skill.cpp 804 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp /= 2;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(SC_VITALIZE_POTION))
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. struct status_data *status = status_get_status_data(src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(SC_NORECOVER_STATE))
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk(uint16 skill_id, map_session_data *sd)
  735. {
  736. nullpo_retr(1,sd);
  737. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  738. return false; // can do any damn thing they want
  739. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  740. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  741. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  742. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  743. return true;
  744. // Epoque:
  745. // This code will compare the player's attack motion value which is influenced by ASPD before
  746. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  747. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  748. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  749. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  750. {// attempted to cast a skill before the attack motion has finished
  751. return true;
  752. }
  753. if (skill_blockpc_get(sd, skill_id) != -1){
  754. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  755. return true;
  756. }
  757. /**
  758. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  759. * 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
  760. */
  761. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  762. return false;
  763. uint32 skill_nocast = skill_get_nocast(skill_id);
  764. // Check skill restrictions [Celest]
  765. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  766. (skill_nocast&2 && mapdata->getMapFlag(MF_PVP)) ||
  767. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  768. (skill_nocast&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  769. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  770. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) ){
  771. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  772. return true;
  773. }
  774. if( sd->sc.getSCE(SC_ALL_RIDING) )
  775. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  776. switch (skill_id) {
  777. case AL_WARP:
  778. case RETURN_TO_ELDICASTES:
  779. case ALL_GUARDIAN_RECALL:
  780. case ECLAGE_RECALL:
  781. case ALL_PRONTERA_RECALL:
  782. case ALL_GLASTHEIM_RECALL:
  783. case ALL_THANATOS_RECALL:
  784. case ALL_LIGHTHALZEN_RECALL:
  785. if(mapdata->getMapFlag(MF_NOWARP)) {
  786. clif_skill_teleportmessage(sd,0);
  787. return true;
  788. }
  789. return false;
  790. case AL_TELEPORT:
  791. case NPC_FATALMENACE:
  792. case SC_DIMENSIONDOOR:
  793. case ALL_ODINS_RECALL:
  794. case WE_CALLALLFAMILY:
  795. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  796. clif_skill_teleportmessage(sd,0);
  797. return true;
  798. }
  799. return false; // gonna be checked in 'skill_castend_nodamage_id'
  800. case WE_CALLPARTNER:
  801. case WE_CALLPARENT:
  802. case WE_CALLBABY:
  803. if (mapdata->getMapFlag(MF_NOMEMO)) {
  804. clif_skill_teleportmessage(sd,1);
  805. return true;
  806. }
  807. break;
  808. case MC_VENDING:
  809. if (map_getmapflag(sd->bl.m, MF_NOVENDING)) {
  810. clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
  811. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  812. return true;
  813. }
  814. if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKNOVENDING)) {
  815. clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell."
  816. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  817. return true;
  818. }
  819. if (npc_isnear(&sd->bl)) {
  820. // uncomment to send msg_txt.
  821. //char output[150];
  822. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  823. //clif_displaymessage(sd->fd, output);
  824. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND, 0);
  825. return true;
  826. }
  827. break;
  828. case ALL_BUYING_STORE:
  829. if( map_getmapflag(sd->bl.m, MF_NOBUYINGSTORE) ) {
  830. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  832. return true;
  833. }
  834. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOBUYINGSTORE) ) {
  835. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  836. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  837. return true;
  838. }
  839. if( npc_isnear(&sd->bl) ) {
  840. // uncomment to send msg_txt.
  841. //char output[150];
  842. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  843. //clif_displaymessage(sd->fd, output);
  844. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  845. return true;
  846. }
  847. break;
  848. case MC_IDENTIFY:
  849. return false; // always allowed
  850. case WZ_ICEWALL:
  851. // noicewall flag [Valaris]
  852. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  853. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  854. return true;
  855. }
  856. break;
  857. case GC_DARKILLUSION:
  858. if( mapdata_flag_gvg2(mapdata) ) {
  859. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  860. return true;
  861. }
  862. break;
  863. case GD_EMERGENCYCALL:
  864. case GD_ITEMEMERGENCYCALL:
  865. if (
  866. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  867. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  868. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  869. ) {
  870. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  871. return true;
  872. }
  873. break;
  874. case WM_SIRCLEOFNATURE:
  875. case WM_SOUND_OF_DESTRUCTION:
  876. case WM_LULLABY_DEEPSLEEP:
  877. case WM_GLOOMYDAY:
  878. case WM_SATURDAY_NIGHT_FEVER:
  879. if( !mapdata_flag_vs(mapdata) ) {
  880. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  881. return true;
  882. }
  883. break;
  884. }
  885. return false;
  886. }
  887. /**
  888. * Check if the homunculus skill is ok to be processed
  889. * After checking from Homunculus side, also check the master condition
  890. * @param hd: Homunculus who casted
  891. * @param skill_id: Skill ID casted
  892. * @param skill_lv: Skill level casted
  893. * @return true: Skill cannot be used, false: otherwise
  894. */
  895. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  896. {
  897. map_session_data *sd = NULL;
  898. status_change *sc;
  899. int8 spiritball = 0;
  900. nullpo_retr(true, hd);
  901. spiritball = skill_get_spiritball(skill_id, skill_lv);
  902. sd = hd->master;
  903. sc = status_get_sc(&hd->bl);
  904. if (!sd)
  905. return true;
  906. if (sc && !sc->count)
  907. sc = NULL;
  908. if (util::vector_exists(hd->blockskill, skill_id))
  909. return true;
  910. switch(skill_id) {
  911. case HFLI_SBR44:
  912. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  913. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  914. return true;
  915. }
  916. break;
  917. case HVAN_EXPLOSION:
  918. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  919. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  920. return true;
  921. }
  922. break;
  923. case MH_LIGHT_OF_REGENE: // Must be cordial
  924. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  925. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  926. return true;
  927. }
  928. break;
  929. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  930. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  931. return true;
  932. break;
  933. case MH_ANGRIFFS_MODUS:
  934. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  935. return true;
  936. break;
  937. case MH_TINDER_BREAKER: // Must be in grappling mode
  938. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  939. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  940. return true;
  941. }
  942. break;
  943. case MH_SONIC_CRAW: // Must be in fighting mode
  944. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  945. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  946. return true;
  947. }
  948. break;
  949. case MH_SILVERVEIN_RUSH:
  950. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  951. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  952. return true;
  953. }
  954. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  955. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  956. return true;
  957. }
  958. break;
  959. case MH_MIDNIGHT_FRENZY:
  960. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  961. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  962. return true;
  963. }
  964. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  965. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  966. return true;
  967. }
  968. break;
  969. case MH_CBC:
  970. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  971. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  972. return true;
  973. }
  974. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  975. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  976. return true;
  977. }
  978. break;
  979. case MH_EQC:
  980. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  981. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  982. return true;
  983. }
  984. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  985. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  986. return true;
  987. }
  988. break;
  989. }
  990. if (spiritball) {
  991. if (hd->homunculus.spiritball < spiritball) {
  992. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  993. return true;
  994. }
  995. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  996. if (skill_id != MH_BLAZING_AND_FURIOUS)
  997. hom_delspiritball(hd, spiritball, 1);
  998. }
  999. //Use master's criteria.
  1000. return skill_isNotOk(skill_id, hd->master);
  1001. }
  1002. /**
  1003. * Check if the mercenary skill is ok to be processed
  1004. * After checking from Homunculus side, also check the master condition
  1005. * @param skill_id: Skill ID that casted
  1006. * @param md: Mercenary who casted
  1007. * @return true: Skill cannot be used, false: otherwise
  1008. */
  1009. bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md)
  1010. {
  1011. nullpo_retr(1, md);
  1012. if (util::vector_exists(md->blockskill, skill_id))
  1013. return true;
  1014. return skill_isNotOk(skill_id, md->master);
  1015. }
  1016. /**
  1017. * Check if the skill can be casted near NPC or not
  1018. * @param src Object who casted
  1019. * @param skill_id Skill ID that casted
  1020. * @param skill_lv Skill Lv
  1021. * @param pos_x Position x of the target
  1022. * @param pos_y Position y of the target
  1023. * @return true: Skill cannot be used, false: otherwise
  1024. * @author [Cydh]
  1025. */
  1026. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1027. if (!src)
  1028. return false;
  1029. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1030. return false;
  1031. //if self skill
  1032. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1033. pos_x = src->x;
  1034. pos_y = src->y;
  1035. }
  1036. if (pos_x <= 0) pos_x = src->x;
  1037. if (pos_y <= 0) pos_y = src->y;
  1038. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1039. }
  1040. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1041. {
  1042. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1043. uint8 dir;
  1044. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1045. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1046. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1047. }
  1048. nullpo_retr(NULL, src);
  1049. //Monsters sometimes deploy more units on level 10
  1050. if (src->type == BL_MOB && skill_lv >= 10) {
  1051. if (skill_id == WZ_WATERBALL)
  1052. pos = 4; //9x9 Area
  1053. }
  1054. if (pos != -1) // simple single-definition layout
  1055. return &skill_unit_layout[pos];
  1056. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1057. if (skill_id == MG_FIREWALL)
  1058. return &skill_unit_layout [firewall_unit_pos + dir];
  1059. else if (skill_id == WZ_ICEWALL)
  1060. return &skill_unit_layout [icewall_unit_pos + dir];
  1061. else if( skill_id == WL_EARTHSTRAIN )
  1062. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1063. else if( skill_id == RL_FIRE_RAIN )
  1064. return &skill_unit_layout[firerain_unit_pos + dir];
  1065. else if( skill_id == GN_WALLOFTHORN )
  1066. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1067. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1068. return &skill_unit_layout[0]; // default 1x1 layout
  1069. }
  1070. /** Stores temporary values.
  1071. * Common usages:
  1072. * [0] holds number of targets in area
  1073. * [1] holds the id of the original target
  1074. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1075. */
  1076. static int skill_area_temp[8];
  1077. /*==========================================
  1078. * Add effect to skill when hit succesfully target
  1079. *------------------------------------------*/
  1080. int skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1081. nullpo_ret(src);
  1082. nullpo_ret(bl);
  1083. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1084. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1085. return 0;
  1086. map_session_data* sd = BL_CAST( BL_PC, src );
  1087. mob_data* md = BL_CAST( BL_MOB, src );
  1088. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1089. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1090. status_change* sc = status_get_sc( src );
  1091. status_change* tsc = status_get_sc( bl );
  1092. status_data* sstatus = status_get_status_data( src );
  1093. status_data* tstatus = status_get_status_data( bl );
  1094. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1095. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1096. // Chance to trigger Taekwon kicks
  1097. if (sc->getSCE(SC_READYSTORM) &&
  1098. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1099. 0, 2, 0,
  1100. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1101. ; //Stance triggered
  1102. else if (sc->getSCE(SC_READYDOWN) &&
  1103. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1104. 0, 2, 0,
  1105. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1106. ; //Stance triggered
  1107. else if (sc->getSCE(SC_READYTURN) &&
  1108. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1109. 0, 2, 0,
  1110. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1111. ; //Stance triggered
  1112. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1113. int rate = 20;
  1114. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1115. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1116. status_change_end(src, SC_SKILLRATE_UP);
  1117. }
  1118. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1119. 0, 2, 0,
  1120. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1121. ; //Stance triggered
  1122. }
  1123. }
  1124. if (!tsc) //skill additional effect is about adding effects to the target...
  1125. //So if the target can't be inflicted with statuses, this is pointless.
  1126. return 0;
  1127. if( sd )
  1128. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1129. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1130. #ifndef RENEWAL
  1131. && skill_id != ASC_BREAKER
  1132. #endif
  1133. ) {
  1134. // Trigger status effects
  1135. for (const auto &it : sd->addeff) {
  1136. int rate = it.rate;
  1137. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1138. rate += it.arrow_rate;
  1139. if( !rate )
  1140. continue;
  1141. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1142. // Trigger has attack type consideration.
  1143. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1144. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1145. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1146. ;
  1147. else
  1148. continue;
  1149. }
  1150. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1151. // Trigger has range consideration.
  1152. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1153. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1154. continue; //Range Failed.
  1155. }
  1156. if (it.flag&ATF_TARGET)
  1157. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1158. if (it.flag&ATF_SELF)
  1159. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1160. }
  1161. }
  1162. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1163. if (sc != nullptr) {
  1164. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1165. unit_data *ud = unit_bl2ud(bl);
  1166. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1167. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1168. }
  1169. }
  1170. if( skill_id ) {
  1171. // Trigger status effects on skills
  1172. for (const auto &it : sd->addeff_onskill) {
  1173. if (skill_id != it.skill_id || !it.rate)
  1174. continue;
  1175. if (it.target&ATF_TARGET)
  1176. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1177. if (it.target&ATF_SELF)
  1178. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1179. }
  1180. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1181. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1182. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1183. #ifdef RENEWAL
  1184. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1185. #else
  1186. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1187. #endif
  1188. clif_emotion(bl,ET_HUK);
  1189. }
  1190. }
  1191. }
  1192. if( dmg_lv < ATK_DEF ) // no damage, return;
  1193. return 0;
  1194. switch(skill_id) {
  1195. case 0:
  1196. { // Normal attacks (no skill used)
  1197. if( attack_type&BF_SKILL )
  1198. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1199. if(sd) {
  1200. int skill;
  1201. // Automatic trigger of Blitz Beat
  1202. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1203. int rate;
  1204. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1205. rate = 5;
  1206. else
  1207. rate = (sd->status.job_level + 9) / 10;
  1208. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1209. }
  1210. // Automatic trigger of Warg Strike
  1211. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1212. int rate = sstatus->luk * 10 / 3 + 1;
  1213. if (pc_isfalcon(sd))
  1214. rate = rate / 3;
  1215. if (rnd() % 1000 <= rate)
  1216. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1217. }
  1218. // Automatic trigger of Hawk Rush
  1219. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1220. int rate = sstatus->con * 10 / 3 + 1;
  1221. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1222. if (rnd() % 1000 <= rate)
  1223. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1224. }
  1225. // Gank
  1226. if(dstmd && sd->status.weapon != W_BOW &&
  1227. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1228. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1229. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1230. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1231. else
  1232. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1233. }
  1234. }
  1235. if (sc) {
  1236. struct status_change_entry *sce;
  1237. // Enchant Poison gives a chance to poison attacked enemies
  1238. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1239. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1240. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1241. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1242. if((sce=sc->getSCE(SC_EDP)))
  1243. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1244. skill_get_time2(ASC_EDP,sce->val1));
  1245. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1246. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1247. }
  1248. }
  1249. break;
  1250. case SM_BASH:
  1251. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1252. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1253. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1254. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1255. }
  1256. break;
  1257. case MER_CRASH:
  1258. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1259. break;
  1260. case AS_VENOMKNIFE:
  1261. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1262. skill_lv = pc_checkskill(sd, TF_POISON);
  1263. case TF_POISON:
  1264. case AS_SPLASHER:
  1265. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1266. && sd && skill_id==TF_POISON
  1267. )
  1268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1269. break;
  1270. case AS_SONICBLOW:
  1271. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1272. break;
  1273. case AS_GRIMTOOTH:
  1274. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1275. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1276. break;
  1277. case WZ_FIREPILLAR:
  1278. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1279. break;
  1280. case MG_FROSTDIVER:
  1281. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1282. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1283. break;
  1284. case WZ_FROSTNOVA:
  1285. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1286. break;
  1287. case WZ_STORMGUST:
  1288. // Storm Gust counter was dropped in renewal
  1289. #ifdef RENEWAL
  1290. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1291. #else
  1292. //On third hit, there is a 150% to freeze the target
  1293. if(tsc->sg_counter >= 3 &&
  1294. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1295. tsc->sg_counter = 0;
  1296. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1297. else if( tsc->sg_counter > 250 )
  1298. tsc->sg_counter = 0;
  1299. #endif
  1300. break;
  1301. case NPC_STORMGUST2:
  1302. if (skill_lv == 1)
  1303. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1304. else if (skill_lv == 2)
  1305. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1306. else
  1307. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1308. break;
  1309. case WZ_METEOR:
  1310. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. break;
  1312. case WZ_VERMILION:
  1313. #ifdef RENEWAL
  1314. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1315. #else
  1316. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1317. #endif
  1318. break;
  1319. case WZ_HEAVENDRIVE:
  1320. status_change_end(bl, SC_SV_ROOTTWIST);
  1321. break;
  1322. case HT_FREEZINGTRAP:
  1323. case MA_FREEZINGTRAP:
  1324. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1325. break;
  1326. case HT_FLASHER:
  1327. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1328. break;
  1329. case HT_LANDMINE:
  1330. case MA_LANDMINE:
  1331. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case HT_SHOCKWAVE:
  1334. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1335. break;
  1336. case HT_SANDMAN:
  1337. case MA_SANDMAN:
  1338. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case TF_SPRINKLESAND:
  1341. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1342. break;
  1343. case TF_THROWSTONE:
  1344. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1345. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1346. break;
  1347. case NPC_DARKCROSS:
  1348. case CR_HOLYCROSS:
  1349. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1350. break;
  1351. case NPC_GRANDDARKNESS:
  1352. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1353. attack_type |= BF_WEAPON;
  1354. break;
  1355. case CR_GRANDCROSS:
  1356. //Chance to cause blind status vs demon and undead element, but not against players
  1357. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1358. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1359. attack_type |= BF_WEAPON;
  1360. break;
  1361. case AM_ACIDTERROR:
  1362. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1363. #ifdef RENEWAL
  1364. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1365. #else
  1366. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1367. #endif
  1368. clif_emotion(bl,ET_HUK);
  1369. break;
  1370. case AM_DEMONSTRATION:
  1371. #ifdef RENEWAL
  1372. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1373. #else
  1374. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1375. #endif
  1376. break;
  1377. case CR_SHIELDCHARGE:
  1378. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1379. break;
  1380. #ifndef RENEWAL
  1381. case PA_PRESSURE:
  1382. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1383. //Fall through
  1384. case HW_GRAVITATION:
  1385. //Pressure and Gravitation can trigger physical autospells
  1386. attack_type |= BF_NORMAL;
  1387. attack_type |= BF_WEAPON;
  1388. break;
  1389. #endif
  1390. case RG_RAID:
  1391. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1392. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1393. #ifdef RENEWAL
  1394. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1395. break;
  1396. case RG_BACKSTAP:
  1397. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1398. #endif
  1399. break;
  1400. case BA_FROSTJOKER:
  1401. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1402. break;
  1403. case DC_SCREAM:
  1404. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1405. break;
  1406. case BD_LULLABY:
  1407. status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1408. break;
  1409. #ifdef RENEWAL
  1410. case DC_UGLYDANCE:
  1411. // !TODO: How does caster's DEX/AGI play a role?
  1412. status_zap( bl, 0, 2 * skill_lv + 10 );
  1413. break;
  1414. #else
  1415. case DC_UGLYDANCE: {
  1416. int rate = 5 + 5 * skill_lv;
  1417. int skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1418. if( skill > 0 ){
  1419. rate += 5 + skill;
  1420. }
  1421. status_zap( bl, 0, rate );
  1422. } break;
  1423. #endif
  1424. case SL_STUN:
  1425. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1426. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1427. break;
  1428. case NPC_PETRIFYATTACK:
  1429. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1430. break;
  1431. case NPC_CURSEATTACK:
  1432. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1433. break;
  1434. case NPC_SLEEPATTACK:
  1435. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1436. break;
  1437. case NPC_BLINDATTACK:
  1438. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1439. break;
  1440. case NPC_POISON:
  1441. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1442. break;
  1443. case NPC_SILENCEATTACK:
  1444. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1445. break;
  1446. case NPC_STUNATTACK:
  1447. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1448. break;
  1449. case NPC_BLEEDING:
  1450. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1451. break;
  1452. case NPC_BLEEDING2:
  1453. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1454. break;
  1455. case NPC_CHANGEUNDEAD:
  1456. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1457. break;
  1458. case NPC_ACIDBREATH:
  1459. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1460. break;
  1461. case NPC_ICEBREATH:
  1462. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1463. break;
  1464. case NPC_ICEBREATH2:
  1465. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1466. break;
  1467. case NPC_MENTALBREAKER:
  1468. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1469. //equal to Matk*skLevel.
  1470. int rate = sstatus->matk_min;
  1471. if (rate < sstatus->matk_max)
  1472. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1473. rate*=skill_lv;
  1474. status_zap(bl, 0, rate);
  1475. break;
  1476. }
  1477. // Equipment breaking monster skills [Celest]
  1478. case NPC_ARMORBRAKE:
  1479. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1480. break;
  1481. case NPC_HELMBRAKE:
  1482. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1483. break;
  1484. case NPC_SHIELDBRAKE:
  1485. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1486. break;
  1487. case CH_TIGERFIST: {
  1488. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1489. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1490. if (status_get_class_(bl) == CLASS_BOSS)
  1491. basetime /= 5;
  1492. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1493. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1494. }
  1495. break;
  1496. case LK_SPIRALPIERCE:
  1497. case ML_SPIRALPIERCE:
  1498. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1499. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1500. break;
  1501. case ST_REJECTSWORD:
  1502. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1503. break;
  1504. case PF_FOGWALL:
  1505. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1506. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1507. break;
  1508. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1509. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1510. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1511. break;
  1512. case ASC_METEORASSAULT:
  1513. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1514. switch(rnd()%3) {
  1515. case 0:
  1516. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1517. break;
  1518. case 1:
  1519. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1520. break;
  1521. default:
  1522. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1523. }
  1524. break;
  1525. case HW_NAPALMVULCAN:
  1526. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1527. break;
  1528. case WS_CARTTERMINATION: // Cart termination
  1529. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1530. break;
  1531. case CR_ACIDDEMONSTRATION:
  1532. case GN_FIRE_EXPANSION_ACID:
  1533. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1534. break;
  1535. case TK_DOWNKICK:
  1536. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1537. break;
  1538. case TK_JUMPKICK:
  1539. // debuff the following statuses
  1540. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1541. status_change_end(bl, SC_SPIRIT);
  1542. status_change_end(bl, SC_ADRENALINE2);
  1543. status_change_end(bl, SC_KAITE);
  1544. status_change_end(bl, SC_KAAHI);
  1545. status_change_end(bl, SC_ONEHAND);
  1546. status_change_end(bl, SC_ASPDPOTION2);
  1547. // New soul links confirmed to not dispell with this skill
  1548. // but thats likely a bug since soul links can't stack and
  1549. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1550. status_change_end(bl, SC_SOULGOLEM);
  1551. status_change_end(bl, SC_SOULSHADOW);
  1552. status_change_end(bl, SC_SOULFALCON);
  1553. status_change_end(bl, SC_SOULFAIRY);
  1554. }
  1555. break;
  1556. case TK_TURNKICK:
  1557. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1558. if(attack_type&BF_MISC) //70% base stun chance...
