16139. static void skill_readdb(void)
  16140. {
  16141. // init skill db structures
  16142. db_clear(skilldb_name2id);
  16143. memset(skill_db,0,sizeof(skill_db));
  16144. memset(skill_produce_db,0,sizeof(skill_produce_db));
  16145. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  16146. memset(skill_abra_db,0,sizeof(skill_abra_db));
  16147. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  16148. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  16149. memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
  16150. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  16151. // load skill databases
  16152. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  16153. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  16154. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  16155. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  16156. #ifdef RENEWAL_CAST
  16157. sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  16158. #else
  16159. sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  16160. #endif
  16161. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  16162. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  16163. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  16164. skill_init_unit_layout();
  16165. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  16166. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  16167. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  16168. //Warlock
  16169. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  16170. //Guillotine Cross
  16171. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  16172. sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
  16173. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  16174. sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
  16175. }
  16176. void skill_reload (void)
  16177. {
  16178. skill_readdb();
  16179. }
  16180. /*==========================================
  16181. *
  16182. *------------------------------------------*/
  16183. int do_init_skill (void)
  16184. {
  16185. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  16186. skill_readdb();
  16187. group_db = idb_alloc(DB_OPT_BASE);
  16188. skillunit_db = idb_alloc(DB_OPT_BASE);
  16189. skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16190. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16191. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  16192. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  16193. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  16194. add_timer_func_list(skill_castend_id,"skill_castend_id");
  16195. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  16196. add_timer_func_list(skill_timerskill,"skill_timerskill");
  16197. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  16198. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  16199. return 0;
  16200. }
  16201. int do_final_skill(void)
  16202. {
  16203. db_destroy(skilldb_name2id);
  16204. db_destroy(group_db);
  16205. db_destroy(skillunit_db);
  16206. db_destroy(skillcd_db);
  16207. db_destroy(skillusave_db);
  16208. ers_destroy(skill_unit_ers);
  16209. ers_destroy(skill_timer_ers);
  16210. return 0;
  16211. }