  1559. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1560. break;
  1561. case GS_BULLSEYE: //0.1% coma rate.
  1562. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1563. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1564. break;
  1565. case GS_PIERCINGSHOT:
  1566. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1567. break;
  1568. case NJ_HYOUSYOURAKU:
  1569. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1570. break;
  1571. case GS_FLING:
  1572. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1573. break;
  1574. case GS_DISARM:
  1575. skill_strip_equip(src, bl, skill_id, skill_lv);
  1576. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1577. break;
  1578. case NPC_EVILLAND:
  1579. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1580. break;
  1581. case NPC_HELLJUDGEMENT:
  1582. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1583. break;
  1584. case NPC_HELLJUDGEMENT2:
  1585. switch(rnd()%6) {
  1586. case 0:
  1587. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1588. break;
  1589. case 1:
  1590. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1591. break;
  1592. case 2:
  1593. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1594. break;
  1595. case 3:
  1596. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1597. break;
  1598. case 4:
  1599. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1600. break;
  1601. default:
  1602. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1603. break;
  1604. }
  1605. break;
  1606. case NPC_CRITICALWOUND:
  1607. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1608. break;
  1609. case NPC_FIRESTORM:
  1610. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1611. break;
  1612. case RK_DRAGONBREATH:
  1613. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1614. break;
  1615. case RK_DRAGONBREATH_WATER:
  1616. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1617. break;
  1618. case NPC_DRAGONBREATH:
  1619. if (skill_lv > 5)
  1620. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1621. else
  1622. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1623. break;
  1624. case AB_ADORAMUS:
  1625. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1626. break;
  1627. case WL_COMET:
  1628. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1629. break;
  1630. case NPC_COMET:
  1631. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1632. break;
  1633. case NPC_JACKFROST:
  1634. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1635. break;
  1636. case RA_WUGBITE: {
  1637. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1638. if (wug_rate < 50)
  1639. wug_rate = 50;
  1640. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1641. }
  1642. break;
  1643. case RA_SENSITIVEKEEN:
  1644. if( rnd()%100 < 8 * skill_lv )
  1645. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1646. break;
  1647. case RA_FIRINGTRAP:
  1648. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1649. break;
  1650. case RA_ICEBOUNDTRAP:
  1651. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1652. break;
  1653. case NC_PILEBUNKER:
  1654. if( rnd()%100 < 25 + 15*skill_lv ) {
  1655. status_change_end(bl, SC_KYRIE);
  1656. status_change_end(bl, SC_ASSUMPTIO);
  1657. status_change_end(bl, SC_STEELBODY);
  1658. status_change_end(bl, SC_GT_CHANGE);
  1659. status_change_end(bl, SC_GT_REVITALIZE);
  1660. status_change_end(bl, SC_AUTOGUARD);
  1661. status_change_end(bl, SC_REFLECTDAMAGE);
  1662. status_change_end(bl, SC_DEFENDER);
  1663. status_change_end(bl, SC_PRESTIGE);
  1664. status_change_end(bl, SC_BANDING);
  1665. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1666. }
  1667. break;
  1668. case NC_FLAMELAUNCHER:
  1669. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1670. break;
  1671. case NC_COLDSLOWER:
  1672. // Status chances are applied officially through a check
  1673. // The skill first trys to give the frozen status to targets that are hit
  1674. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1675. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1676. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1677. break;
  1678. case NC_POWERSWING:
  1679. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1680. break;
  1681. case GC_WEAPONCRUSH:
  1682. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1683. break;
  1684. case LG_PINPOINTATTACK: {
  1685. int rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1686. switch( skill_lv ) {
  1687. case 1:
  1688. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1689. break;
  1690. case 2:
  1691. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1692. break;
  1693. case 3:
  1694. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1695. break;
  1696. case 4:
  1697. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1698. break;
  1699. case 5:
  1700. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1701. break;
  1702. }
  1703. } break;
  1704. case LG_MOONSLASHER:
  1705. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1706. break;
  1707. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1708. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1709. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1710. break;
  1711. case NPC_RAYOFGENESIS:
  1712. if (skill_lv < 8)
  1713. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1714. else
  1715. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1716. break;
  1717. case LG_HESPERUSLIT:
  1718. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1719. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1720. break;
  1721. case SR_DRAGONCOMBO:
  1722. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1723. break;
  1724. case SR_WINDMILL:
  1725. if( dstsd )
  1726. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1727. else if( dstmd )
  1728. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1729. break;
  1730. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1731. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1732. break;
  1733. case SR_EARTHSHAKER:
  1734. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1735. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1736. status_change_end(bl, SC_SV_ROOTTWIST);
  1737. break;
  1738. case SO_EARTHGRAVE:
  1739. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1740. break;
  1741. case SO_DIAMONDDUST: {
  1742. int rate = 5 + 5 * skill_lv;
  1743. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1744. rate += (sd ? sd->status.job_level / 5 : 0);
  1745. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1746. } break;
  1747. case SO_VARETYR_SPEAR:
  1748. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1749. break;
  1750. case SO_POISON_BUSTER:
  1751. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1752. break;
  1753. case GN_SPORE_EXPLOSION:
  1754. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1755. break;
  1756. case GN_SLINGITEM_RANGEMELEEATK:
  1757. if( sd ) {
  1758. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1759. case ITEMID_COCONUT_BOMB:
  1760. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1761. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1762. break;
  1763. case ITEMID_MELON_BOMB:
  1764. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1765. break;
  1766. case ITEMID_BANANA_BOMB:
  1767. {
  1768. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1769. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1770. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1771. break;
  1772. }
  1773. }
  1774. sd->itemid = 0;
  1775. }
  1776. break;
  1777. case GN_HELLS_PLANT_ATK:
  1778. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1779. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1780. break;
  1781. case EL_WIND_SLASH: // Non confirmed rate.
  1782. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1783. break;
  1784. case EL_STONE_HAMMER:
  1785. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1786. break;
  1787. case EL_ROCK_CRUSHER:
  1788. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1789. break;
  1790. case EL_ROCK_CRUSHER_ATK:
  1791. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1792. break;
  1793. case EL_TYPOON_MIS:
  1794. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1795. break;
  1796. case KO_JYUMONJIKIRI:
  1797. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1798. break;
  1799. case SP_SOULEXPLOSION:
  1800. case KO_SETSUDAN: // Remove soul link when hit.
  1801. status_change_end(bl, SC_SPIRIT);
  1802. status_change_end(bl, SC_SOULGOLEM);
  1803. status_change_end(bl, SC_SOULSHADOW);
  1804. status_change_end(bl, SC_SOULFALCON);
  1805. status_change_end(bl, SC_SOULFAIRY);
  1806. break;
  1807. case KO_MAKIBISHI:
  1808. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1809. break;
  1810. case MH_EQC:
  1811. {
  1812. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1813. if (hd) {
  1814. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1815. status_change_end(bl, SC_TINDER_BREAKER2);
  1816. }
  1817. }
  1818. break;
  1819. case MH_STAHL_HORN:
  1820. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1821. break;
  1822. case MH_NEEDLE_OF_PARALYZE:
  1823. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1824. break;
  1825. case MH_TOXIN_OF_MANDARA:
  1826. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1827. break;
  1828. case MH_XENO_SLASHER:
  1829. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1830. break;
  1831. case NPC_MAGMA_ERUPTION:
  1832. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1833. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1834. break;
  1835. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1836. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1837. break;
  1838. case GN_ILLUSIONDOPING:
  1839. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1840. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1841. break;
  1842. case RL_MASS_SPIRAL:
  1843. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1844. break;
  1845. case RL_SLUGSHOT:
  1846. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1847. break;
  1848. case RL_BANISHING_BUSTER: {
  1849. if (!tsc || !tsc->count)
  1850. break;
  1851. if (status_isimmune(bl))
  1852. break;
  1853. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1854. if (sd)
  1855. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1856. break;
  1857. }
  1858. uint16 n = skill_lv;
  1859. for (const auto &it : status_db) {
  1860. sc_type status = static_cast<sc_type>(it.first);
  1861. if (n <= 0)
  1862. break;
  1863. if (!tsc->getSCE(status))
  1864. continue;
  1865. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1866. continue;
  1867. switch (status) {
  1868. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1869. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1870. case SC_FORTUNE: case SC_SERVICE4U:
  1871. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1872. continue; //If in song area don't end it, even if config enabled
  1873. break;
  1874. case SC_ASSUMPTIO:
  1875. if( bl->type == BL_MOB )
  1876. continue;
  1877. break;
  1878. }
  1879. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1880. tsc->getSCE(status)->val2 = 0;
  1881. status_change_end(bl,status);
  1882. n--;
  1883. }
  1884. //Remove bonus_script by Banishing Buster
  1885. if (dstsd)
  1886. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1887. }
  1888. break;
  1889. case RL_S_STORM:
  1890. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1891. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1892. break;
  1893. case RL_AM_BLAST:
  1894. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1895. break;
  1896. case SU_SCRATCH:
  1897. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1898. break;
  1899. case SU_SV_STEMSPEAR:
  1900. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1901. break;
  1902. case SU_CN_METEOR2:
  1903. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1904. break;
  1905. case SU_SCAROFTAROU:
  1906. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1907. break;
  1908. case SU_LUNATICCARROTBEAT2:
  1909. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1910. break;
  1911. case SJ_FULLMOONKICK:
  1912. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1913. break;
  1914. case SJ_STAREMPEROR:
  1915. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1916. break;
  1917. case SP_CURSEEXPLOSION:
  1918. status_change_end(bl, SC_SOULCURSE);
  1919. break;
  1920. case SP_SHA:
  1921. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1922. break;
  1923. case DK_SERVANT_W_PHANTOM:
  1924. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1925. break;
  1926. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1927. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1928. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1929. break;
  1930. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1931. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1932. break;
  1933. case IQ_OLEUM_SANCTUM:
  1934. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1935. break;
  1936. case IQ_FIRST_BRAND:
  1937. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1938. break;
  1939. case IQ_SECOND_FLAME:
  1940. case IQ_SECOND_FAITH:
  1941. case IQ_SECOND_JUDGEMENT:
  1942. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1943. break;
  1944. case IQ_THIRD_PUNISH:
  1945. case IQ_THIRD_FLAME_BOMB:
  1946. case IQ_THIRD_CONSECRATION:
  1947. status_change_end(bl, SC_SECOND_BRAND);
  1948. break;
  1949. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1950. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1951. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1952. break;
  1953. case SHC_FATAL_SHADOW_CROW:
  1954. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1955. break;
  1956. case ABC_UNLUCKY_RUSH:
  1957. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1958. break;
  1959. case ABC_CHAIN_REACTION_SHOT:
  1960. skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
  1961. break;
  1962. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1963. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1964. case WM_METALICSOUND:
  1965. case WM_REVERBERATION:
  1966. case TR_RHYTHMSHOOTING:
  1967. case TR_METALIC_FURY:
  1968. status_change_end(bl, SC_SOUNDBLEND);
  1969. break;
  1970. case EM_DIAMOND_STORM:
  1971. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1972. break;
  1973. case EM_LIGHTNING_LAND:
  1974. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1975. break;
  1976. case EM_VENOM_SWAMP:
  1977. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1978. break;
  1979. case EM_CONFLAGRATION:
  1980. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1981. break;
  1982. case EM_TERRA_DRIVE:
  1983. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1984. break;
  1985. case MT_RUSH_QUAKE:
  1986. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  1987. break;
  1988. } //end switch skill_id
  1989. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  1990. { //Pass heritage to Master for status causing effects. [Skotlex]
  1991. sd = map_id2sd(md->master_id);
  1992. src = sd?&sd->bl:src;
  1993. }
  1994. // Coma
  1995. if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1996. int rate = 0;
  1997. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1998. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1999. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  2000. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  2001. }
  2002. if (attack_type&BF_WEAPON) {
  2003. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  2004. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  2005. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  2006. }
  2007. if (rate > 0)
  2008. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  2009. }
  2010. if( attack_type&BF_WEAPON )
  2011. { // Breaking Equipment
  2012. if( sd && battle_config.equip_self_break_rate )
  2013. { // Self weapon breaking
  2014. int rate = battle_config.equip_natural_break_rate;
  2015. #ifndef RENEWAL
  2016. if( sc )
  2017. {
  2018. if(sc->getSCE(SC_OVERTHRUST))
  2019. rate += 10;
  2020. if(sc->getSCE(SC_MAXOVERTHRUST))
  2021. rate += 10;
  2022. }
  2023. #endif
  2024. if( rate )
  2025. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2026. }
  2027. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2028. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2029. // Target weapon breaking
  2030. int rate = 0;
  2031. if( sd )
  2032. rate += sd->bonus.break_weapon_rate;
  2033. if (sc) {
  2034. if (sc->getSCE(SC_MELTDOWN))
  2035. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2036. if (sc->getSCE(SC_WEAPONBREAKER))
  2037. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2038. }
  2039. if( rate )
  2040. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2041. // Target armor breaking
  2042. rate = 0;
  2043. if( sd )
  2044. rate += sd->bonus.break_armor_rate;
  2045. if( sc && sc->getSCE(SC_MELTDOWN) )
  2046. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2047. if( rate )
  2048. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2049. }
  2050. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2051. if (sd->def_set_race[tstatus->race].rate)
  2052. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2053. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2054. if (sd->mdef_set_race[tstatus->race].rate)
  2055. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2056. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2057. if (sd->norecover_state_race[tstatus->race].rate)
  2058. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2059. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2060. }
  2061. }
  2062. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2063. struct unit_data *ud = unit_bl2ud(src);
  2064. int skill;
  2065. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2066. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2067. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2068. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2069. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2070. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2071. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2072. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2073. else
  2074. skill = 0;
  2075. if ( rnd()%100 < 25 && skill ){
  2076. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2077. if (ud) {
  2078. int delay = skill_delayfix(src, skill, skill_lv);
  2079. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2080. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2081. if ( battle_config.display_status_timers )
  2082. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2083. }
  2084. }
  2085. }
  2086. }
  2087. // Autospell when attacking
  2088. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2089. {
  2090. for (const auto &it : sd->autospell) {
  2091. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2092. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2093. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2094. continue; // one or more trigger conditions were not fulfilled
  2095. int skill = it.id;
  2096. sd->state.autocast = 1;
  2097. if ( skill_isNotOk(skill, sd) ) {
  2098. sd->state.autocast = 0;
  2099. continue;
  2100. }
  2101. sd->state.autocast = 0;
  2102. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2103. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2104. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2105. int rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2106. if (rnd()%1000 >= rate)
  2107. continue;
  2108. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2109. e_cast_type type = skill_get_casttype(skill);
  2110. if (type == CAST_GROUND) {
  2111. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2112. continue;
  2113. }
  2114. if (battle_config.autospell_check_range &&
  2115. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2116. continue;
  2117. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2118. type = CAST_GROUND;
  2119. #ifndef RENEWAL
  2120. else if (skill == AS_SONICBLOW)
  2121. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2122. #endif
  2123. sd->state.autocast = 1;
  2124. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2125. #ifndef RENEWAL
  2126. skill_toggle_magicpower(src, skill);
  2127. #endif
  2128. switch (type) {
  2129. case CAST_GROUND:
  2130. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2131. break;
  2132. case CAST_NODAMAGE:
  2133. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2134. break;
  2135. case CAST_DAMAGE:
  2136. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2137. break;
  2138. }
  2139. sd->state.autocast = 0;
  2140. //Set canact delay. [Skotlex]
  2141. unit_data *ud = unit_bl2ud(src);
  2142. if (ud) {
  2143. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2144. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2145. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2146. if ( battle_config.display_status_timers && sd )
  2147. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2148. }
  2149. }
  2150. }
  2151. }
  2152. // Check for player and pet autobonuses when attacking
  2153. if (sd != nullptr) {
  2154. // Player
  2155. if (!sd->autobonus.empty()) {
  2156. for (auto &it : sd->autobonus) {
  2157. if (it == nullptr)
  2158. continue;
  2159. if (rnd_value(0, 1000) >= it->rate)
  2160. continue;
  2161. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2162. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2163. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2164. continue; // one or more trigger conditions were not fulfilled
  2165. pc_exeautobonus(*sd, &sd->autobonus, it);
  2166. }
  2167. }
  2168. // Pet
  2169. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2170. for (auto &it : sd->pd->autobonus) {
  2171. if (it == nullptr)
  2172. continue;
  2173. if (rnd_value(0, 1000) >= it->rate)
  2174. continue;
  2175. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2176. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2177. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2178. continue; // one or more trigger conditions were not fulfilled
  2179. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2180. }
  2181. }
  2182. }
  2183. //Polymorph
  2184. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2185. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2186. (rnd()%10000 < sd->bonus.classchange))
  2187. {
  2188. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2189. if (class_ != 0 && mobdb_checkid(class_))
  2190. mob_class_change(dstmd,class_);
  2191. }
  2192. if (sd && sc) {
  2193. struct status_change_entry *sce;
  2194. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2195. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2196. }
  2197. return 0;
  2198. }
  2199. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2200. if( sd == nullptr || !skill_id )
  2201. return 0;
  2202. for (auto &it : sd->autospell3) {
  2203. if (it.trigger_skill != skill_id)
  2204. continue;
  2205. if (it.lock)
  2206. continue; // autospell already being executed
  2207. uint16 skill = it.id;
  2208. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2209. if( skill_isNotOk(skill, sd) ) {
  2210. sd->state.autocast = 0;
  2211. continue;
  2212. }
  2213. sd->state.autocast = 0;
  2214. // DANGER DANGER: here force target actually means use yourself as target!
  2215. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2216. if( tbl == nullptr ){
  2217. continue; // No target
  2218. }
  2219. if( rnd()%1000 >= it.rate )
  2220. continue;
  2221. uint16 skill_lv = it.lv ? it.lv : 1;
  2222. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2223. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2224. e_cast_type type = skill_get_casttype(skill);
  2225. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2226. continue;
  2227. if (battle_config.autospell_check_range &&
  2228. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2229. continue;
  2230. sd->state.autocast = 1;
  2231. it.lock = true;
  2232. skill_consume_requirement(sd,skill,skill_lv,1);
  2233. switch( type ) {
  2234. case CAST_GROUND:
  2235. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2236. break;
  2237. case CAST_NODAMAGE:
  2238. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2239. break;
  2240. case CAST_DAMAGE:
  2241. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2242. break;
  2243. }
  2244. it.lock = false;
  2245. sd->state.autocast = 0;
  2246. }
  2247. // Check for player and pet autobonuses when being attacked by skill_id
  2248. if (sd != nullptr) {
  2249. // Player
  2250. if (!sd->autobonus3.empty()) {
  2251. for (auto &it : sd->autobonus3) {
  2252. if (it == nullptr)
  2253. continue;
  2254. if (rnd_value(0, 1000) >= it->rate)
  2255. continue;
  2256. if (it->atk_type != skill_id)
  2257. continue;
  2258. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2259. }
  2260. }
  2261. // Pet
  2262. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2263. for (auto &it : sd->pd->autobonus3) {
  2264. if (it == nullptr)
  2265. continue;
  2266. if (rnd_value(0, 1000) >= it->rate)
  2267. continue;
  2268. if (it->atk_type != skill_id)
  2269. continue;
  2270. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2271. }
  2272. }
  2273. }
  2274. return 1;
  2275. }
  2276. /* Splitted off from skill_additional_effect, which is never called when the
  2277. * attack skill kills the enemy. Place in this function counter status effects
  2278. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2279. * from cards) that will take effect on the source, not the target. [Skotlex]
  2280. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2281. * type of skills, so not every instance of skill_additional_effect needs a call
  2282. * to this one.
  2283. */
  2284. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2285. {
  2286. int rate;
  2287. map_session_data *sd=NULL;
  2288. map_session_data *dstsd=NULL;
  2289. nullpo_ret(src);
  2290. nullpo_ret(bl);
  2291. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2292. sd = BL_CAST(BL_PC, src);
  2293. dstsd = BL_CAST(BL_PC, bl);
  2294. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2295. for (const auto &it : dstsd->addeff_atked) {
  2296. rate = it.rate;
  2297. if (attack_type&BF_LONG)
  2298. rate += it.arrow_rate;
  2299. if (rate == 0)
  2300. continue;
  2301. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2302. // Trigger has attack type consideration.
  2303. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2304. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2305. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2306. ;
  2307. else
  2308. continue;
  2309. }
  2310. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2311. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2312. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2313. continue; //Range Failed.
  2314. }
  2315. if (it.flag&ATF_TARGET && src != bl)
  2316. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2317. if (it.flag&ATF_SELF && !status_isdead(bl))
  2318. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2319. }
  2320. }
  2321. switch(skill_id) {
  2322. case MO_EXTREMITYFIST:
  2323. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2324. break;
  2325. case GS_FULLBUSTER:
  2326. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2327. break;
  2328. case HFLI_SBR44: //[orn]
  2329. if(src->type == BL_HOM){
  2330. struct homun_data *hd = (struct homun_data *)src;
  2331. if (hd != nullptr) {
  2332. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2333. if (hd->master)
  2334. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  2335. }
  2336. }
  2337. break;
  2338. case CR_GRANDCROSS:
  2339. case NPC_GRANDDARKNESS:
  2340. attack_type |= BF_WEAPON;
  2341. break;
  2342. case LG_HESPERUSLIT:
  2343. {
  2344. status_change *sc = status_get_sc(src);
  2345. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2346. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2347. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2348. }
  2349. }
  2350. break;
  2351. case SP_SPA:
  2352. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2353. break;
  2354. case SP_SHA:
  2355. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2356. break;
  2357. case SP_SWHOO:
  2358. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2359. break;
  2360. }
  2361. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2362. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2363. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2364. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2365. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2366. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2367. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2368. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2369. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2370. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2371. }
  2372. if( sd && status_isdead(bl) ) {
  2373. int sp = 0, hp = 0;
  2374. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2375. sp += sd->bonus.sp_gain_value;
  2376. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2377. hp += sd->bonus.hp_gain_value;
  2378. }
  2379. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2380. sp += sd->bonus.long_sp_gain_value;
  2381. hp += sd->bonus.long_hp_gain_value;
  2382. }
  2383. if( attack_type&BF_MAGIC ) {
  2384. sp += sd->bonus.magic_sp_gain_value;
  2385. hp += sd->bonus.magic_hp_gain_value;
  2386. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2387. status_change *sc = NULL;
  2388. if( ( sc = status_get_sc(src) ) ) {
  2389. if(sc->getSCE(SC_SPIRIT) &&
  2390. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2391. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2392. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2393. }
  2394. }
  2395. }
  2396. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2397. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2398. }
  2399. }
  2400. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2401. status_change *sc = status_get_sc(bl);
  2402. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2403. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2404. }
  2405. // Trigger counter-spells to retaliate against damage causing skills.
  2406. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2407. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2408. {
  2409. for (const auto &it : dstsd->autospell2) {
  2410. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2411. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2412. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2413. continue; // one or more trigger conditions were not fulfilled
  2414. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2415. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2416. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2417. int autospl_rate = it.rate;
  2418. //Physical range attacks only trigger autospells half of the time
  2419. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2420. autospl_rate /= 2;
  2421. dstsd->state.autocast = 1;
  2422. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2423. dstsd->state.autocast = 0;
  2424. continue;
  2425. }
  2426. dstsd->state.autocast = 0;
  2427. if (rnd()%1000 >= autospl_rate)
  2428. continue;
  2429. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2430. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2431. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2432. continue;
  2433. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2434. continue;
  2435. dstsd->state.autocast = 1;
  2436. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2437. switch (type) {
  2438. case CAST_GROUND:
  2439. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2440. break;
  2441. case CAST_NODAMAGE:
  2442. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2443. break;
  2444. case CAST_DAMAGE:
  2445. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2446. break;
  2447. }
  2448. dstsd->state.autocast = 0;
  2449. //Set canact delay. [Skotlex]
  2450. unit_data *ud = unit_bl2ud(bl);
  2451. if (ud) {
  2452. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2453. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2454. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2455. if ( battle_config.display_status_timers && dstsd )
  2456. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2457. }
  2458. }
  2459. }
  2460. }
  2461. // Check for player and pet autobonuses when attacked
  2462. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2463. // Player
  2464. if (!dstsd->autobonus2.empty()) {
  2465. for (auto &it : dstsd->autobonus2) {
  2466. if (it == nullptr)
  2467. continue;
  2468. if (rnd_value(0, 1000) >= it->rate)
  2469. continue;
  2470. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2471. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2472. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2473. continue; // one or more trigger conditions were not fulfilled
  2474. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2475. }
  2476. }
  2477. // Pet
  2478. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2479. for (auto &it : dstsd->pd->autobonus2) {
  2480. if (it == nullptr)
  2481. continue;
  2482. if (rnd_value(0, 1000) >= it->rate)
  2483. continue;
  2484. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2485. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2486. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2487. continue; // one or more trigger conditions were not fulfilled
  2488. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2489. }
  2490. }
  2491. }
  2492. return 0;
  2493. }
  2494. /*=========================================================================
  2495. Breaks equipment. On-non players causes the corresponding strip effect.
  2496. - rate goes from 0 to 10000 (100.00%)
  2497. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2498. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2499. --------------------------------------------------------------------------*/
  2500. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2501. {
  2502. status_change *src_sc = status_get_sc(src);
  2503. // Grant player skills/items the ability to "break" non-player equipment.
  2504. // WS_MELTDOWN is exempt from this check.
  2505. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2506. return 0;
  2507. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2508. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2509. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2510. status_change *sc = status_get_sc(bl);
  2511. int i;
  2512. TBL_PC *sd;
  2513. sd = BL_CAST(BL_PC, bl);
  2514. if (sc && !sc->count)
  2515. sc = NULL;
  2516. if (sd) {
  2517. if (sd->bonus.unbreakable_equip)
  2518. where &= ~sd->bonus.unbreakable_equip;
  2519. if (sd->bonus.unbreakable)
  2520. rate -= rate*sd->bonus.unbreakable/100;
  2521. if (where&EQP_WEAPON) {
  2522. switch (sd->status.weapon) {
  2523. case W_FIST: //Bare fists should not break :P
  2524. case W_1HAXE:
  2525. case W_2HAXE:
  2526. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2527. case W_2HMACE:
  2528. case W_STAFF:
  2529. case W_2HSTAFF:
  2530. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2531. case W_HUUMA:
  2532. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2533. case W_DOUBLE_DA:
  2534. case W_DOUBLE_SA:
  2535. where &= ~EQP_WEAPON;
  2536. }
  2537. }
  2538. }
  2539. if (flag&BCT_ENEMY) {
  2540. if (battle_config.equip_skill_break_rate != 100)
  2541. rate = rate*battle_config.equip_skill_break_rate/100;
  2542. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2543. if (battle_config.equip_self_break_rate != 100)
  2544. rate = rate*battle_config.equip_self_break_rate/100;
  2545. }
  2546. for (i = 0; i < 6; i++) {
  2547. if (where&where_list[i]) {
  2548. if (sc && sc->count && sc->getSCE(scdef[i]))
  2549. where&=~where_list[i];
  2550. else if (rnd()%10000 >= rate)
  2551. where&=~where_list[i];
  2552. else if (!sd) //Cause Strip effect.
  2553. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2554. }
  2555. }
  2556. if (!where) //Nothing to break.
  2557. return 0;
  2558. if (sd) {
  2559. for (i = 0; i < EQI_MAX; i++) {
  2560. short j = sd->equip_index[i];
  2561. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2562. continue;
  2563. switch(i) {
  2564. case EQI_HEAD_TOP: //Upper Head
  2565. flag = (where&EQP_HELM);
  2566. break;
  2567. case EQI_ARMOR: //Body
  2568. flag = (where&EQP_ARMOR);
  2569. break;
  2570. case EQI_HAND_R: //Left/Right hands
  2571. case EQI_HAND_L:
  2572. flag = (
  2573. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2574. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2575. break;
  2576. case EQI_SHOES:
  2577. flag = (where&EQP_SHOES);
  2578. break;
  2579. case EQI_GARMENT:
  2580. flag = (where&EQP_GARMENT);
  2581. break;
  2582. case EQI_ACC_L:
  2583. flag = (where&EQP_ACC_L);
  2584. break;
  2585. case EQI_ACC_R:
  2586. flag = (where&EQP_ACC_R);
  2587. break;
  2588. case EQI_SHADOW_ARMOR:
  2589. flag = (where&EQP_SHADOW_ARMOR);
  2590. break;
  2591. case EQI_SHADOW_WEAPON:
  2592. flag = (where&EQP_SHADOW_WEAPON);
  2593. break;
  2594. case EQI_SHADOW_SHIELD:
  2595. flag = (where&EQP_SHADOW_SHIELD);
  2596. break;
  2597. case EQI_SHADOW_SHOES:
  2598. flag = (where&EQP_SHADOW_SHOES);
  2599. break;
  2600. case EQI_SHADOW_ACC_R:
  2601. flag = (where&EQP_SHADOW_ACC_R);
  2602. break;
  2603. case EQI_SHADOW_ACC_L:
  2604. flag = (where&EQP_SHADOW_ACC_L);
  2605. break;
  2606. default:
  2607. continue;
  2608. }
  2609. if (flag) {
  2610. sd->inventory.u.items_inventory[j].attribute = 1;
  2611. pc_unequipitem(sd, j, 3);
  2612. }
  2613. }
  2614. clif_equiplist(sd);
  2615. }
  2616. return where; //Return list of pieces broken.
  2617. }
  2618. /**
  2619. * Strip equipment from a target
  2620. * @param src: Source of call
  2621. * @param target: Target to strip
  2622. * @param skill_id: Skill used
  2623. * @param skill_lv: Skill level used
  2624. * @return True on successful strip or false otherwise
  2625. */
  2626. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2627. {
  2628. nullpo_retr(false, src);
  2629. nullpo_retr(false, target);
  2630. status_change *tsc = status_get_sc(target);
  2631. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2632. return false;
  2633. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2634. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2635. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2636. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2637. int rate, time, location, mod = 100;
  2638. switch (skill_id) { // Rate
  2639. case RG_STRIPWEAPON:
  2640. case RG_STRIPARMOR:
  2641. case RG_STRIPSHIELD:
  2642. case RG_STRIPHELM:
  2643. case GC_WEAPONCRUSH:
  2644. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2645. mod = 1000;
  2646. break;
  2647. case ST_FULLSTRIP: {
  2648. int min_rate = 50 + 20 * skill_lv;
  2649. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2650. rate = max(min_rate, rate);
  2651. mod = 1000;
  2652. break;
  2653. }
  2654. case GS_DISARM:
  2655. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2656. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2657. break;
  2658. case WL_EARTHSTRAIN: {
  2659. int job_lv = 0;
  2660. if (src->type == BL_PC)
  2661. job_lv = ((TBL_PC*)src)->status.job_level;
  2662. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2663. break;
  2664. }
  2665. case SC_STRIPACCESSARY:
  2666. rate = 12 + 2 * skill_lv;
  2667. break;
  2668. case ABC_STRIP_SHADOW:
  2669. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2670. mod = 1000;
  2671. break;
  2672. default:
  2673. return false;
  2674. }
  2675. if (rnd()%mod >= rate)
  2676. return false;
  2677. switch (skill_id) { // Duration
  2678. case SC_STRIPACCESSARY:
  2679. case GS_DISARM:
  2680. time = skill_get_time(skill_id, skill_lv);
  2681. break;
  2682. case WL_EARTHSTRAIN:
  2683. case RG_STRIPWEAPON:
  2684. case RG_STRIPARMOR:
  2685. case RG_STRIPSHIELD:
  2686. case RG_STRIPHELM:
  2687. case GC_WEAPONCRUSH:
  2688. case ST_FULLSTRIP:
  2689. case ABC_STRIP_SHADOW:
  2690. if (skill_id == WL_EARTHSTRAIN)
  2691. time = skill_get_time2(skill_id, skill_lv);
  2692. else
  2693. time = skill_get_time(skill_id, skill_lv);
  2694. if (target->type == BL_PC)
  2695. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2696. else {
  2697. time += 15000;
  2698. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2699. }
  2700. break;
  2701. }
  2702. switch (skill_id) { // Location
  2703. case GC_WEAPONCRUSH:
  2704. case RG_STRIPWEAPON:
  2705. case GS_DISARM:
  2706. location = EQP_WEAPON;
  2707. break;
  2708. case RG_STRIPARMOR:
  2709. location = EQP_ARMOR;
  2710. break;
  2711. case RG_STRIPSHIELD:
  2712. location = EQP_SHIELD;
  2713. break;
  2714. case RG_STRIPHELM:
  2715. location = EQP_HELM;
  2716. break;
  2717. case ST_FULLSTRIP:
  2718. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2719. break;
  2720. case SC_STRIPACCESSARY:
  2721. location = EQP_ACC;
  2722. break;
  2723. case ABC_STRIP_SHADOW:
  2724. location = EQP_SHADOW_GEAR;
  2725. break;
  2726. }
  2727. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2728. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2729. location &=~ pos[i];
  2730. }
  2731. if (!location)
  2732. return false;
  2733. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2734. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2735. location &=~ pos[i];
  2736. }
  2737. return location ? true : false;
  2738. }
  2739. /**
  2740. * Used to knock back players, monsters, traps, etc
  2741. * @param src Object that give knock back
  2742. * @param target Object that receive knock back
  2743. * @param count Number of knock back cell requested
  2744. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2745. * @param flag
  2746. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2747. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2748. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2749. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2750. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2751. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2752. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2753. * @return Number of knocked back cells done
  2754. */
  2755. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2756. {
  2757. int dx = 0, dy = 0;
  2758. uint8 checkflag = 0;
  2759. status_change *tsc = status_get_sc(target);
  2760. enum e_unit_blown reason = UB_KNOCKABLE;
  2761. nullpo_ret(src);
  2762. nullpo_ret(target);
  2763. if (!count)
  2764. return count; // Actual knockback distance is 0.
  2765. // Create flag needed in unit_blown_immune
  2766. if(src != target)
  2767. checkflag |= 0x1; // Offensive
  2768. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2769. checkflag |= 0x2; // Knockback type
  2770. if(status_get_class_(src) == CLASS_BOSS)
  2771. checkflag |= 0x4; // Boss attack
  2772. // Get reason and check for flags
  2773. reason = unit_blown_immune(target, checkflag);
  2774. switch(reason) {
  2775. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2776. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2777. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2778. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2779. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2780. }
  2781. if (dir == -1) // <optimized>: do the computation here instead of outside
  2782. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2783. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2784. dx = -dirx[dir];
  2785. dy = -diry[dir];
  2786. }
  2787. if (tsc) {
  2788. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2789. status_change_end(target, SC_SU_STOOP);
  2790. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2791. status_change_end(target, SC_ROLLINGCUTTER);
  2792. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2793. status_change_end(target, SC_CRESCIVEBOLT);
  2794. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2795. return 0;
  2796. }
  2797. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2798. }
  2799. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2800. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2801. // In case of success returns type of reflection, otherwise 0
  2802. // 1 - Regular reflection (Maya)
  2803. // 2 - SL_KAITE reflection
  2804. // 3 - NPC_MAGICMIRROR reflection
  2805. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2806. {
  2807. status_change *sc = status_get_sc(bl);
  2808. map_session_data* sd = BL_CAST(BL_PC, bl);
  2809. // Deadly Projection null's all magic reflection.
  2810. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2811. return 0;
  2812. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2813. // Item-based reflection - Bypasses Boss check
  2814. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2815. return 1;
  2816. // Magic Mirror reflection - Bypasses Boss check
  2817. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2818. return 3;
  2819. }
  2820. if( status_get_class_(src) == CLASS_BOSS )
  2821. return 0;
  2822. // status-based reflection
  2823. if( !sc || sc->count == 0 )
  2824. return 0;
  2825. // Kaite reflection - Does not bypass Boss check
  2826. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2827. #ifdef RENEWAL
  2828. && type // Does not reflect AoE
  2829. #endif
  2830. ) {
  2831. // Kaite only works against non-players if they are low-level.
  2832. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2833. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2834. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2835. status_change_end(bl, SC_KAITE);
  2836. return 2;
  2837. }
  2838. return 0;
  2839. }
  2840. /**
  2841. * Checks whether a skill can be used in combos or not
  2842. * @param skill_id: Target skill
  2843. * @return 0: Skill is not a combo
  2844. * 1: Skill is a normal combo
  2845. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2846. * @author Panikon
  2847. */
  2848. int skill_is_combo(uint16 skill_id) {
  2849. switch(skill_id) {
  2850. case MO_CHAINCOMBO:
  2851. case MO_COMBOFINISH:
  2852. case CH_TIGERFIST:
  2853. case CH_CHAINCRUSH:
  2854. case MO_EXTREMITYFIST:
  2855. case TK_TURNKICK:
  2856. case TK_STORMKICK:
  2857. case TK_DOWNKICK:
  2858. case TK_COUNTER:
  2859. case TK_JUMPKICK:
  2860. case HT_POWER:
  2861. case SR_DRAGONCOMBO:
  2862. return 1;
  2863. case SR_FALLENEMPIRE:
  2864. case SR_TIGERCANNON:
  2865. case SR_GATEOFHELL:
  2866. return 2;
  2867. }
  2868. return 0;
  2869. }
  2870. /*
  2871. * Combo handler, start stop combo status
  2872. */
  2873. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2874. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2875. switch (skill_id) {
  2876. case MH_MIDNIGHT_FRENZY:
  2877. case MH_EQC:
  2878. {
  2879. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2880. short idx = hom_skill_get_index(skill_id2);
  2881. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2882. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2883. if (idx == -1)
  2884. break;
  2885. sd = hd->master;
  2886. hd->homunculus.hskill[idx].flag= flag;
  2887. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2888. }
  2889. break;
  2890. case MO_COMBOFINISH:
  2891. case CH_TIGERFIST:
  2892. case CH_CHAINCRUSH:
  2893. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2894. break;
  2895. case TK_JUMPKICK:
  2896. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2897. break;
  2898. case MO_TRIPLEATTACK:
  2899. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2900. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2901. break;
  2902. case SR_FALLENEMPIRE:
  2903. if (sd){
  2904. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2905. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2906. }
  2907. break;
  2908. }
  2909. }
  2910. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2911. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2912. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2913. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2914. struct status_change_entry *sce;
  2915. TBL_PC *sd = BL_CAST(BL_PC,src);
  2916. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2917. status_change *sc = status_get_sc(src);
  2918. if(sc == NULL) return;
  2919. //End previous combo state after skill is invoked
  2920. if ((sce = sc->getSCE(SC_COMBO)) != NULL) {
  2921. switch (skill_id) {
  2922. case TK_TURNKICK:
  2923. case TK_STORMKICK:
  2924. case TK_DOWNKICK:
  2925. case TK_COUNTER:
  2926. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2927. sce->val1 = skill_id; //Update combo-skill
  2928. sce->val3 = skill_id;
  2929. if( sce->timer != INVALID_TIMER )
  2930. delete_timer(sce->timer, status_change_timer);
  2931. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2932. break;
  2933. }
  2934. unit_cancel_combo(src); // Cancel combo wait
  2935. break;
  2936. default:
  2937. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2938. status_change_end(src, SC_COMBO);
  2939. }
  2940. }
  2941. //start new combo
  2942. if (sd) { //player only
  2943. switch (skill_id) {
  2944. case MO_TRIPLEATTACK:
  2945. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2946. duration = 1;
  2947. target_id = 0; // Will target current auto-target instead
  2948. }
  2949. break;
  2950. case MO_CHAINCOMBO:
  2951. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2952. duration = 1;
  2953. target_id = 0; // Will target current auto-target instead
  2954. }
  2955. break;
  2956. case MO_COMBOFINISH:
  2957. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2958. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2959. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2960. duration = 1;
  2961. target_id = 0; // Will target current auto-target instead
  2962. }
  2963. case CH_TIGERFIST:
  2964. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2965. duration = 1;
  2966. target_id = 0; // Will target current auto-target instead
  2967. }
  2968. case CH_CHAINCRUSH:
  2969. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2970. duration = 1;
  2971. target_id = 0; // Will target current auto-target instead
  2972. }
  2973. break;
  2974. case AC_DOUBLE:
  2975. if (pc_checkskill(sd, HT_POWER)) {
  2976. duration = 2000;
  2977. nodelay = 1; //Neither gives walk nor attack delay
  2978. target_id = 0; //Does not need to be used on previous target
  2979. }
  2980. break;
  2981. case SR_DRAGONCOMBO:
  2982. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2983. duration = 1;
  2984. break;
  2985. case SR_FALLENEMPIRE:
  2986. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2987. duration = 1;
  2988. break;
  2989. case SJ_PROMINENCEKICK:
  2990. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2991. duration = 1;
  2992. break;
  2993. }
  2994. }
  2995. else { //other
  2996. switch(skill_id) {
  2997. case MH_TINDER_BREAKER:
  2998. case MH_CBC:
  2999. case MH_SONIC_CRAW:
  3000. case MH_SILVERVEIN_RUSH:
  3001. if(hd->homunculus.spiritball > 0) duration = 2000;
  3002. nodelay = 1;
  3003. break;
  3004. case MH_EQC:
  3005. case MH_MIDNIGHT_FRENZY:
  3006. if(hd->homunculus.spiritball >= 2) duration = 2000;
  3007. nodelay = 1;
  3008. break;
  3009. }
  3010. }
  3011. if (duration) { //Possible to chain
  3012. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3013. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3014. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3015. clif_combo_delay(src, duration);
  3016. }
  3017. }
  3018. /**
  3019. * Copy skill by Plagiarism or Reproduce
  3020. * @param src: The caster
  3021. * @param bl: The target
  3022. * @param skill_id: Skill that casted
  3023. * @param skill_lv: Skill level of the casted skill
  3024. */
  3025. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3026. {
  3027. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3028. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3029. return;
  3030. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3031. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3032. return;
  3033. else {
  3034. uint16 idx;
  3035. uint8 lv;
  3036. skill_id = skill_dummy2skill_id(skill_id);
  3037. //Use skill index, avoiding out-of-bound array [Cydh]
  3038. if (!(idx = skill_get_index(skill_id)))
  3039. return;
  3040. switch (skill_isCopyable(tsd,skill_id)) {
  3041. case 1: //Copied by Plagiarism
  3042. {
  3043. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3044. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  3045. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3046. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3047. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3048. }
  3049. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3050. tsd->cloneskill_idx = idx;
  3051. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3052. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3053. }
  3054. break;
  3055. case 2: //Copied by Reproduce
  3056. {
  3057. status_change *tsc = status_get_sc(bl);
  3058. //Already did SC check
  3059. //Skill level copied depends on Reproduce skill that used
  3060. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3061. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3062. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  3063. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3064. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3065. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3066. }
  3067. //Level dependent and limitation.
  3068. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3069. lv = min(lv,skill_get_max(skill_id));
  3070. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3071. lv = min(lv,skill_lv);
  3072. tsd->reproduceskill_idx = idx;
  3073. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3074. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3075. }
  3076. break;
  3077. default: return;
  3078. }
  3079. tsd->status.skill[idx].id = skill_id;
  3080. tsd->status.skill[idx].lv = lv;
  3081. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3082. clif_addskill(tsd,skill_id);
  3083. }
  3084. }
  3085. /**
  3086. * Knockback the target on skill_attack
  3087. * @param src is the master behind the attack
  3088. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3089. * @param target is the target to be attacked.
  3090. * @param blewcount
  3091. * @param skill_id
  3092. * @param skill_lv
  3093. * @param damage
  3094. * @param tick
  3095. * @param flag can hold a bunch of information:
  3096. */
  3097. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  3098. int8 dir = -1; // Default direction
  3099. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3100. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3101. if (!blewcount || target == dsrc || status_isdead(target))
  3102. return;
  3103. // Skill specific direction
  3104. switch (skill_id) {
  3105. case MG_FIREWALL:
  3106. case EL_FIRE_MANTLE:
  3107. dir = unit_getdir(target); // Backwards
  3108. break;
  3109. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3110. case NPC_STORMGUST2:
  3111. case WZ_STORMGUST:
  3112. if(!battle_config.stormgust_knockback)
  3113. dir = rnd()%8;
  3114. break;
  3115. case MC_CARTREVOLUTION:
  3116. if (battle_config.cart_revo_knockback)
  3117. dir = 6; // Official servers push target to the West
  3118. break;
  3119. case AC_SHOWER:
  3120. case WL_CRIMSONROCK:
  3121. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3122. dir = map_calc_dir(target, src->x, src->y);
  3123. else
  3124. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3125. break;
  3126. case HT_PHANTASMIC: // issue #1378
  3127. if (status_get_hp(target) - damage <= 0) return;
  3128. break;
  3129. }
  3130. // Blown-specific handling
  3131. switch( skill_id ) {
  3132. case SR_KNUCKLEARROW:
  3133. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3134. // Boss & Immune Knockback stay in place and don't get bonus damage
  3135. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3136. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3137. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3138. dir_ka = -1;
  3139. break;
  3140. case RL_R_TRIP:
  3141. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3142. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3143. break;
  3144. default:
  3145. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3146. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3147. TBL_SKILL *su = (TBL_SKILL*)target;
  3148. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3149. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3150. }
  3151. break;
  3152. }
  3153. clif_fixpos(target);
  3154. }
  3155. /*
  3156. * =========================================================================
  3157. * Does a skill attack with the given properties.
  3158. * @param src is the master behind the attack (player/mob/pet)
  3159. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3160. * @param bl is the target to be attacked.
  3161. * @param flag can hold a bunch of information:
  3162. * flag&1
  3163. * flag&2 - Disable re-triggered by double casting
  3164. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3165. * flag&8 - SC_COMBO state used to deal bonus damage
  3166. *
  3167. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3168. * (usually holds number of targets, or just 1 for simple splash attacks)
  3169. *
  3170. * flag&0xF000 - Values from enum e_skill_display
  3171. * flag&0x3F0000 - Values from enum e_battle_check_target
  3172. *
  3173. * flag&0x1000000 - Return 0 if damage was reflected
  3174. *-------------------------------------------------------------------------*/
  3175. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3176. {
  3177. struct Damage dmg;
  3178. struct status_data *sstatus, *tstatus;
  3179. status_change *sc, *tsc;
  3180. map_session_data *sd, *tsd;
  3181. int64 damage;
  3182. bool rmdamage = false;//magic reflected
  3183. int type;
  3184. enum e_damage_type dmg_type;
  3185. bool shadow_flag = false;
  3186. bool additional_effects = true;
  3187. if(skill_id > 0 && !skill_lv)
  3188. return 0;
  3189. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3190. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3191. nullpo_ret(bl); //Target to be attacked.
  3192. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3193. return 0;
  3194. if (src != dsrc) {
  3195. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3196. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  3197. return 0;
  3198. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3199. //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]
  3200. if (!status_check_skilluse(src, bl, skill_id, 2))
  3201. return 0;
  3202. }
  3203. sd = BL_CAST(BL_PC, src);
  3204. tsd = BL_CAST(BL_PC, bl);
  3205. sstatus = status_get_status_data(src);
  3206. tstatus = status_get_status_data(bl);
  3207. sc= status_get_sc(src);
  3208. tsc= status_get_sc(bl);
  3209. if (tsc && !tsc->count)
  3210. tsc = NULL; //Don't need it.
  3211. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3212. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3213. return 0;
  3214. #ifndef RENEWAL
  3215. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3216. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3217. return 0;
  3218. #endif
  3219. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3220. //If the damage source is a unit, the damage is not delayed
  3221. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3222. dmg.amotion = 0;
  3223. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3224. // Adjusted to the new system [Skotlex]
  3225. if( src->type == BL_PET ) { // [Valaris]
  3226. struct pet_data *pd = (TBL_PET*)src;
  3227. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3228. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3229. int element = skill_get_ele(skill_id, skill_lv);
  3230. /*if (skill_id == -1) Does it ever worked?
  3231. element = sstatus->rhw.ele;*/
  3232. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3233. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3234. else
  3235. dmg.damage = pd->a_skill->damage; // Fixed damage
  3236. }
  3237. else
  3238. dmg.damage = 1*pd->a_skill->div_;
  3239. dmg.damage2 = 0;
  3240. dmg.div_= pd->a_skill->div_;
  3241. }
  3242. }
  3243. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3244. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3245. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3246. { //Magic reflection, switch caster/target
  3247. struct block_list *tbl = bl;
  3248. rmdamage = true;
  3249. bl = src;
  3250. src = tbl;
  3251. dsrc = tbl;
  3252. sd = BL_CAST(BL_PC, src);
  3253. tsd = BL_CAST(BL_PC, bl);
  3254. tsc = status_get_sc(bl);
  3255. if (tsc && !tsc->count)
  3256. tsc = NULL; //Don't need it.
  3257. /* bugreport:2564 flag&2 disables double casting trigger */
  3258. flag |= 2;
  3259. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3260. flag |= 4;
  3261. //Spirit of Wizard blocks Kaite's reflection
  3262. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3263. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3264. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3265. if (type >= 0) {
  3266. if ( tsd )
  3267. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3268. dmg.damage = dmg.damage2 = 0;
  3269. dmg.dmg_lv = ATK_MISS;
  3270. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3271. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3272. }
  3273. }
  3274. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3275. #if MAGIC_REFLECTION_TYPE
  3276. #ifdef RENEWAL
  3277. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3278. #else
  3279. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3280. // regardless of caster's equipment (Aegis 11.1)
  3281. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3282. #endif
  3283. short s_ele = skill_get_ele(skill_id, skill_lv);
  3284. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3285. s_ele = sstatus->rhw.ele;
  3286. else if (s_ele == ELE_ENDOWED) //Use status element
  3287. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3288. else if( s_ele == ELE_RANDOM) //Use random element
  3289. s_ele = rnd()%ELE_ALL;
  3290. if(type == 3)
  3291. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3292. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3293. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3294. struct status_data *status = status_get_status_data(bl);
  3295. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3296. per /=20; //Uses 20% SP intervals.
  3297. //SP Cost: 1% + 0.5% per every 20% SP
  3298. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3299. status_change_end(bl, SC_ENERGYCOAT);
  3300. //Reduction: 6% + 6% every 20%
  3301. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3302. }
  3303. int64 reduce = 0;
  3304. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3305. reduce += tsd->bonus.reduce_damage_return;
  3306. }
  3307. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3308. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3309. }
  3310. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3311. reduce += 100;
  3312. if (dmg.damage > 0) {
  3313. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3314. dmg.damage = i64max(dmg.damage, dmg.div_);
  3315. }
  3316. }
  3317. #endif
  3318. }
  3319. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3320. int sp = skill_get_sp(skill_id,skill_lv);
  3321. #ifndef RENEWAL
  3322. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3323. #endif
  3324. dmg.damage = dmg.damage2 = 0;
  3325. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3326. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3327. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3328. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3329. status_heal(bl, 0, sp, 2);
  3330. }
  3331. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3332. dmg.damage = dmg.damage2 = 0;
  3333. dmg.dmg_lv = ATK_MISS;
  3334. }
  3335. }
  3336. damage = dmg.damage + dmg.damage2;
  3337. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3338. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3339. sce->val3 = (int)damage;
  3340. sce->val2 = 0;
  3341. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3342. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3343. }
  3344. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3345. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3346. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3347. damage = 1;
  3348. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3349. struct block_list *nbl;
  3350. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3351. if( nbl ){ // Only one target is chosen.
  3352. damage = damage / 2; // Deflect half of the damage to a target nearby
  3353. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3354. }
  3355. }
  3356. //Skill hit type
  3357. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3358. switch( skill_id ) {
  3359. case SC_TRIANGLESHOT:
  3360. if( rnd()%100 > (1 + skill_lv) )
  3361. dmg.blewcount = 0;
  3362. break;
  3363. default:
  3364. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3365. dmg.blewcount = 0; //only pushback when it hit for other
  3366. break;
  3367. }
  3368. switch( skill_id ) {
  3369. case CR_GRANDCROSS:
  3370. case NPC_GRANDDARKNESS:
  3371. if( battle_config.gx_disptype)
  3372. dsrc = src;
  3373. if( src == bl)
  3374. dmg_type = DMG_ENDURE;
  3375. else
  3376. flag|= SD_ANIMATION;
  3377. break;
  3378. case NJ_TATAMIGAESHI: //For correct knockback.
  3379. dsrc = src;
  3380. flag|= SD_ANIMATION;
  3381. break;
  3382. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3383. int level;
  3384. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3385. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3386. }
  3387. break;
  3388. case SL_STIN:
  3389. case SL_STUN:
  3390. if (skill_lv >= 7) {
  3391. status_change *sc_cur = status_get_sc(src);
  3392. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3393. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3394. }
  3395. break;
  3396. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3397. pc_addservantball( *sd );
  3398. break;
  3399. case KN_PIERCE:
  3400. case LK_SPIRALPIERCE:
  3401. case RK_HUNDREDSPEAR:
  3402. case DK_MADNESS_CRUSHER:
  3403. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3404. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3405. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3406. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3407. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3408. clif_specialeffect(bl, 1767, AREA);
  3409. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3410. }
  3411. } else // No count status detected? Start charge count at 1.
  3412. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3413. }
  3414. break;
  3415. }
  3416. //combo handling
  3417. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3418. //Display damage.
  3419. switch( skill_id ) {
  3420. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3421. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3422. break;
  3423. //Skills that need be passed as a normal attack for the client to display correctly.
  3424. case HVAN_EXPLOSION:
  3425. case NPC_SELFDESTRUCTION:
  3426. if(src->type == BL_PC)
  3427. dmg.blewcount = 10;
  3428. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3429. // fall through
  3430. case KN_AUTOCOUNTER:
  3431. case NPC_CRITICALSLASH:
  3432. case TF_DOUBLE:
  3433. case GS_CHAINACTION:
  3434. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3435. break;
  3436. case AS_SPLASHER:
  3437. if( flag&SD_ANIMATION ) // the surrounding targets
  3438. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3439. else // the central target doesn't display an animation
  3440. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3441. break;
  3442. case SR_EARTHSHAKER:
  3443. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3444. break;
  3445. case WL_SOULEXPANSION:
  3446. case WL_COMET:
  3447. case NPC_COMET:
  3448. case KO_MUCHANAGE:
  3449. #ifndef RENEWAL
  3450. case NJ_HUUMA:
  3451. #endif
  3452. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3453. break;
  3454. case WL_CHAINLIGHTNING_ATK:
  3455. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3456. break;
  3457. case WL_TETRAVORTEX_FIRE:
  3458. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3459. break;
  3460. case LG_SHIELDPRESS:
  3461. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3462. break;
  3463. case NPC_EARTHQUAKE:
  3464. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3465. break;
  3466. case NPC_DARKPIERCING:
  3467. case EL_FIRE_BOMB:
  3468. case EL_FIRE_BOMB_ATK:
  3469. case EL_FIRE_WAVE:
  3470. case EL_FIRE_WAVE_ATK:
  3471. case EL_FIRE_MANTLE:
  3472. case EL_CIRCLE_OF_FIRE:
  3473. case EL_FIRE_ARROW:
  3474. case EL_ICE_NEEDLE:
  3475. case EL_WATER_SCREW:
  3476. case EL_WATER_SCREW_ATK:
  3477. case EL_WIND_SLASH:
  3478. case EL_TIDAL_WEAPON:
  3479. case EL_ROCK_CRUSHER:
  3480. case EL_ROCK_CRUSHER_ATK:
  3481. case EL_HURRICANE:
  3482. case EL_HURRICANE_ATK:
  3483. case KO_BAKURETSU:
  3484. case GN_HELLS_PLANT_ATK:
  3485. case SU_SV_ROOTTWIST_ATK:
  3486. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3487. break;
  3488. case GN_FIRE_EXPANSION_ACID:
  3489. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3490. break;
  3491. case GN_SLINGITEM_RANGEMELEEATK:
  3492. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3493. break;
  3494. case EL_STONE_RAIN:
  3495. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3496. break;
  3497. case WM_SEVERE_RAINSTORM_MELEE:
  3498. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3499. break;
  3500. case HT_CLAYMORETRAP:
  3501. case HT_BLASTMINE:
  3502. case HT_FLASHER:
  3503. case HT_FREEZINGTRAP:
  3504. case RA_CLUSTERBOMB:
  3505. case RA_FIRINGTRAP:
  3506. case RA_ICEBOUNDTRAP:
  3507. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3508. if( dsrc != src ) // avoid damage display redundancy
  3509. break;
  3510. //Fall through
  3511. case HT_LANDMINE:
  3512. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3513. break;
  3514. case WZ_SIGHTBLASTER:
  3515. //Sightblaster should never call clif_skill_damage twice
  3516. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3517. break;
  3518. case RL_R_TRIP_PLUSATK:
  3519. case RL_S_STORM:
  3520. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3521. break;
  3522. case SU_LUNATICCARROTBEAT:
  3523. case SU_LUNATICCARROTBEAT2:
  3524. case SP_CURSEEXPLOSION:
  3525. case SP_SPA:
  3526. case SP_SHA:
  3527. if (dmg.div_ < 2)
  3528. type = DMG_SPLASH;
  3529. if (!(flag&SD_ANIMATION))
  3530. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3531. // Fall through
  3532. case WM_REVERBERATION:
  3533. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3534. break;
  3535. case SJ_FALLINGSTAR_ATK:
  3536. case SJ_FALLINGSTAR_ATK2:
  3537. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3538. break;
  3539. case SJ_NOVAEXPLOSING:
  3540. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3541. break;
  3542. case DK_HACKANDSLASHER_ATK:
  3543. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3544. break;
  3545. case AG_STORM_CANNON:
  3546. case AG_CRIMSON_ARROW:
  3547. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3548. break;
  3549. case TR_ROSEBLOSSOM_ATK:
  3550. case ABC_FROM_THE_ABYSS_ATK:
  3551. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3552. break;
  3553. case TR_SOUNDBLEND:
  3554. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3555. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3556. else
  3557. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3558. break;
  3559. case AB_DUPLELIGHT_MELEE:
  3560. case AB_DUPLELIGHT_MAGIC:
  3561. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3562. default:
  3563. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3564. dmg_type = DMG_SPLASH;
  3565. if (src->type == BL_SKILL) {
  3566. TBL_SKILL *su = (TBL_SKILL*)src;
  3567. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3568. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3569. break;
  3570. }
  3571. }
  3572. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3573. break;
  3574. }
  3575. map_freeblock_lock();
  3576. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3577. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3578. skill_do_copy(src,bl,skill_id,skill_lv);
  3579. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3580. { //Skills with can't walk delay also stop normal attacking for that
  3581. //duration when the attack connects. [Skotlex]
  3582. struct unit_data *ud = unit_bl2ud(src);
  3583. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3584. ud->attackabletime = tick + type;
  3585. }
  3586. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3587. // Instant damage
  3588. if( !dmg.amotion ) {
  3589. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3590. #ifndef RENEWAL
  3591. || skill_id == HW_GRAVITATION
  3592. #endif
  3593. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3594. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3595. if( !status_isdead(bl) && additional_effects )
  3596. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3597. if( damage > 0 ) //Counter status effects [Skotlex]
  3598. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3599. }
  3600. // Blow!
  3601. if (!(flag&4))
  3602. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3603. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3604. if( dmg.amotion ) {
  3605. if( shadow_flag ) {
  3606. if( !status_isdead(bl) && additional_effects )
  3607. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3608. if( dmg.flag > ATK_BLOCK )
  3609. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3610. } else
  3611. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3612. } else {
  3613. // Trigger monster skill condition for damage skills with no amotion.
  3614. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3615. if (damage > 0)
  3616. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3617. if (skill_id > 0)
  3618. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3619. }
  3620. }
  3621. // Trigger monster skill condition for damage skills.
  3622. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3623. if (damage > 0)
  3624. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3625. if (skill_id > 0)
  3626. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3627. }
  3628. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3629. #ifndef RENEWAL
  3630. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3631. #endif
  3632. ) {
  3633. if (tsc->getSCE(SC_DEVOTION)) {
  3634. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3635. struct block_list *d_bl = map_id2bl(sce->val1);
  3636. if (d_bl && (
  3637. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3638. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3639. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3640. {
  3641. int64 devotion_damage = damage;
  3642. // Needed to check the devotion master for Rebound Shield status.
  3643. status_change *d_sc = status_get_sc(d_bl);
  3644. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3645. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3646. if (!rmdamage) {
  3647. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3648. status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
  3649. } else {
  3650. bool isDevotRdamage = false;
  3651. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3652. isDevotRdamage = true;
  3653. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3654. // This check is only for magical skill.
  3655. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3656. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3657. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3658. }
  3659. } else {
  3660. status_change_end(bl, SC_DEVOTION);
  3661. if (!dmg.amotion)
  3662. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3663. }
  3664. }
  3665. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3666. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3667. struct block_list *e_bl = map_id2bl(sce->val1);
  3668. if (e_bl) {
  3669. if (!rmdamage) {
  3670. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3671. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3672. } else {
  3673. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3674. status_fix_damage(bl, bl, damage, 0, 0);
  3675. }
  3676. }
  3677. }
  3678. }
  3679. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3680. if( skill_id == RG_INTIMIDATE ) {
  3681. int rate = 50 + skill_lv * 5;
  3682. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3683. if(rnd()%100 < rate)
  3684. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3685. } else if( skill_id == NPC_FATALMENACE ) {
  3686. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3687. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3688. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3689. }
  3690. }
  3691. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3692. dmg.flag |= BF_WEAPON;
  3693. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3694. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3695. {
  3696. if (battle_config.left_cardfix_to_right)
  3697. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3698. else
  3699. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3700. }
  3701. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3702. status_heal(src, 0, 0, 1, 0);
  3703. if( damage > 0 ) { // Post-damage effects
  3704. switch( skill_id ) {
  3705. case GC_VENOMPRESSURE: {
  3706. status_change *ssc = status_get_sc(src);
  3707. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3708. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3709. status_change_end(src,SC_POISONINGWEAPON);
  3710. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3711. }
  3712. }
  3713. break;
  3714. }
  3715. if( sd )
  3716. skill_onskillusage(sd, bl, skill_id, tick);
  3717. }
  3718. if (!(flag&2)) {
  3719. switch (skill_id) {
  3720. case MG_COLDBOLT:
  3721. case MG_FIREBOLT:
  3722. case MG_LIGHTNINGBOLT:
  3723. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3724. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3725. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3726. break;
  3727. case SU_BITE:
  3728. case SU_SCRATCH:
  3729. case SU_SV_STEMSPEAR:
  3730. case SU_SCAROFTAROU:
  3731. case SU_PICKYPECK:
  3732. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3733. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3734. break;
  3735. case ABC_DEFT_STAB:
  3736. if (skill_area_temp[1] == bl->id && rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3737. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3738. break;
  3739. }
  3740. }
  3741. map_freeblock_unlock();
  3742. if ((flag&0x1000000) && rmdamage)
  3743. return 0; //Should return 0 when damage was reflected
  3744. return damage;
  3745. }
  3746. /*==========================================
  3747. * Sub function for recursive skill call.
  3748. * Checking bl battle flag and display damage
  3749. * then call func with source,target,skill_id,skill_lv,tick,flag
  3750. *------------------------------------------*/
  3751. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3752. int skill_area_sub(struct block_list *bl, va_list ap)
  3753. {
  3754. struct block_list *src;
  3755. uint16 skill_id,skill_lv;
  3756. int flag;
  3757. t_tick tick;
  3758. SkillFunc func;
  3759. nullpo_ret(bl);
  3760. src = va_arg(ap,struct block_list *);
  3761. skill_id = va_arg(ap,int);
  3762. skill_lv = va_arg(ap,int);
  3763. tick = va_arg(ap,t_tick);
  3764. flag = va_arg(ap,int);
  3765. func = va_arg(ap,SkillFunc);
  3766. if (flag&BCT_WOS && src == bl)
  3767. return 0;
  3768. if(battle_check_target(src,bl,flag) > 0) {
  3769. // several splash skills need this initial dummy packet to display correctly
  3770. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3771. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3772. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3773. skill_area_temp[2]++;
  3774. return func(src,bl,skill_id,skill_lv,tick,flag);
  3775. }
  3776. return 0;
  3777. }
  3778. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3779. {
  3780. struct skill_unit *unit;
  3781. uint16 skill_id,g_skill_id;
  3782. unit = (struct skill_unit *)bl;
  3783. if(bl->prev == NULL || bl->type != BL_SKILL)
  3784. return 0;
  3785. if(!unit->alive)
  3786. return 0;
  3787. skill_id = va_arg(ap,int);
  3788. g_skill_id = unit->group->skill_id;
  3789. switch (skill_id) {
  3790. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3791. if(g_skill_id == SA_LANDPROTECTOR)
  3792. break;
  3793. //Fall through
  3794. case MH_STEINWAND:
  3795. case MG_SAFETYWALL:
  3796. case SC_MAELSTROM:
  3797. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3798. return 0;
  3799. break;
  3800. case AL_WARP:
  3801. case HT_SKIDTRAP:
  3802. case MA_SKIDTRAP:
  3803. case HT_LANDMINE:
  3804. case MA_LANDMINE:
  3805. case HT_ANKLESNARE:
  3806. case HT_SHOCKWAVE:
  3807. case HT_SANDMAN:
  3808. case MA_SANDMAN:
  3809. case HT_FLASHER:
  3810. case HT_FREEZINGTRAP:
  3811. case MA_FREEZINGTRAP:
  3812. case HT_BLASTMINE:
  3813. case HT_CLAYMORETRAP:
  3814. case HT_TALKIEBOX:
  3815. #ifndef RENEWAL
  3816. case HP_BASILICA:
  3817. #endif
  3818. case RA_ELECTRICSHOCKER:
  3819. case RA_CLUSTERBOMB:
  3820. case RA_MAGENTATRAP:
  3821. case RA_COBALTTRAP:
  3822. case RA_MAIZETRAP:
  3823. case RA_VERDURETRAP:
  3824. case RA_FIRINGTRAP:
  3825. case RA_ICEBOUNDTRAP:
  3826. case SC_DIMENSIONDOOR:
  3827. case SC_BLOODYLUST:
  3828. case NPC_REVERBERATION:
  3829. case GN_THORNS_TRAP:
  3830. case RL_B_TRAP:
  3831. case SC_ESCAPE:
  3832. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3833. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3834. return 0;
  3835. break;
  3836. default: //Avoid stacking with same kind of trap. [Skotlex]
  3837. if (g_skill_id != skill_id)
  3838. return 0;
  3839. break;
  3840. }
  3841. return 1;
  3842. }
  3843. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3844. {
  3845. //Non players do not check for the skill's splash-trigger area.
  3846. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3847. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3848. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3849. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3850. return 0;
  3851. }
  3852. range += layout_type;
  3853. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3854. }
  3855. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3856. {
  3857. uint16 skill_id;
  3858. if(bl->prev == NULL)
  3859. return 0;
  3860. skill_id = va_arg(ap,int);
  3861. if( status_isdead(bl) && skill_id != AL_WARP )
  3862. return 0;
  3863. #ifndef RENEWAL
  3864. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3865. return 0;
  3866. #endif
  3867. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3868. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3869. return 1;
  3870. }
  3871. /**
  3872. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3873. * @param bl Object that casted skill
  3874. * @param x Position x of the target
  3875. * @param y Position y of the target
  3876. * @param skill_id The casted skill
  3877. * @param skill_lv The skill Lv
  3878. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3879. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3880. */
  3881. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3882. {
  3883. int range = 0, type;
  3884. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3885. if (isNearNPC)
  3886. range = skill_get_splash(skill_id,skill_lv);
  3887. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3888. if (!isNearNPC || !range) {
  3889. switch (skill_id) { // to be expanded later
  3890. case WZ_ICEWALL:
  3891. range = 2;
  3892. break;
  3893. case SC_MANHOLE:
  3894. range = 0;
  3895. break;
  3896. default: {
  3897. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3898. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3899. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3900. return 0;
  3901. }
  3902. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3903. }
  3904. break;
  3905. }
  3906. }
  3907. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3908. //Check the additional range [Cydh]
  3909. if (isNearNPC && skill_npc_range > 0)
  3910. range += skill_npc_range;
  3911. if (!isNearNPC) { //Doesn't check the NPC range
  3912. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3913. if (bl->type&battle_config.skill_nofootset)
  3914. type = BL_CHAR;
  3915. else if(bl->type == BL_MOB)
  3916. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3917. else
  3918. return 0; //Don't check
  3919. } else
  3920. type = BL_NPC;
  3921. return (!isNearNPC) ?
  3922. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3923. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3924. //isNearNPC is used to check range from NPC
  3925. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3926. }
  3927. /*==========================================
  3928. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3929. * Flag:
  3930. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3931. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3932. *------------------------------------------*/
  3933. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3934. {
  3935. struct status_data *status;
  3936. map_session_data *sd = NULL;
  3937. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3938. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3939. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3940. nullpo_retr(0, bl);
  3941. switch( bl->type )
  3942. {
  3943. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3944. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3945. }
  3946. status = status_get_status_data(bl);
  3947. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3948. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3949. if (skill == nullptr)
  3950. return 0;
  3951. // Requirements
  3952. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3953. {
  3954. itemid[i] = skill->require.itemid[i];
  3955. amount[i] = skill->require.amount[i];
  3956. }
  3957. hp = skill->require.hp[skill_lv - 1];
  3958. sp = skill->require.sp[skill_lv - 1];
  3959. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3960. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3961. state = skill->require.state;
  3962. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3963. hp += (status->max_hp * mhp) / 100;
  3964. if( hp_rate > 0 )
  3965. hp += (status->hp * hp_rate) / 100;
  3966. else
  3967. hp += (status->max_hp * (-hp_rate)) / 100;
  3968. if( sp_rate > 0 )
  3969. sp += (status->sp * sp_rate) / 100;
  3970. else
  3971. sp += (status->max_sp * (-sp_rate)) / 100;
  3972. if( !(type&2) )
  3973. {
  3974. if( hp > 0 && status->hp <= (unsigned int)hp )
  3975. {
  3976. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3977. return 0;
  3978. }
  3979. if( sp > 0 && status->sp <= (unsigned int)sp )
  3980. {
  3981. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3982. return 0;
  3983. }
  3984. }
  3985. if( !type )
  3986. switch( state )
  3987. {
  3988. case ST_MOVE_ENABLE:
  3989. if( !unit_can_move(bl) )
  3990. {
  3991. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3992. return 0;
  3993. }
  3994. break;
  3995. }
  3996. if( !(type&1) )
  3997. return 1;
  3998. // Check item existences
  3999. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4000. {
  4001. index[i] = -1;
  4002. if( itemid[i] == 0 ) continue; // No item
  4003. index[i] = pc_search_inventory(sd, itemid[i]);
  4004. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4005. {
  4006. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4007. return 0;
  4008. }
  4009. }
  4010. // Consume items
  4011. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4012. {
  4013. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4014. }
  4015. if( type&2 )
  4016. return 1;
  4017. if( sp || hp )
  4018. status_zap(bl, hp, sp);
  4019. return 1;
  4020. }
  4021. /*==========================================
  4022. *
  4023. *------------------------------------------*/
  4024. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4025. {
  4026. switch (skill_id) {
  4027. case RL_QD_SHOT:
  4028. {
  4029. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4030. struct unit_data *ud = unit_bl2ud(src);
  4031. if (ud && ud->target == target->id)
  4032. return 1;
  4033. }
  4034. }
  4035. }
  4036. return 1;
  4037. }
  4038. /*==========================================
  4039. *
  4040. *------------------------------------------*/
  4041. static TIMER_FUNC(skill_timerskill){
  4042. struct block_list *src = map_id2bl(id),*target;
  4043. struct unit_data *ud = unit_bl2ud(src);
  4044. struct skill_timerskill *skl;
  4045. struct skill_unit *unit = NULL;
  4046. int range;
  4047. nullpo_ret(src);
  4048. nullpo_ret(ud);
  4049. skl = ud->skilltimerskill[data];
  4050. nullpo_ret(skl);
  4051. ud->skilltimerskill[data] = NULL;
  4052. do {
  4053. if(src->prev == NULL)
  4054. break; // Source not on Map
  4055. if(skl->target_id) {
  4056. target = map_id2bl(skl->target_id);
  4057. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  4058. target = src; //Required since it has to warp.
  4059. if (skl->skill_id == SR_SKYNETBLOW) {
  4060. skill_area_temp[1] = 0;
  4061. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4062. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4063. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4064. break;
  4065. }
  4066. if(target == NULL)
  4067. break; // Target offline?
  4068. if(target->prev == NULL)
  4069. break; // Target not on Map
  4070. if(src->m != target->m)
  4071. break; // Different Maps
  4072. if(status_isdead(src)) {
  4073. switch(skl->skill_id) {
  4074. case WL_CHAINLIGHTNING_ATK:
  4075. case WL_TETRAVORTEX_FIRE:
  4076. case WL_TETRAVORTEX_WATER:
  4077. case WL_TETRAVORTEX_WIND:
  4078. case WL_TETRAVORTEX_GROUND:
  4079. // For SR_FLASHCOMBO
  4080. case SR_DRAGONCOMBO:
  4081. case SR_FALLENEMPIRE:
  4082. case SR_TIGERCANNON:
  4083. case NPC_DANCINGBLADE_ATK:
  4084. if (src->type != BL_PC)
  4085. continue;
  4086. break; // Exceptions
  4087. default:
  4088. continue; // Caster is Dead
  4089. }
  4090. }
  4091. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4092. break;
  4093. switch(skl->skill_id) {
  4094. case KN_AUTOCOUNTER:
  4095. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4096. break;
  4097. case RG_INTIMIDATE:
  4098. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4099. short x,y;
  4100. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4101. if (target != src && !status_isdead(target))
  4102. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4103. }
  4104. break;
  4105. case BA_FROSTJOKER:
  4106. case DC_SCREAM:
  4107. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4108. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4109. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4110. break;
  4111. case PR_LEXDIVINA:
  4112. if (src->type == BL_MOB) {
  4113. // Monsters use the default duration when casting Lex Divina
  4114. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4115. break;
  4116. }
  4117. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4118. break;
  4119. case PR_STRECOVERY:
  4120. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4121. break;
  4122. case BS_HAMMERFALL:
  4123. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4124. break;
  4125. case MER_LEXDIVINA:
  4126. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4127. break;
  4128. case WZ_WATERBALL:
  4129. {
  4130. //Get the next waterball cell to consume
  4131. struct s_skill_unit_layout *layout;
  4132. int i;
  4133. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4134. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4135. int ux = skl->x + layout->dx[i];
  4136. int uy = skl->y + layout->dy[i];
  4137. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  4138. if (unit)
  4139. break;
  4140. }
  4141. } // Fall through
  4142. case WZ_JUPITEL:
  4143. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4144. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4145. // Apply canact delay here to prevent hacks (unlimited casting)
  4146. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4147. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4148. }
  4149. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4150. skill_delunit(unit); // Consume unit for next waterball
  4151. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4152. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4153. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4154. } else {
  4155. status_change *sc = status_get_sc(src);
  4156. if(sc) {
  4157. if(sc->getSCE(SC_SPIRIT) &&
  4158. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4159. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4160. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4161. }
  4162. }
  4163. break;
  4164. case NPC_DANCINGBLADE_ATK:
  4165. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4166. if (skl->type < 4) {
  4167. struct block_list *nbl = NULL;
  4168. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4169. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4170. }
  4171. break;
  4172. case WL_CHAINLIGHTNING_ATK: {
  4173. #ifndef RENEWAL
  4174. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4175. #endif
  4176. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4177. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4178. { // Remaining Chains Hit
  4179. struct block_list *nbl = NULL; // Next Target of Chain
  4180. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  4181. splash_target(src), target->id); // Search for a new Target around current one...
  4182. if( nbl == NULL )
  4183. skl->x++;
  4184. else
  4185. skl->x = 0;
  4186. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4187. }
  4188. }
  4189. break;
  4190. case WL_TETRAVORTEX_FIRE:
  4191. case WL_TETRAVORTEX_WATER:
  4192. case WL_TETRAVORTEX_WIND:
  4193. case WL_TETRAVORTEX_GROUND:
  4194. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4195. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4196. if (skl->type >= 3) { // Final Hit
  4197. if (!status_isdead(target)) { // Final Status Effect
  4198. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4199. applyeffects[4] = { 0, 0, 0, 0 },
  4200. i, j = 0, k = 0;
  4201. for(i = 1; i <= 8; i = i + i) {
  4202. if (skl->x&i) {
  4203. applyeffects[j] = effects[k];
  4204. j++;
  4205. }
  4206. k++;
  4207. }
  4208. if (j) {
  4209. i = applyeffects[rnd()%j];
  4210. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4211. }
  4212. }
  4213. }
  4214. break;
  4215. case NPC_REVERBERATION_ATK:
  4216. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4217. break;
  4218. case NPC_FATALMENACE:
  4219. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4220. break;
  4221. case SR_WINDMILL:
  4222. if( target->type == BL_PC ) {
  4223. map_session_data *tsd = NULL;
  4224. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4225. pc_setsit(tsd);
  4226. skill_sit(tsd, true);
  4227. clif_sitting(&tsd->bl);
  4228. }
  4229. }
  4230. break;
  4231. case SR_KNUCKLEARROW:
  4232. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4233. break;
  4234. case CH_PALMSTRIKE:
  4235. {
  4236. status_change* tsc = status_get_sc(target);
  4237. status_change* sc = status_get_sc(src);
  4238. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4239. ( sc && sc->option&OPTION_HIDE ) ){
  4240. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4241. break;
  4242. }
  4243. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4244. break;
  4245. }
  4246. // For SR_FLASHCOMBO
  4247. case SR_DRAGONCOMBO:
  4248. case SR_FALLENEMPIRE:
  4249. case SR_TIGERCANNON:
  4250. if( src->type == BL_PC ) {
  4251. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4252. break;
  4253. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4254. }
  4255. break;
  4256. case SU_SV_ROOTTWIST_ATK: {
  4257. status_change *tsc = status_get_sc(target);
  4258. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4259. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4260. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4261. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4262. }
  4263. }
  4264. break;
  4265. case NPC_PULSESTRIKE2:
  4266. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4267. break;
  4268. case ABC_DEFT_STAB:
  4269. case ABC_FRENZY_SHOT:
  4270. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4271. break;
  4272. default:
  4273. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4274. break;
  4275. }
  4276. }
  4277. else {
  4278. if(src->m != skl->map)
  4279. break;
  4280. switch( skl->skill_id )
  4281. {
  4282. case GN_CRAZYWEED_ATK:
  4283. {
  4284. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4285. 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);
  4286. }
  4287. case WL_EARTHSTRAIN:
  4288. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4289. break;
  4290. case RL_FIRE_RAIN: {
  4291. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4292. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4293. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4294. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4295. }
  4296. break;
  4297. case NPC_MAGMA_ERUPTION:
  4298. case NC_MAGMA_ERUPTION:
  4299. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4300. break;
  4301. }
  4302. }
  4303. } while (0);
  4304. //Free skl now that it is no longer needed.
  4305. ers_free(skill_timer_ers, skl);
  4306. return 0;
  4307. }
  4308. /*==========================================
  4309. *
  4310. *------------------------------------------*/
  4311. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4312. {
  4313. int i;
  4314. struct unit_data *ud;
  4315. nullpo_retr(1, src);
  4316. if (src->prev == NULL)
  4317. return 0;
  4318. ud = unit_bl2ud(src);
  4319. nullpo_retr(1, ud);
  4320. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4321. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4322. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4323. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4324. ud->skilltimerskill[i]->src_id = src->id;
  4325. ud->skilltimerskill[i]->target_id = target;
  4326. ud->skilltimerskill[i]->skill_id = skill_id;
  4327. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4328. ud->skilltimerskill[i]->map = src->m;
  4329. ud->skilltimerskill[i]->x = x;
  4330. ud->skilltimerskill[i]->y = y;
  4331. ud->skilltimerskill[i]->type = type;
  4332. ud->skilltimerskill[i]->flag = flag;
  4333. return 0;
  4334. }
  4335. /*==========================================
  4336. *
  4337. *------------------------------------------*/
  4338. int skill_cleartimerskill (struct block_list *src)
  4339. {
  4340. int i;
  4341. struct unit_data *ud;
  4342. nullpo_ret(src);
  4343. ud = unit_bl2ud(src);
  4344. nullpo_ret(ud);
  4345. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4346. if(ud->skilltimerskill[i]) {
  4347. switch(ud->skilltimerskill[i]->skill_id) {
  4348. case WL_TETRAVORTEX_FIRE:
  4349. case WL_TETRAVORTEX_WATER:
  4350. case WL_TETRAVORTEX_WIND:
  4351. case WL_TETRAVORTEX_GROUND:
  4352. // For SR_FLASHCOMBO
  4353. case SR_DRAGONCOMBO:
  4354. case SR_FALLENEMPIRE:
  4355. case SR_TIGERCANNON:
  4356. if (src->type != BL_PC)
  4357. break;
  4358. continue;
  4359. }
  4360. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4361. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4362. ud->skilltimerskill[i]=NULL;
  4363. }
  4364. }
  4365. return 1;
  4366. }
  4367. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4368. skill_unit *su = (skill_unit*)bl;
  4369. nullpo_ret(su);
  4370. if (bl->type != BL_SKILL)
  4371. return 0;
  4372. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4373. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4374. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4375. su->limit = DIFF_TICK(gettick(), sg->tick);
  4376. sg->unit_id = UNT_USED_TRAPS;
  4377. }
  4378. return 1;
  4379. }
  4380. /**
  4381. * Reveal hidden trap
  4382. **/
  4383. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4384. {
  4385. TBL_SKILL *su = (TBL_SKILL*)bl;
  4386. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4387. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4388. //clif_changetraplook(bl, su->group->unit_id);
  4389. su->hidden = false;
  4390. skill_getareachar_skillunit_visibilty(su, AREA);
  4391. return 1;
  4392. }
  4393. return 0;
  4394. }
  4395. /**
  4396. * Attempt to reveal trap in area
  4397. * @param src Skill caster
  4398. * @param range Affected range
  4399. * @param x
  4400. * @param y
  4401. * TODO: Remove hardcode usages for this function
  4402. **/
  4403. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4404. if (!battle_config.traps_setting)
  4405. return;
  4406. nullpo_retv(src);
  4407. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4408. }
  4409. /*========================================== [Playtester]
  4410. * Process tarot card's effects
  4411. * @param src: Source of the tarot card effect
  4412. * @param target: Target of the tartor card effect
  4413. * @param skill_id: ID of the skill used
  4414. * @param skill_lv: Level of the skill used
  4415. * @param tick: Processing tick time
  4416. * @return Card number
  4417. *------------------------------------------*/
  4418. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4419. {
  4420. int card = 0;
  4421. if (battle_config.tarotcard_equal_chance) {
  4422. //eAthena equal chances
  4423. card = rnd() % 14 + 1;
  4424. }
  4425. else {
  4426. //Official chances
  4427. int rate = rnd() % 100;
  4428. if (rate < 10) card = 1; // THE FOOL
  4429. else if (rate < 20) card = 2; // THE MAGICIAN
  4430. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4431. else if (rate < 37) card = 4; // THE CHARIOT
  4432. else if (rate < 47) card = 5; // STRENGTH
  4433. else if (rate < 62) card = 6; // THE LOVERS
  4434. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4435. else if (rate < 69) card = 8; // THE HANGED MAN
  4436. else if (rate < 74) card = 9; // DEATH
  4437. else if (rate < 82) card = 10; // TEMPERANCE
  4438. else if (rate < 83) card = 11; // THE DEVIL
  4439. else if (rate < 85) card = 12; // THE TOWER
  4440. else if (rate < 90) card = 13; // THE STAR
  4441. else card = 14; // THE SUN
  4442. }
  4443. switch (card) {
  4444. case 1: // THE FOOL - heals SP to 0
  4445. {
  4446. status_percent_damage(src, target, 0, 100, false);
  4447. break;
  4448. }
  4449. case 2: // THE MAGICIAN - matk halved
  4450. {
  4451. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4452. break;
  4453. }
  4454. case 3: // THE HIGH PRIESTESS - all buffs removed
  4455. {
  4456. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4457. break;
  4458. }
  4459. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4460. {
  4461. status_fix_damage(src, target, 1000, 0, skill_id);
  4462. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4463. if (!status_isdead(target))
  4464. {
  4465. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4466. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4467. }
  4468. break;
  4469. }
  4470. case 5: // STRENGTH - atk halved
  4471. {
  4472. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4473. break;
  4474. }
  4475. case 6: // THE LOVERS - 2000HP heal, random teleported
  4476. {
  4477. status_heal(target, 2000, 0, 0);
  4478. if (!map_flag_vs(target->m))
  4479. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4480. break;
  4481. }
  4482. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4483. {
  4484. // Recursive call
  4485. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4486. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4487. break;
  4488. }
  4489. case 8: // THE HANGED MAN - stop, freeze or stoned
  4490. {
  4491. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONEWAIT };
  4492. uint8 rand_eff = rnd() % 3;
  4493. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4494. if (sc[rand_eff] == SC_STONEWAIT)
  4495. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4496. else
  4497. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4498. break;
  4499. }
  4500. case 9: // DEATH - curse, coma and poison
  4501. {
  4502. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4503. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4504. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4505. break;
  4506. }
  4507. case 10: // TEMPERANCE - confusion
  4508. {
  4509. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4510. break;
  4511. }
  4512. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4513. {
  4514. status_fix_damage(src, target, 6666, 0, skill_id);
  4515. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4516. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4517. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4518. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4519. break;
  4520. }
  4521. case 12: // THE TOWER - 4444 damage
  4522. {
  4523. status_fix_damage(src, target, 4444, 0, skill_id);
  4524. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4525. break;
  4526. }
  4527. case 13: // THE STAR - stun
  4528. {
  4529. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4530. break;
  4531. }
  4532. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4533. {
  4534. #ifdef RENEWAL
  4535. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4536. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4537. #endif
  4538. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4539. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4540. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4541. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4542. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4543. return 14; //To make sure a valid number is returned
  4544. }
  4545. }
  4546. return card;
  4547. }
  4548. /*==========================================
  4549. *
  4550. *
  4551. *------------------------------------------*/
  4552. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4553. {
  4554. map_session_data *sd = NULL;
  4555. struct status_data *tstatus;
  4556. status_change *sc, *tsc;
  4557. if (skill_id > 0 && !skill_lv) return 0;
  4558. nullpo_retr(1, src);
  4559. nullpo_retr(1, bl);
  4560. if (src->m != bl->m)
  4561. return 1;
  4562. if (bl->prev == NULL)
  4563. return 1;
  4564. sd = BL_CAST(BL_PC, src);
  4565. if (status_isdead(bl))
  4566. return 1;
  4567. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4568. { //GTB makes all targetted magic display miss with a single bolt.
  4569. sc_type sct = skill_get_sc(skill_id);
  4570. if(sct != SC_NONE)
  4571. status_change_end(bl, sct);
  4572. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4573. return 1;
  4574. }
  4575. sc = status_get_sc(src);
  4576. tsc = status_get_sc(bl);
  4577. if (sc && !sc->count)
  4578. sc = NULL; //Unneeded
  4579. if (tsc && !tsc->count)
  4580. tsc = NULL;
  4581. tstatus = status_get_status_data(bl);
  4582. map_freeblock_lock();
  4583. switch(skill_id) {
  4584. case MER_CRASH:
  4585. case SM_BASH:
  4586. case MS_BASH:
  4587. case MC_MAMMONITE:
  4588. case TF_DOUBLE:
  4589. case AC_DOUBLE:
  4590. case MA_DOUBLE:
  4591. case AS_SONICBLOW:
  4592. case KN_PIERCE:
  4593. case ML_PIERCE:
  4594. case KN_SPEARBOOMERANG:
  4595. case TF_POISON:
  4596. case TF_SPRINKLESAND:
  4597. case AC_CHARGEARROW:
  4598. case MA_CHARGEARROW:
  4599. case RG_INTIMIDATE:
  4600. case AM_ACIDTERROR:
  4601. case BA_MUSICALSTRIKE:
  4602. case DC_THROWARROW:
  4603. case BA_DISSONANCE:
  4604. case CR_HOLYCROSS:
  4605. case NPC_DARKCROSS:
  4606. case CR_SHIELDCHARGE:
  4607. case CR_SHIELDBOOMERANG:
  4608. case NPC_PIERCINGATT:
  4609. case NPC_MENTALBREAKER:
  4610. case NPC_RANGEATTACK:
  4611. case NPC_CRITICALSLASH:
  4612. case NPC_COMBOATTACK:
  4613. case NPC_GUIDEDATTACK:
  4614. case NPC_POISON:
  4615. case NPC_RANDOMATTACK:
  4616. case NPC_WATERATTACK:
  4617. case NPC_GROUNDATTACK:
  4618. case NPC_FIREATTACK:
  4619. case NPC_WINDATTACK:
  4620. case NPC_POISONATTACK:
  4621. case NPC_HOLYATTACK:
  4622. case NPC_DARKNESSATTACK:
  4623. case NPC_TELEKINESISATTACK:
  4624. case NPC_UNDEADATTACK:
  4625. case NPC_CHANGEUNDEAD:
  4626. case NPC_ARMORBRAKE:
  4627. case NPC_HELMBRAKE:
  4628. case NPC_SHIELDBRAKE:
  4629. case NPC_BLINDATTACK:
  4630. case NPC_SILENCEATTACK:
  4631. case NPC_STUNATTACK:
  4632. case NPC_PETRIFYATTACK:
  4633. case NPC_CURSEATTACK:
  4634. case NPC_SLEEPATTACK:
  4635. #ifdef RENEWAL
  4636. case CR_ACIDDEMONSTRATION:
  4637. #endif
  4638. case LK_AURABLADE:
  4639. case LK_SPIRALPIERCE:
  4640. case ML_SPIRALPIERCE:
  4641. case CG_ARROWVULCAN:
  4642. case HW_MAGICCRASHER:
  4643. case ITM_TOMAHAWK:
  4644. case CH_CHAINCRUSH:
  4645. case CH_TIGERFIST:
  4646. case PA_SHIELDCHAIN: // Shield Chain
  4647. case PA_SACRIFICE:
  4648. case WS_CARTTERMINATION: // Cart Termination
  4649. case AS_VENOMKNIFE:
  4650. case HT_PHANTASMIC:
  4651. case TK_DOWNKICK:
  4652. case TK_COUNTER:
  4653. case GS_CHAINACTION:
  4654. case GS_TRIPLEACTION:
  4655. #ifndef RENEWAL
  4656. case GS_MAGICALBULLET:
  4657. #endif
  4658. case GS_TRACKING:
  4659. case GS_PIERCINGSHOT:
  4660. case GS_RAPIDSHOWER:
  4661. case GS_DUST:
  4662. case GS_DISARM: // Added disarm. [Reddozen]
  4663. case GS_FULLBUSTER:
  4664. case NJ_SYURIKEN:
  4665. case NJ_KUNAI:
  4666. case ASC_BREAKER:
  4667. case HFLI_MOON: //[orn]
  4668. case HFLI_SBR44: //[orn]
  4669. case NPC_BLEEDING:
  4670. case NPC_BLEEDING2:
  4671. case NPC_CRITICALWOUND:
  4672. case NPC_HELLPOWER:
  4673. case RK_SONICWAVE:
  4674. case AB_DUPLELIGHT_MELEE:
  4675. case RA_AIMEDBOLT:
  4676. case NC_BOOSTKNUCKLE:
  4677. case NC_PILEBUNKER:
  4678. case NC_AXEBOOMERANG:
  4679. case NC_POWERSWING:
  4680. case NPC_MAGMA_ERUPTION:
  4681. case NC_MAGMA_ERUPTION:
  4682. case GC_WEAPONCRUSH:
  4683. case GC_VENOMPRESSURE:
  4684. case SC_TRIANGLESHOT:
  4685. case SC_FEINTBOMB:
  4686. case LG_BANISHINGPOINT:
  4687. case LG_SHIELDPRESS:
  4688. case LG_RAGEBURST:
  4689. case LG_HESPERUSLIT:
  4690. case SR_DRAGONCOMBO:
  4691. case SR_FALLENEMPIRE:
  4692. case SR_CRESCENTELBOW_AUTOSPELL:
  4693. case SR_GATEOFHELL:
  4694. case SR_GENTLETOUCH_QUIET:
  4695. case WM_SEVERE_RAINSTORM_MELEE:
  4696. case WM_GREAT_ECHO:
  4697. case GN_SLINGITEM_RANGEMELEEATK:
  4698. case KO_SETSUDAN:
  4699. case RL_MASS_SPIRAL:
  4700. case RL_BANISHING_BUSTER:
  4701. case RL_SLUGSHOT:
  4702. case RL_AM_BLAST:
  4703. case DK_SERVANTWEAPON_ATK:
  4704. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4705. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4706. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4707. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4708. case ABC_CHAIN_REACTION_SHOT_ATK:
  4709. case ABR_BATTLE_BUSTER:
  4710. case ABR_DUAL_CANNON_FIRE:
  4711. case ABR_INFINITY_BUSTER:
  4712. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4713. break;
  4714. case IG_SHIELD_SHOOTING:
  4715. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4716. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4717. sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4718. break;
  4719. case DK_DRAGONIC_AURA:
  4720. case DK_STORMSLASH:
  4721. case IG_GRAND_JUDGEMENT:
  4722. case CD_EFFLIGO:
  4723. case ABC_FRENZY_SHOT:
  4724. case WH_HAWKRUSH:
  4725. case WH_HAWKBOOMERANG:
  4726. case TR_ROSEBLOSSOM:
  4727. case TR_RHYTHMSHOOTING:
  4728. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4729. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4730. if (skill_id == DK_DRAGONIC_AURA)
  4731. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4732. else if (skill_id == IG_GRAND_JUDGEMENT)
  4733. sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4734. break;
  4735. case SHC_ETERNAL_SLASH:
  4736. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4737. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4738. else
  4739. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4740. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4741. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4742. break;
  4743. case SHC_SHADOW_STAB:
  4744. if (sc && (sc->getSCE(SC_CLOAKING) || sc->getSCE(SC_CLOAKINGEXCEED)))
  4745. flag |= 2;// Flag to deal 2 hits.
  4746. status_change_end(src, SC_CLOAKING);
  4747. status_change_end(src, SC_CLOAKINGEXCEED);
  4748. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4749. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4750. break;
  4751. case WH_CRESCIVE_BOLT:
  4752. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4753. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4754. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4755. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4756. else
  4757. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4758. break;
  4759. case ABC_UNLUCKY_RUSH:
  4760. // Jump to the target before attacking.
  4761. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4762. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4763. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4764. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4765. break;
  4766. case MO_TRIPLEATTACK:
  4767. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4768. break;
  4769. case LK_HEADCRUSH:
  4770. if (status_get_class_(bl) == CLASS_BOSS) {
  4771. if (sd)
  4772. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4773. break;
  4774. }
  4775. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4776. break;
  4777. case LK_JOINTBEAT:
  4778. flag = 1 << rnd() % 6;
  4779. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4780. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4781. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4782. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4783. break;
  4784. case MO_COMBOFINISH:
  4785. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4786. { //Becomes a splash attack when Soul Linked.
  4787. map_foreachinshootrange(skill_area_sub, bl,
  4788. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4789. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4790. skill_castend_damage_id);
  4791. } else
  4792. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4793. break;
  4794. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4795. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4796. skill_area_temp[1] = 0;
  4797. map_foreachinshootrange(skill_attack_area, src,
  4798. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4799. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4800. break;
  4801. case KN_CHARGEATK:
  4802. {
  4803. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4804. #ifdef RENEWAL
  4805. int dist = skill_get_blewcount(skill_id, skill_lv);
  4806. #else
  4807. unsigned int dist = distance_bl(src, bl);
  4808. #endif
  4809. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4810. // teleport to target (if not on WoE grounds)
  4811. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4812. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4813. // cause damage and knockback if the path to target was a straight one
  4814. if (path) {
  4815. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4816. #ifdef RENEWAL
  4817. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4818. dist += 2; // Knockback is 4 on PvP maps
  4819. #endif
  4820. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4821. }
  4822. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4823. // make the caster look in the direction of the target
  4824. unit_setdir(src, (dir+4)%8);
  4825. }
  4826. }
  4827. break;
  4828. case NC_FLAMELAUNCHER:
  4829. skill_area_temp[1] = bl->id;
  4830. if (battle_config.skill_eightpath_algorithm) {
  4831. //Use official AoE algorithm
  4832. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4833. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4834. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4835. } else {
  4836. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4837. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4838. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4839. }
  4840. break;
  4841. #ifndef RENEWAL
  4842. case SN_SHARPSHOOTING:
  4843. flag |= 2; // Flag for specific mob damage formula
  4844. #endif
  4845. case MA_SHARPSHOOTING:
  4846. case NJ_KAMAITACHI:
  4847. case NPC_DARKPIERCING:
  4848. case NPC_ACIDBREATH:
  4849. case NPC_DARKNESSBREATH:
  4850. case NPC_FIREBREATH:
  4851. case NPC_ICEBREATH:
  4852. case NPC_ICEBREATH2:
  4853. case NPC_THUNDERBREATH:
  4854. case AG_STORM_CANNON:
  4855. case AG_CRIMSON_ARROW:
  4856. skill_area_temp[1] = bl->id;
  4857. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4858. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4859. if (battle_config.skill_eightpath_algorithm) {
  4860. //Use official AoE algorithm
  4861. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4862. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4863. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4864. #ifndef RENEWAL
  4865. if (skill_id == SN_SHARPSHOOTING)
  4866. flag &= ~2; // Only targets in the splash area are affected
  4867. #endif
  4868. //These skills hit at least the target if the AoE doesn't hit
  4869. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4870. }
  4871. } else {
  4872. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4873. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4874. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4875. }
  4876. if (skill_id == AG_CRIMSON_ARROW)
  4877. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4878. break;
  4879. case MO_INVESTIGATE:
  4880. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4881. status_change_end(src, SC_BLADESTOP);
  4882. break;
  4883. case RG_BACKSTAP:
  4884. {
  4885. if (!check_distance_bl(src, bl, 0)) {
  4886. #ifdef RENEWAL
  4887. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4888. short x, y;
  4889. if (dir > 0 && dir < 4)
  4890. x = -1;
  4891. else if (dir > 4)
  4892. x = 1;
  4893. else
  4894. x = 0;
  4895. if (dir > 2 && dir < 6)
  4896. y = -1;
  4897. else if (dir == 7 || dir < 2)
  4898. y = 1;
  4899. else
  4900. y = 0;
  4901. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4902. #else
  4903. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4904. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4905. #endif
  4906. status_change_end(src, SC_HIDING);
  4907. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4908. unit_setdir(bl,dir);
  4909. #ifdef RENEWAL
  4910. clif_blown(src);
  4911. #endif
  4912. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4913. }
  4914. else if (sd)
  4915. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4916. }
  4917. }
  4918. break;
  4919. case MO_FINGEROFFENSIVE:
  4920. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4921. if (battle_config.finger_offensive_type && sd) {
  4922. for (int i = 1; i < sd->spiritball_old; i++)
  4923. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4924. }
  4925. status_change_end(src, SC_BLADESTOP);
  4926. break;
  4927. case MO_CHAINCOMBO:
  4928. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4929. status_change_end(src, SC_BLADESTOP);
  4930. break;
  4931. #ifndef RENEWAL
  4932. case NJ_ISSEN:
  4933. #endif
  4934. case MO_EXTREMITYFIST:
  4935. {
  4936. struct block_list *mbl = bl; // For NJ_ISSEN
  4937. short x, y, i = 2; // Move 2 cells (From target)
  4938. short dir = map_calc_dir(src,bl->x,bl->y);
  4939. #ifdef RENEWAL
  4940. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4941. flag |= 1; // Give +100% damage increase
  4942. #endif
  4943. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4944. if (skill_id == MO_EXTREMITYFIST) {
  4945. status_set_sp(src, 0, 0);
  4946. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4947. status_change_end(src, SC_BLADESTOP);
  4948. #ifdef RENEWAL
  4949. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4950. #endif
  4951. } else {
  4952. status_set_hp(src, 1, 0);
  4953. status_change_end(src, SC_NEN);
  4954. status_change_end(src, SC_HIDING);
  4955. }
  4956. if (skill_id == MO_EXTREMITYFIST) {
  4957. mbl = src; // For MO_EXTREMITYFIST
  4958. i = 3; // Move 3 cells (From caster)
  4959. }
  4960. if (dir > 0 && dir < 4)
  4961. x = -i;
  4962. else if (dir > 4)
  4963. x = i;
  4964. else
  4965. x = 0;
  4966. if (dir > 2 && dir < 6)
  4967. y = -i;
  4968. else if (dir == 7 || dir < 2)
  4969. y = i;
  4970. else
  4971. y = 0;
  4972. // Ashura Strike still has slide effect in GVG
  4973. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4974. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4975. clif_blown(src);
  4976. clif_spiritball(src);
  4977. }
  4978. }
  4979. break;
  4980. case HT_POWER:
  4981. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4982. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4983. break;
  4984. case SU_PICKYPECK:
  4985. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4986. case SU_BITE:
  4987. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4988. break;
  4989. case SU_SVG_SPIRIT:
  4990. skill_area_temp[1] = bl->id;
  4991. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4992. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4993. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4994. break;
  4995. //Splash attack skills.
  4996. case AS_GRIMTOOTH:
  4997. case MC_CARTREVOLUTION:
  4998. case NPC_SPLASHATTACK:
  4999. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  5000. case AS_SPLASHER:
  5001. case HT_BLITZBEAT:
  5002. case AC_SHOWER:
  5003. case MA_SHOWER:
  5004. case MG_NAPALMBEAT:
  5005. case MG_FIREBALL:
  5006. case RG_RAID:
  5007. #ifdef RENEWAL
  5008. case SN_SHARPSHOOTING:
  5009. #endif
  5010. case HW_NAPALMVULCAN:
  5011. case NJ_HUUMA:
  5012. case ASC_METEORASSAULT:
  5013. case GS_SPREADATTACK:
  5014. case NPC_PULSESTRIKE:
  5015. case NPC_PULSESTRIKE2:
  5016. case NPC_HELLJUDGEMENT:
  5017. case NPC_HELLJUDGEMENT2:
  5018. case NPC_VAMPIRE_GIFT:
  5019. case NPC_MAXPAIN_ATK:
  5020. case NPC_JACKFROST:
  5021. case NPC_REVERBERATION_ATK:
  5022. case NPC_ARROWSTORM:
  5023. case NPC_KILLING_AURA:
  5024. case NPC_IGNITIONBREAK:
  5025. case RK_IGNITIONBREAK:
  5026. case RK_HUNDREDSPEAR:
  5027. case AB_JUDEX:
  5028. case AB_ADORAMUS:
  5029. case WL_SOULEXPANSION:
  5030. case WL_CRIMSONROCK:
  5031. case WL_JACKFROST:
  5032. case RA_ARROWSTORM:
  5033. case RA_WUGDASH:
  5034. case NC_VULCANARM:
  5035. case NC_COLDSLOWER:
  5036. case NC_SELFDESTRUCTION:
  5037. case NC_AXETORNADO:
  5038. case GC_ROLLINGCUTTER:
  5039. case GC_COUNTERSLASH:
  5040. case LG_CANNONSPEAR:
  5041. case LG_OVERBRAND:
  5042. case LG_MOONSLASHER:
  5043. case LG_RAYOFGENESIS:
  5044. case NPC_RAYOFGENESIS:
  5045. case LG_EARTHDRIVE:
  5046. case SR_RAMPAGEBLASTER:
  5047. case SR_SKYNETBLOW:
  5048. case SR_WINDMILL:
  5049. case SR_RIDEINLIGHTNING:
  5050. case SO_VARETYR_SPEAR:
  5051. case SO_POISON_BUSTER:
  5052. case GN_CART_TORNADO:
  5053. case GN_CARTCANNON:
  5054. case GN_SPORE_EXPLOSION:
  5055. case GN_DEMONIC_FIRE:
  5056. case GN_FIRE_EXPANSION_ACID:
  5057. case GN_HELLS_PLANT_ATK:
  5058. case KO_HAPPOKUNAI:
  5059. case KO_HUUMARANKA:
  5060. case KO_MUCHANAGE:
  5061. case KO_BAKURETSU:
  5062. case GN_ILLUSIONDOPING:
  5063. case RL_FIREDANCE:
  5064. case RL_S_STORM:
  5065. case RL_R_TRIP:
  5066. case MH_XENO_SLASHER:
  5067. case MH_HEILIGE_PFERD:
  5068. case MH_THE_ONE_FIGHTER_RISES:
  5069. case NC_ARMSCANNON:
  5070. case SU_SCRATCH:
  5071. case SU_LUNATICCARROTBEAT:
  5072. case SU_LUNATICCARROTBEAT2:
  5073. case SJ_FULLMOONKICK:
  5074. case SJ_NEWMOONKICK:
  5075. case SJ_SOLARBURST:
  5076. case SJ_PROMINENCEKICK:
  5077. case SJ_STAREMPEROR:
  5078. case SJ_FALLINGSTAR_ATK2:
  5079. case SP_CURSEEXPLOSION:
  5080. case SP_SHA:
  5081. case SP_SWHOO:
  5082. case DK_SERVANT_W_PHANTOM:
  5083. case DK_SERVANT_W_DEMOL:
  5084. case DK_MADNESS_CRUSHER:
  5085. case DK_HACKANDSLASHER:
  5086. case AG_CRIMSON_ARROW_ATK:
  5087. case AG_DESTRUCTIVE_HURRICANE:
  5088. case AG_SOUL_VC_STRIKE:
  5089. case AG_CRYSTAL_IMPACT:
  5090. case AG_CRYSTAL_IMPACT_ATK:
  5091. case AG_ROCK_DOWN:
  5092. case AG_FROZEN_SLASH:
  5093. case IQ_OLEUM_SANCTUM:
  5094. case IQ_MASSIVE_F_BLASTER:
  5095. case IQ_EXPOSION_BLASTER:
  5096. case IQ_FIRST_BRAND:
  5097. case IQ_SECOND_FLAME:
  5098. case IQ_SECOND_FAITH:
  5099. case IQ_SECOND_JUDGEMENT:
  5100. case IQ_THIRD_PUNISH:
  5101. case IQ_THIRD_FLAME_BOMB:
  5102. case IQ_THIRD_CONSECRATION:
  5103. case IG_OVERSLASH:
  5104. case CD_ARBITRIUM_ATK:
  5105. case CD_PETITIO:
  5106. case CD_FRAMEN:
  5107. case SHC_DANCING_KNIFE:
  5108. case SHC_SAVAGE_IMPACT:
  5109. case SHC_IMPACT_CRATER:
  5110. case SHC_FATAL_SHADOW_CROW:
  5111. case MT_AXE_STOMP:
  5112. case MT_RUSH_QUAKE:
  5113. case MT_A_MACHINE:
  5114. case ABC_ABYSS_DAGGER:
  5115. case ABC_CHAIN_REACTION_SHOT:
  5116. case ABC_DEFT_STAB:
  5117. case WH_GALESTORM:
  5118. case BO_ACIDIFIED_ZONE_WATER:
  5119. case BO_ACIDIFIED_ZONE_GROUND:
  5120. case BO_ACIDIFIED_ZONE_WIND:
  5121. case BO_ACIDIFIED_ZONE_FIRE:
  5122. case TR_ROSEBLOSSOM_ATK:
  5123. case TR_METALIC_FURY:
  5124. case ABC_FROM_THE_ABYSS_ATK:
  5125. case EM_ELEMENTAL_BUSTER_FIRE:
  5126. case EM_ELEMENTAL_BUSTER_WATER:
  5127. case EM_ELEMENTAL_BUSTER_WIND:
  5128. case EM_ELEMENTAL_BUSTER_GROUND:
  5129. case EM_ELEMENTAL_BUSTER_POISON:
  5130. case EM_EL_FLAMEROCK:
  5131. case EM_EL_AGE_OF_ICE:
  5132. case EM_EL_STORM_WIND:
  5133. case EM_EL_AVALANCHE:
  5134. case EM_EL_DEADLY_POISON:
  5135. if( flag&1 ) {//Recursive invocation
  5136. int sflag = skill_area_temp[0] & 0xFFF;
  5137. int heal = 0;
  5138. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5139. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5140. break; // Under Hovering characters are immune to select trap and ground target skills.
  5141. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5142. break; // No damage should happen if the target is on Land Protector
  5143. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5144. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5145. break;
  5146. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5147. if (skill_id == ABC_DEFT_STAB && flag&2)
  5148. sflag |= 2;
  5149. if( flag&SD_LEVEL )
  5150. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5151. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5152. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5153. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5154. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5155. break;
  5156. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5157. switch (skill_id) {
  5158. case NPC_VAMPIRE_GIFT:
  5159. if (heal > 0) {
  5160. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5161. status_heal(src, heal, 0, 0);
  5162. }
  5163. break;
  5164. #ifdef RENEWAL
  5165. case SN_SHARPSHOOTING:
  5166. status_change_end(src, SC_CAMOUFLAGE);
  5167. break;
  5168. #endif
  5169. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5170. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5171. break;
  5172. }
  5173. } else {
  5174. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5175. skill_area_temp[0] = 0;
  5176. skill_area_temp[1] = bl->id;
  5177. skill_area_temp[2] = 0;
  5178. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5179. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5180. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5181. break;
  5182. }
  5183. if (skill_id == SP_SWHOO)
  5184. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5185. switch ( skill_id ) {
  5186. case LG_EARTHDRIVE:
  5187. case GN_CARTCANNON:
  5188. case SU_SCRATCH:
  5189. case DK_HACKANDSLASHER:
  5190. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5191. break;
  5192. #ifdef RENEWAL
  5193. case NJ_HUUMA:
  5194. #endif
  5195. case LG_MOONSLASHER:
  5196. case MH_XENO_SLASHER:
  5197. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5198. break;
  5199. case NPC_REVERBERATION_ATK:
  5200. case NC_ARMSCANNON:
  5201. skill_area_temp[1] = 0;
  5202. starget = splash_target(src);
  5203. break;
  5204. case WL_CRIMSONROCK:
  5205. skill_area_temp[4] = bl->x;
  5206. skill_area_temp[5] = bl->y;
  5207. break;
  5208. case SU_LUNATICCARROTBEAT:
  5209. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5210. skill_id = SU_LUNATICCARROTBEAT2;
  5211. break;
  5212. case DK_SERVANT_W_PHANTOM:
  5213. // Jump to the target before attacking.
  5214. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5215. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5216. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5217. break;
  5218. case SHC_SAVAGE_IMPACT: {
  5219. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5220. skill_area_temp[0] = 2;
  5221. status_change_end( src, SC_CLOAKINGEXCEED );
  5222. }
  5223. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5224. if (bl->x != src->x || bl->y != src->y)
  5225. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5226. // Move the player 1 cell near the target, between the target and the player
  5227. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5228. clif_blown(src);
  5229. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5230. break;
  5231. }
  5232. case SHC_FATAL_SHADOW_CROW: {
  5233. uint8 dir = DIR_NORTHEAST;
  5234. if (bl->x != src->x || bl->y != src->y)
  5235. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5236. // Move the player 1 cell near the target, between the target and the player
  5237. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5238. clif_blown(src);
  5239. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation
  5240. break;
  5241. }
  5242. case AG_CRYSTAL_IMPACT_ATK:
  5243. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5244. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5245. break;
  5246. case AG_ROCK_DOWN:
  5247. case IQ_FIRST_BRAND:
  5248. case IQ_SECOND_FLAME:
  5249. case IQ_SECOND_FAITH:
  5250. case IQ_SECOND_JUDGEMENT:
  5251. case CD_PETITIO:
  5252. case CD_FRAMEN:
  5253. case ABC_DEFT_STAB:
  5254. case ABC_CHAIN_REACTION_SHOT:
  5255. case EM_EL_FLAMEROCK:
  5256. case EM_EL_AGE_OF_ICE:
  5257. case EM_EL_STORM_WIND:
  5258. case EM_EL_AVALANCHE:
  5259. case EM_EL_DEADLY_POISON:
  5260. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5261. break;
  5262. case IQ_THIRD_PUNISH:
  5263. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5264. if (sd) {
  5265. uint8 limit = 5;
  5266. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5267. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5268. for (uint8 i = 0; i < limit; i++)
  5269. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5270. }
  5271. break;
  5272. case IQ_THIRD_FLAME_BOMB:
  5273. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5274. if (sd && sd->spiritball / 5 > 1)
  5275. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5276. break;
  5277. case IQ_THIRD_CONSECRATION:
  5278. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5279. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5280. break;
  5281. case IG_OVERSLASH:
  5282. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5283. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5284. break;
  5285. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5286. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5287. status_heal(src, 0, 0, 10, 0);
  5288. break;
  5289. case BO_ACIDIFIED_ZONE_WATER:
  5290. case BO_ACIDIFIED_ZONE_GROUND:
  5291. case BO_ACIDIFIED_ZONE_WIND:
  5292. case BO_ACIDIFIED_ZONE_FIRE:
  5293. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5294. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5295. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5296. break;
  5297. case TR_METALIC_FURY:
  5298. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5299. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  5300. skill_area_temp[0] = 1 + rnd()%4;
  5301. break;
  5302. case MT_RUSH_QUAKE:
  5303. // Jump to the target before attacking.
  5304. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5305. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5306. }
  5307. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // Trigger animation
  5308. clif_blown( src );
  5309. // TODO: does this buff start before or after dealing damage? [Muh]
  5310. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5311. break;
  5312. }
  5313. // if skill damage should be split among targets, count them
  5314. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5315. //special case: Venom Splasher uses a different range for searching than for splashing
  5316. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5317. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5318. // recursive invocation of skill_castend_damage_id() with flag|1
  5319. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5320. if (skill_id == RA_ARROWSTORM)
  5321. status_change_end(src, SC_CAMOUFLAGE);
  5322. if( skill_id == AS_SPLASHER ) {
  5323. map_freeblock_unlock(); // Don't consume a second gemstone.
  5324. return 0;
  5325. }
  5326. }
  5327. break;
  5328. //Place units around target
  5329. case NJ_BAKUENRYU:
  5330. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5331. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5332. break;
  5333. case SM_MAGNUM:
  5334. case MS_MAGNUM:
  5335. if( flag&1 ) {
  5336. // For players, damage depends on distance, so add it to flag if it is > 1
  5337. // Cannot hit hidden targets
  5338. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5339. }
  5340. break;
  5341. #ifdef RENEWAL
  5342. case KN_BRANDISHSPEAR:
  5343. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5344. break;
  5345. #else
  5346. case KN_BRANDISHSPEAR:
  5347. #endif
  5348. case ML_BRANDISH:
  5349. //Coded apart for it needs the flag passed to the damage calculation.
  5350. if (skill_area_temp[1] != bl->id)
  5351. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5352. else
  5353. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5354. break;
  5355. #ifdef RENEWAL
  5356. case KN_BOWLINGBASH:
  5357. if (flag & 1) {
  5358. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5359. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5360. } else {
  5361. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5362. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5363. }
  5364. break;
  5365. #else
  5366. case KN_BOWLINGBASH:
  5367. #endif
  5368. case MS_BOWLINGBASH:
  5369. {
  5370. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5371. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5372. c = (skill_lv-(flag&0xFFF)+1)/2;
  5373. // Determine the Bowling Bash area depending on configuration
  5374. if (battle_config.bowling_bash_area == 0) {
  5375. // Gutter line system
  5376. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5377. if(min_x < 0) min_x = 0;
  5378. max_x = min_x + 39;
  5379. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5380. if(min_y < 0) min_y = 0;
  5381. max_y = min_y + 39;
  5382. } else if (battle_config.bowling_bash_area == 1) {
  5383. // Gutter line system without demi gutter bug
  5384. min_x = src->x - (src->x)%40;
  5385. max_x = min_x + 39;
  5386. min_y = src->y - (src->y)%40;
  5387. max_y = min_y + 39;
  5388. } else {
  5389. // Area around caster
  5390. min_x = src->x - battle_config.bowling_bash_area;
  5391. max_x = src->x + battle_config.bowling_bash_area;
  5392. min_y = src->y - battle_config.bowling_bash_area;
  5393. max_y = src->y + battle_config.bowling_bash_area;
  5394. }
  5395. // Initialization, break checks, direction
  5396. if((flag&0xFFF) > 0) {
  5397. // Ignore monsters outside area
  5398. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5399. break;
  5400. // Ignore monsters already in list
  5401. if(idb_exists(bowling_db, bl->id))
  5402. break;
  5403. // Random direction
  5404. dir = rnd()%8;
  5405. } else {
  5406. // Create an empty list of already hit targets
  5407. db_clear(bowling_db);
  5408. // Direction is walkpath
  5409. dir = (unit_getdir(src)+4)%8;
  5410. }
  5411. // Add current target to the list of already hit targets
  5412. idb_put(bowling_db, bl->id, bl);
  5413. // Keep moving target in direction square by square
  5414. tx = bl->x;
  5415. ty = bl->y;
  5416. for(i=0;i<c;i++) {
  5417. // Target coordinates (get changed even if knockback fails)
  5418. tx -= dirx[dir];
  5419. ty -= diry[dir];
  5420. // If target cell is a wall then break
  5421. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5422. break;
  5423. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5424. int count;
  5425. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5426. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5427. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5428. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5429. // Recursive call
  5430. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5431. // Self-collision
  5432. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5433. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5434. break;
  5435. }
  5436. }
  5437. // Original hit or chain hit depending on flag
  5438. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5439. }
  5440. break;
  5441. case KN_SPEARSTAB:
  5442. if(flag&1) {
  5443. if (bl->id==skill_area_temp[1])
  5444. break;
  5445. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5446. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5447. } else {
  5448. int x=bl->x,y=bl->y,i,dir;
  5449. dir = map_calc_dir(bl,src->x,src->y);
  5450. skill_area_temp[1] = bl->id;
  5451. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5452. // all the enemies between the caster and the target are hit, as well as the target
  5453. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5454. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5455. for (i=0;i<4;i++) {
  5456. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5457. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5458. x += dirx[dir];
  5459. y += diry[dir];
  5460. }
  5461. }
  5462. break;
  5463. case TK_TURNKICK:
  5464. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5465. {
  5466. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5467. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5468. map_foreachinallrange(skill_area_sub,bl,
  5469. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5470. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5471. skill_castend_nodamage_id);
  5472. }
  5473. break;
  5474. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5475. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5476. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5477. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5478. break;
  5479. case PR_TURNUNDEAD:
  5480. case ALL_RESURRECTION:
  5481. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5482. break;
  5483. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5484. break;
  5485. case AL_HOLYLIGHT:
  5486. status_change_end(bl, SC_P_ALTER);
  5487. case MG_SOULSTRIKE:
  5488. case NPC_DARKSTRIKE:
  5489. case MG_COLDBOLT:
  5490. case MG_FIREBOLT:
  5491. case MG_LIGHTNINGBOLT:
  5492. case WZ_EARTHSPIKE:
  5493. case AL_HEAL:
  5494. case NPC_DARKTHUNDER:
  5495. case NPC_FIRESTORM:
  5496. case PR_ASPERSIO:
  5497. case MG_FROSTDIVER:
  5498. case WZ_SIGHTBLASTER:
  5499. case WZ_SIGHTRASHER:
  5500. #ifdef RENEWAL
  5501. case PA_PRESSURE:
  5502. #endif
  5503. case NJ_KOUENKA:
  5504. case NJ_HYOUSENSOU:
  5505. case NJ_HUUJIN:
  5506. case AB_HIGHNESSHEAL:
  5507. case AB_DUPLELIGHT_MAGIC:
  5508. case WM_METALICSOUND:
  5509. case KO_KAIHOU:
  5510. case MH_ERASER_CUTTER:
  5511. case AG_ASTRAL_STRIKE:
  5512. case AG_ASTRAL_STRIKE_ATK:
  5513. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5514. case CD_ARBITRIUM:
  5515. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5516. break;
  5517. case IG_JUDGEMENT_CROSS:
  5518. case TR_SOUNDBLEND:
  5519. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5520. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5521. break;
  5522. case AG_DEADLY_PROJECTION:
  5523. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5524. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5525. break;
  5526. case NPC_MAGICALATTACK:
  5527. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5528. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5529. break;
  5530. case HVAN_CAPRICE: //[blackhole89]
  5531. {
  5532. int ran=rnd()%4;
  5533. int sid = 0;
  5534. switch(ran)
  5535. {
  5536. case 0: sid=MG_COLDBOLT; break;
  5537. case 1: sid=MG_FIREBOLT; break;
  5538. case 2: sid=MG_LIGHTNINGBOLT; break;
  5539. case 3: sid=WZ_EARTHSPIKE; break;
  5540. }
  5541. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5542. }
  5543. break;
  5544. case WZ_WATERBALL:
  5545. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5546. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5547. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5548. break;
  5549. case WZ_JUPITEL:
  5550. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5551. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5552. break;
  5553. case PR_BENEDICTIO:
  5554. //Should attack undead and demons. [Skotlex]
  5555. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5556. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5557. break;
  5558. case SJ_NOVAEXPLOSING:
  5559. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5560. // We can end Dimension here since the cooldown code is processed before this point.
  5561. if (sc && sc->getSCE(SC_DIMENSION))
  5562. status_change_end(src, SC_DIMENSION);
  5563. else // Dimension not active? Activate the 2 second skill block penalty.
  5564. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5565. break;
  5566. case SP_SOULEXPLOSION:
  5567. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5568. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5569. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5570. if (sd)
  5571. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5572. break;
  5573. }
  5574. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5575. break;
  5576. case SL_SMA:
  5577. status_change_end(src, SC_SMA);
  5578. case SL_STIN:
  5579. case SL_STUN:
  5580. case SP_SPA:
  5581. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5582. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5583. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5584. break;
  5585. }
  5586. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5587. break;
  5588. case NPC_DARKBREATH:
  5589. clif_emotion(src,ET_ANGER);
  5590. if (rnd() % 2 == 0)
  5591. break; // 50% chance
  5592. case SN_FALCONASSAULT:
  5593. #ifndef RENEWAL
  5594. case PA_PRESSURE:
  5595. case CR_ACIDDEMONSTRATION:
  5596. #endif
  5597. case TF_THROWSTONE:
  5598. case NPC_SMOKING:
  5599. case GS_FLING:
  5600. case NJ_ZENYNAGE:
  5601. case GN_THORNS_TRAP:
  5602. case RL_B_TRAP:
  5603. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5604. break;
  5605. #ifdef RENEWAL
  5606. case NJ_ISSEN: {
  5607. short x, y;
  5608. short dir = map_calc_dir(src, bl->x, bl->y);
  5609. // Move 2 cells (From target)
  5610. if (dir > 0 && dir < 4)
  5611. x = -2;
  5612. else if (dir > 4)
  5613. x = 2;
  5614. else
  5615. x = 0;
  5616. if (dir > 2 && dir < 6)
  5617. y = -2;
  5618. else if (dir == 7 || dir < 2)
  5619. y = 2;
  5620. else
  5621. y = 0;
  5622. // Doesn't have slide effect in GVG
  5623. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5624. clif_blown(src);
  5625. clif_spiritball(src);
  5626. }
  5627. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5628. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5629. status_change_end(src, SC_NEN);
  5630. status_change_end(src, SC_HIDING);
  5631. }
  5632. break;
  5633. #endif
  5634. case RK_DRAGONBREATH_WATER:
  5635. case RK_DRAGONBREATH:
  5636. case NPC_DRAGONBREATH:
  5637. if( tsc && tsc->getSCE(SC_HIDING) )
  5638. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5639. else {
  5640. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5641. }
  5642. break;
  5643. case NPC_SELFDESTRUCTION:
  5644. if( tsc && tsc->getSCE(SC_HIDING) )
  5645. break;
  5646. case HVAN_EXPLOSION:
  5647. if (src != bl)
  5648. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5649. break;
  5650. // Celest
  5651. case PF_SOULBURN:
  5652. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5653. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5654. if (skill_lv == 5)
  5655. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5656. status_percent_damage(src, bl, 0, 100, false);
  5657. } else {
  5658. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5659. if (skill_lv == 5)
  5660. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5661. status_percent_damage(src, src, 0, 100, false);
  5662. }
  5663. break;
  5664. case NPC_BLOODDRAIN:
  5665. case NPC_ENERGYDRAIN:
  5666. {
  5667. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5668. src, src, bl, skill_id, skill_lv, tick, flag);
  5669. if (heal > 0){
  5670. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5671. status_heal(src, heal, 0, 0);
  5672. }
  5673. }
  5674. break;
  5675. case GS_BULLSEYE:
  5676. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5677. break;
  5678. case NJ_KASUMIKIRI:
  5679. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5680. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5681. break;
  5682. case NJ_KIRIKAGE:
  5683. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5684. { //You don't move on GVG grounds.
  5685. short x, y;
  5686. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5687. if (unit_movepos(src, x, y, 0, 0)) {
  5688. clif_blown(src);
  5689. }
  5690. }
  5691. status_change_end(src, SC_HIDING);
  5692. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5693. break;
  5694. case RK_PHANTOMTHRUST:
  5695. case NPC_PHANTOMTHRUST:
  5696. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5697. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5698. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5699. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5700. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5701. break;
  5702. case RK_WINDCUTTER:
  5703. case RK_STORMBLAST:
  5704. if( flag&1 )
  5705. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5706. else {
  5707. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5708. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5709. }
  5710. break;
  5711. case GC_DARKILLUSION:
  5712. {
  5713. short x, y;
  5714. short dir = map_calc_dir(src,bl->x,bl->y);
  5715. if( dir > 0 && dir < 4) x = 2;
  5716. else if( dir > 4 ) x = -2;
  5717. else x = 0;
  5718. if( dir > 2 && dir < 6 ) y = 2;
  5719. else if( dir == 7 || dir < 2 ) y = -2;
  5720. else y = 0;
  5721. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5722. clif_blown(src);
  5723. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5724. if( rnd()%100 < 4 * skill_lv )
  5725. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5726. }
  5727. }
  5728. break;
  5729. case GC_CROSSRIPPERSLASHER:
  5730. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5731. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5732. else
  5733. {
  5734. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5735. }
  5736. break;
  5737. case GC_CROSSIMPACT: {
  5738. uint8 dir = DIR_NORTHEAST;
  5739. if (bl->x != src->x || bl->y != src->y)
  5740. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5741. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5742. clif_blown(src);
  5743. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5744. } else {
  5745. if (sd)
  5746. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5747. }
  5748. break;
  5749. }
  5750. case GC_PHANTOMMENACE:
  5751. if (flag&1) { // Only Hits Invisible Targets
  5752. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5753. status_change_end(bl, SC_CLOAKINGEXCEED);
  5754. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5755. }
  5756. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5757. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5758. }
  5759. break;
  5760. case GC_DARKCROW:
  5761. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5762. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5763. break;
  5764. case WL_DRAINLIFE:
  5765. {
  5766. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5767. int rate = 70 + 5 * skill_lv;
  5768. heal = heal * (5 + 5 * skill_lv) / 100;
  5769. if( bl->type == BL_SKILL )
  5770. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5771. if( heal && rnd()%100 < rate )
  5772. {
  5773. status_heal(src, heal, 0, 0);
  5774. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5775. }
  5776. }
  5777. break;
  5778. case WL_TETRAVORTEX_FIRE:
  5779. case WL_TETRAVORTEX_WATER:
  5780. case WL_TETRAVORTEX_WIND:
  5781. case WL_TETRAVORTEX_GROUND:
  5782. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5783. break;
  5784. case WL_TETRAVORTEX:
  5785. if (sd == nullptr) { // Monster usage
  5786. uint8 i = 0;
  5787. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5788. { WL_TETRAVORTEX_WIND, 4 },
  5789. { WL_TETRAVORTEX_WATER, 2 },
  5790. { WL_TETRAVORTEX_GROUND, 8 } };
  5791. for (const auto &skill : tetra_skills) {
  5792. if (skill_lv > 5) {
  5793. skill_area_temp[0] = i;
  5794. skill_area_temp[1] = skill[1];
  5795. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5796. } else
  5797. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5798. i++;
  5799. }
  5800. } else if (sc) { // No SC? No spheres
  5801. int i, k = 0;
  5802. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5803. status_change_end(src, SC_SPHERE_1);
  5804. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5805. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5806. continue;
  5807. uint16 subskill = 0;
  5808. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5809. case WLS_FIRE:
  5810. subskill = WL_TETRAVORTEX_FIRE;
  5811. k |= 1;
  5812. break;
  5813. case WLS_WIND:
  5814. subskill = WL_TETRAVORTEX_WIND;
  5815. k |= 4;
  5816. break;
  5817. case WLS_WATER:
  5818. subskill = WL_TETRAVORTEX_WATER;
  5819. k |= 2;
  5820. break;
  5821. case WLS_STONE:
  5822. subskill = WL_TETRAVORTEX_GROUND;
  5823. k |= 8;
  5824. break;
  5825. }
  5826. if (skill_lv > 5) {
  5827. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5828. skill_area_temp[1] = k;
  5829. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5830. } else
  5831. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5832. status_change_end(src, static_cast<sc_type>(i));
  5833. }
  5834. }
  5835. break;
  5836. case WL_RELEASE:
  5837. if (sc == nullptr)
  5838. break;
  5839. if (sd) {
  5840. int i;
  5841. #ifndef RENEWAL
  5842. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5843. #endif
  5844. if (skill_lv == 1) { // SpellBook
  5845. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5846. break;
  5847. bool found_spell = false;
  5848. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5849. if (sc->getSCE(i) != nullptr) {
  5850. found_spell = true;
  5851. break;
  5852. }
  5853. }
  5854. if (!found_spell)
  5855. break;
  5856. // Now extract the data from the preserved spell
  5857. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5858. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5859. uint16 point = sc->getSCE(i)->val3;
  5860. status_change_end(src, static_cast<sc_type>(i));
  5861. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5862. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5863. else // Last spell to be released
  5864. status_change_end(src, SC_FREEZE_SP);
  5865. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5866. break;
  5867. // Get the requirement for the preserved skill
  5868. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5869. switch( skill_get_casttype(pres_skill_id) )
  5870. {
  5871. case CAST_GROUND:
  5872. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5873. break;
  5874. case CAST_NODAMAGE:
  5875. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5876. break;
  5877. case CAST_DAMAGE:
  5878. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5879. break;
  5880. }
  5881. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5882. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5883. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5884. if( cooldown > 0 )
  5885. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5886. } else { // Summoned Balls
  5887. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5888. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5889. continue;
  5890. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5891. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5892. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  5893. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5894. }
  5895. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5896. }
  5897. }
  5898. break;
  5899. case WL_FROSTMISTY:
  5900. // Causes Freezing status through walls.
  5901. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5902. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5903. // Doesn't deal damage through non-shootable walls.
  5904. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5905. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5906. break;
  5907. case WL_HELLINFERNO:
  5908. if (flag & 1) {
  5909. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5910. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5911. } else {
  5912. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5913. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5914. }
  5915. break;
  5916. case RA_WUGSTRIKE:
  5917. if( sd && pc_isridingwug(sd) ){
  5918. short x[8]={0,-1,-1,-1,0,1,1,1};
  5919. short y[8]={1,1,0,-1,-1,-1,0,1};
  5920. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5921. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5922. clif_blown(src);
  5923. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5924. }
  5925. break;
  5926. }
  5927. case RA_WUGBITE:
  5928. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5929. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5930. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5931. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5932. break;
  5933. case RA_SENSITIVEKEEN:
  5934. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5935. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5936. status_change_end(bl, SC_CLOAKINGEXCEED);
  5937. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5938. }
  5939. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5940. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5941. } else {
  5942. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5943. std::shared_ptr<s_skill_unit_group> sg;
  5944. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5945. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5946. {
  5947. struct item item_tmp;
  5948. memset(&item_tmp,0,sizeof(item_tmp));
  5949. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5950. item_tmp.identify = 1;
  5951. if( item_tmp.nameid )
  5952. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5953. }
  5954. skill_delunit(su);
  5955. }
  5956. }
  5957. break;
  5958. case NC_INFRAREDSCAN:
  5959. if( flag&1 ) {
  5960. status_change_end(bl, SC_HIDING);
  5961. status_change_end(bl, SC_CLOAKING);
  5962. status_change_end(bl, SC_CLOAKINGEXCEED);
  5963. status_change_end(bl, SC_CAMOUFLAGE);
  5964. status_change_end(bl, SC_NEWMOON);
  5965. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5966. status_change_end(bl, SC__SHADOWFORM);
  5967. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5968. } else {
  5969. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5970. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5971. }
  5972. break;
  5973. case SC_FATALMENACE:
  5974. if( flag&1 )
  5975. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5976. else {
  5977. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5978. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5979. }
  5980. break;
  5981. case NPC_FATALMENACE: // todo should it teleport the target ?
  5982. if( flag&1 )
  5983. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5984. else {
  5985. short x, y;
  5986. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5987. // Destination area
  5988. skill_area_temp[4] = x;
  5989. skill_area_temp[5] = y;
  5990. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5991. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5992. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5993. }
  5994. break;
  5995. case LG_PINPOINTATTACK:
  5996. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5997. clif_blown(src);
  5998. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5999. break;
  6000. case SR_KNUCKLEARROW:
  6001. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6002. dir_ka = map_calc_dir(bl, src->x, src->y);
  6003. // Has slide effect
  6004. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6005. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6006. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6007. break;
  6008. case SR_HOWLINGOFLION:
  6009. status_change_end(bl, SC_SWINGDANCE);
  6010. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6011. status_change_end(bl, SC_MOONLITSERENADE);
  6012. status_change_end(bl, SC_RUSHWINDMILL);
  6013. status_change_end(bl, SC_ECHOSONG);
  6014. status_change_end(bl, SC_HARMONIZE);
  6015. status_change_end(bl, SC_NETHERWORLD);
  6016. status_change_end(bl, SC_VOICEOFSIREN);
  6017. status_change_end(bl, SC_DEEPSLEEP);
  6018. status_change_end(bl, SC_SIRCLEOFNATURE);
  6019. status_change_end(bl, SC_GLOOMYDAY);
  6020. status_change_end(bl, SC_GLOOMYDAY_SK);
  6021. status_change_end(bl, SC_SONGOFMANA);
  6022. status_change_end(bl, SC_DANCEWITHWUG);
  6023. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6024. status_change_end(bl, SC_LERADSDEW);
  6025. status_change_end(bl, SC_MELODYOFSINK);
  6026. status_change_end(bl, SC_BEYONDOFWARCRY);
  6027. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6028. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6029. break;
  6030. case SR_EARTHSHAKER:
  6031. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6032. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6033. status_change_end(bl, SC_CLOAKINGEXCEED);
  6034. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6035. status_change_end(bl, SC__SHADOWFORM);
  6036. } else {
  6037. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6038. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6039. }
  6040. break;
  6041. case SR_TIGERCANNON:
  6042. if (flag & 1) {
  6043. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6044. } else if (sd) {
  6045. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6046. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6047. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6048. }
  6049. break;
  6050. case WM_REVERBERATION:
  6051. if (flag & 1)
  6052. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6053. else {
  6054. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6055. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6056. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6057. }
  6058. break;
  6059. case NPC_POISON_BUSTER:
  6060. if( tsc && tsc->getSCE(SC_POISON) ) {
  6061. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6062. status_change_end(bl, SC_POISON);
  6063. }
  6064. else if( sd )
  6065. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6066. break;
  6067. case KO_JYUMONJIKIRI: {
  6068. short x, y;
  6069. short dir = map_calc_dir(src,bl->x,bl->y);
  6070. if (dir > 0 && dir < 4)
  6071. x = 2;
  6072. else if (dir > 4)
  6073. x = -2;
  6074. else
  6075. x = 0;
  6076. if (dir > 2 && dir < 6)
  6077. y = 2;
  6078. else if (dir == 7 || dir < 2)
  6079. y = -2;
  6080. else
  6081. y = 0;
  6082. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6083. clif_blown(src);
  6084. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6085. }
  6086. }
  6087. break;
  6088. case EL_FIRE_BOMB:
  6089. case EL_FIRE_WAVE:
  6090. case EL_WATER_SCREW:
  6091. case EL_HURRICANE:
  6092. case EL_TYPOON_MIS:
  6093. if( flag&1 )
  6094. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6095. else {
  6096. int i = skill_get_splash(skill_id,skill_lv);
  6097. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6098. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6099. if( rnd()%100 < 30 )
  6100. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6101. else
  6102. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6103. }
  6104. break;
  6105. case EL_ROCK_CRUSHER:
  6106. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6107. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6108. if( rnd()%100 < 50 )
  6109. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6110. else
  6111. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6112. break;
  6113. case EL_STONE_RAIN:
  6114. if( flag&1 )
  6115. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6116. else {
  6117. int i = skill_get_splash(skill_id,skill_lv);
  6118. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6119. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6120. if( rnd()%100 < 30 )
  6121. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6122. else
  6123. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6124. }
  6125. break;
  6126. case EL_FIRE_ARROW:
  6127. case EL_ICE_NEEDLE:
  6128. case EL_WIND_SLASH:
  6129. case EL_STONE_HAMMER:
  6130. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6131. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6132. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6133. break;
  6134. case EL_TIDAL_WEAPON:
  6135. if( src->type == BL_ELEM ) {
  6136. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6137. status_change *tsc_ele = status_get_sc(&ele->bl);
  6138. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6139. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6140. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6141. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6142. status_change_end(battle_get_master(src),type);
  6143. status_change_end(src,type2);
  6144. }
  6145. if( rnd()%100 < 50 )
  6146. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6147. else {
  6148. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6149. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6150. }
  6151. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6152. }
  6153. break;
  6154. //recursive homon skill
  6155. case MH_ABSOLUTE_ZEPHYR:
  6156. case MH_TOXIN_OF_MANDARA:
  6157. case MH_BLAZING_AND_FURIOUS:
  6158. case MH_MAGMA_FLOW:
  6159. case MH_HEILIGE_STANGE:
  6160. if(flag&1){
  6161. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6162. break;//chance to not trigger atk for magma
  6163. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6164. }
  6165. else
  6166. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6167. break;
  6168. case MH_TWISTER_CUTTER:
  6169. case MH_GLANZEN_SPIES:
  6170. case MH_STAHL_HORN:
  6171. case MH_NEEDLE_OF_PARALYZE:
  6172. case MH_NEEDLE_STINGER:
  6173. case MH_SONIC_CRAW:
  6174. case MH_MIDNIGHT_FRENZY:
  6175. case MH_SILVERVEIN_RUSH:
  6176. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6177. break;
  6178. case MH_TINDER_BREAKER:
  6179. case MH_CBC:
  6180. case MH_EQC:
  6181. {
  6182. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6183. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6184. sc_type type;
  6185. if( skill_id == MH_TINDER_BREAKER ){
  6186. type = SC_TINDER_BREAKER2;
  6187. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6188. clif_blown(src);
  6189. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6190. }
  6191. }else if( skill_id == MH_CBC ){
  6192. type = SC_CBC;
  6193. }else if( skill_id == MH_EQC ){
  6194. type = SC_EQC;
  6195. }
  6196. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6197. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6198. }
  6199. break;
  6200. case RL_H_MINE:
  6201. if (!(flag&1)) {
  6202. // Direct attack
  6203. if (!sd || !sd->flicker) {
  6204. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6205. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  6206. break;
  6207. }
  6208. // Triggered by RL_FLICKER
  6209. if (sd && sd->flicker && tsc && tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6210. // Splash damage around it!
  6211. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6212. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6213. flag |= 1; // Don't consume requirement
  6214. tsc->getSCE(SC_H_MINE)->val3 = 1; // Mark the SC end because not expired
  6215. status_change_end(bl, SC_H_MINE);
  6216. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6217. }
  6218. }
  6219. else
  6220. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6221. if (sd && sd->flicker)
  6222. flag |= 1; // Don't consume requirement
  6223. break;
  6224. case RL_QD_SHOT:
  6225. if (skill_area_temp[1] == bl->id)
  6226. break;
  6227. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6228. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6229. break;
  6230. case RL_D_TAIL:
  6231. case RL_HAMMER_OF_GOD:
  6232. if (flag&1)
  6233. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6234. else {
  6235. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6236. int i;
  6237. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6238. if (i < MAX_SKILL_CRIMSON_MARKER)
  6239. flag |= 8;
  6240. }
  6241. if (skill_id == RL_HAMMER_OF_GOD)
  6242. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6243. else
  6244. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6245. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6246. }
  6247. break;
  6248. case SU_SCAROFTAROU:
  6249. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6250. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6251. break;
  6252. case SU_SV_STEMSPEAR:
  6253. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6254. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6255. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6256. break;
  6257. case 0:/* no skill - basic/normal attack */
  6258. if(sd) {
  6259. if (flag & 3){
  6260. if (bl->id != skill_area_temp[1])
  6261. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6262. } else {
  6263. skill_area_temp[1] = bl->id;
  6264. map_foreachinallrange(skill_area_sub, bl,
  6265. sd->bonus.splash_range, BL_CHAR,
  6266. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6267. skill_castend_damage_id);
  6268. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6269. }
  6270. }
  6271. break;
  6272. case SJ_FALLINGSTAR_ATK:
  6273. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6274. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6275. int8 i = 0;
  6276. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6277. if (i < MAX_STELLAR_MARKS) {
  6278. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6279. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6280. }
  6281. }
  6282. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6283. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6284. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6285. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6286. }
  6287. break;
  6288. case SJ_FLASHKICK: {
  6289. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6290. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6291. // Only players and monsters can be tagged....I think??? [Rytech]
  6292. // Lets only allow players and monsters to use this skill for safety reasons.
  6293. if ((!tsd && !tmd) || !sd && !md) {
  6294. if (sd)
  6295. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6296. break;
  6297. }
  6298. // Check if the target is already tagged by another source.
  6299. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6300. // Can't tag a player that was already tagged from another source.
  6301. if (sd)
  6302. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  6303. map_freeblock_unlock();
  6304. return 1;
  6305. }
  6306. if (sd) { // Tagging the target.
  6307. int i;
  6308. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6309. if (i == MAX_STELLAR_MARKS) {
  6310. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6311. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6312. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6313. map_freeblock_unlock();
  6314. return 1;
  6315. }
  6316. }
  6317. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6318. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6319. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6320. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6321. sd->stellar_mark[i] = bl->id;
  6322. // Val4 flags if the status was applied by a player or a monster.
  6323. // This will be important for other skills that work together with this one.
  6324. // 1 = Player, 2 = Monster.
  6325. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6326. // apply the status here. We can't pass this data to skill_additional_effect.
  6327. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6328. }
  6329. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6330. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6331. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6332. }
  6333. }
  6334. break;
  6335. case NPC_VENOMIMPRESS:
  6336. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6337. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6338. break;
  6339. default:
  6340. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6341. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6342. 0, abs(skill_get_num(skill_id, skill_lv)),
  6343. skill_id, skill_lv, skill_get_hit(skill_id));
  6344. map_freeblock_unlock();
  6345. return 1;
  6346. }
  6347. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6348. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6349. map_freeblock_unlock();
  6350. if( sd && !(flag&1) )
  6351. {// ensure that the skill last-cast tick is recorded
  6352. sd->canskill_tick = gettick();
  6353. if( sd->state.arrow_atk )
  6354. {// consume arrow on last invocation to this skill.
  6355. battle_consume_ammo(sd, skill_id, skill_lv);
  6356. }
  6357. // perform skill requirement consumption
  6358. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6359. }
  6360. return 0;
  6361. }
  6362. /**
  6363. * Give a song's buff/debuff or damage to all targets around
  6364. * @param target: Target
  6365. * @param ap: Argument list
  6366. * @return 1 on success or 0 otherwise
  6367. */
  6368. static int skill_apply_songs(struct block_list* target, va_list ap)
  6369. {
  6370. int flag = va_arg(ap, int);
  6371. struct block_list* src = va_arg(ap, struct block_list*);
  6372. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6373. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6374. t_tick tick = va_arg(ap, t_tick);
  6375. if (flag & BCT_WOS && src == target)
  6376. return 0;
  6377. if (battle_check_target(src, target, flag) > 0) {
  6378. switch (skill_id) {
  6379. // Attack type songs
  6380. case BA_DISSONANCE:
  6381. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6382. return 1;
  6383. case DC_UGLYDANCE:
  6384. case BD_LULLABY:
  6385. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6386. default: // Buff/Debuff type songs
  6387. if (skill_id == CG_HERMODE && src->id != target->id)
  6388. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6389. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6390. }
  6391. }
  6392. return 0;
  6393. }
  6394. /**
  6395. * Calculate a song's bonus values
  6396. * @param src: Caster
  6397. * @param skill_id: Song skill ID
  6398. * @param skill_lv: Song skill level
  6399. * @param tick: Timer tick
  6400. * @return Number of targets or 0 otherwise
  6401. */
  6402. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6403. {
  6404. nullpo_ret(src);
  6405. if (src->type != BL_PC) {
  6406. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6407. return 0;
  6408. }
  6409. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6410. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6411. return 0;
  6412. }
  6413. map_session_data* sd = BL_CAST(BL_PC, src);
  6414. int flag = BCT_PARTY;
  6415. switch (skill_id) {
  6416. case BD_ROKISWEIL:
  6417. flag = BCT_ENEMY | BCT_WOS;
  6418. break;
  6419. case BD_LULLABY:
  6420. case BD_ETERNALCHAOS:
  6421. case BA_DISSONANCE:
  6422. case DC_UGLYDANCE:
  6423. case DC_DONTFORGETME:
  6424. flag = BCT_ENEMY;
  6425. break;
  6426. case CG_HERMODE:
  6427. flag |= BCT_GUILD;
  6428. break;
  6429. }
  6430. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6431. sd->skill_id_dance = skill_id;
  6432. sd->skill_lv_dance = skill_lv;
  6433. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6434. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6435. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6436. }
  6437. /**
  6438. * Use no-damage skill from 'src' to 'bl
  6439. * @param src Caster
  6440. * @param bl Target of the skill, bl maybe same with src for self skill
  6441. * @param skill_id
  6442. * @param skill_lv
  6443. * @param tick
  6444. * @param flag Various value, &1: Recursive effect
  6445. **/
  6446. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6447. {
  6448. map_session_data *sd, *dstsd;
  6449. struct mob_data *md, *dstmd;
  6450. struct homun_data *hd;
  6451. s_mercenary_data *mer;
  6452. struct status_data *sstatus, *tstatus;
  6453. status_change *tsc;
  6454. struct status_change_entry *tsce;
  6455. int i = 0;
  6456. enum sc_type type;
  6457. if(skill_id > 0 && !skill_lv) return 0; // celest
  6458. nullpo_retr(1, src);
  6459. nullpo_retr(1, bl);
  6460. if (src->m != bl->m)
  6461. return 1;
  6462. sd = BL_CAST(BL_PC, src);
  6463. hd = BL_CAST(BL_HOM, src);
  6464. md = BL_CAST(BL_MOB, src);
  6465. mer = BL_CAST(BL_MER, src);
  6466. dstsd = BL_CAST(BL_PC, bl);
  6467. dstmd = BL_CAST(BL_MOB, bl);
  6468. if(bl->prev == NULL)
  6469. return 1;
  6470. if(status_isdead(src))
  6471. return 1;
  6472. if( src != bl && status_isdead(bl) ) {
  6473. switch( skill_id ) { // Skills that may be cast on dead targets
  6474. case NPC_WIDESOULDRAIN:
  6475. case PR_REDEMPTIO:
  6476. case ALL_RESURRECTION:
  6477. case WM_DEADHILLHERE:
  6478. case WE_ONEFOREVER:
  6479. break;
  6480. default:
  6481. return 1;
  6482. }
  6483. }
  6484. tstatus = status_get_status_data(bl);
  6485. sstatus = status_get_status_data(src);
  6486. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6487. switch (skill_id) {
  6488. case HLIF_HEAL: //[orn]
  6489. if (bl->type != BL_HOM) {
  6490. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  6491. break ;
  6492. }
  6493. case AL_HEAL:
  6494. case ALL_RESURRECTION:
  6495. case PR_ASPERSIO:
  6496. case AB_HIGHNESSHEAL:
  6497. //Apparently only player casted skills can be offensive like this.
  6498. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6499. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6500. //Offensive heal does not works on non-enemies. [Skotlex]
  6501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6502. return 0;
  6503. }
  6504. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6505. }
  6506. break;
  6507. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6508. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6509. case MH_STEINWAND: {
  6510. struct block_list *s_src = battle_get_master(src);
  6511. short ret = 0;
  6512. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6513. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6514. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6515. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6516. if (hd)
  6517. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6518. return ret;
  6519. }
  6520. break;
  6521. default:
  6522. //Skill is actually ground placed.
  6523. if (src == bl && skill_get_unit_id(skill_id))
  6524. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6525. }
  6526. type = skill_get_sc(skill_id);
  6527. tsc = status_get_sc(bl);
  6528. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):NULL;
  6529. if (src!=bl && type > SC_NONE &&
  6530. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6531. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6532. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6533. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6534. map_freeblock_lock();
  6535. switch(skill_id)
  6536. {
  6537. case HLIF_HEAL: //[orn]
  6538. case AL_HEAL:
  6539. case AB_HIGHNESSHEAL:
  6540. {
  6541. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6542. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6543. heal = 0;
  6544. if( tsc && tsc->count ) {
  6545. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6546. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6547. status_change_end(bl, SC_KAITE);
  6548. if (src == bl)
  6549. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6550. else {
  6551. bl = src;
  6552. dstsd = sd;
  6553. }
  6554. }
  6555. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6556. heal = 0; //Needed so that it actually displays 0 when healing.
  6557. }
  6558. if (skill_id == AL_HEAL)
  6559. status_change_end(bl, SC_BITESCAR);
  6560. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6561. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6562. heal = ~heal + 1;
  6563. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6564. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6565. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6566. if (heal_get_jobexp <= 0)
  6567. heal_get_jobexp = 1;
  6568. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6569. }
  6570. }
  6571. break;
  6572. case CD_REPARATIO: {
  6573. if (bl->type != BL_PC) { // Only works on players.
  6574. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6575. break;
  6576. }
  6577. int heal_amount = 0;
  6578. if (!status_isimmune(bl))
  6579. heal_amount = tstatus->max_hp;
  6580. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6581. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6582. status_heal(bl, heal_amount, 0, 0);
  6583. }
  6584. break;
  6585. case PR_REDEMPTIO:
  6586. if (sd && !(flag&1)) {
  6587. if (sd->status.party_id == 0) {
  6588. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6589. break;
  6590. }
  6591. skill_area_temp[0] = 0;
  6592. party_foreachsamemap(skill_area_sub,
  6593. sd,skill_get_splash(skill_id, skill_lv),
  6594. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6595. skill_castend_nodamage_id);
  6596. if (skill_area_temp[0] == 0) {
  6597. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6598. break;
  6599. }
  6600. #ifndef RENEWAL
  6601. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6602. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6603. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6604. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6605. }
  6606. status_set_sp(src, 0, 0);
  6607. #endif
  6608. status_set_hp(src, 1, 0);
  6609. break;
  6610. } else if (status_isdead(bl) && flag&1) { //Revive
  6611. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6612. skill_lv = 3; //Resurrection level 3 is used
  6613. } else //Invalid target, skip resurrection.
  6614. break;
  6615. case ALL_RESURRECTION:
  6616. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6617. { //No reviving in WoE grounds!
  6618. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6619. break;
  6620. }
  6621. if (!status_isdead(bl))
  6622. break;
  6623. {
  6624. int per = 0, sper = 0;
  6625. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6626. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6627. break;
  6628. }
  6629. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6630. break;
  6631. switch(skill_lv){
  6632. case 1: per=10; break;
  6633. case 2: per=30; break;
  6634. case 3: per=50; break;
  6635. case 4: per=80; break;
  6636. }
  6637. if(dstsd && dstsd->special_state.restart_full_recover)
  6638. per = sper = 100;
  6639. if (status_revive(bl, per, sper))
  6640. {
  6641. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6642. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6643. {
  6644. t_exp exp = 0,jexp = 0;
  6645. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6646. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6647. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6648. if (exp < 1) exp = 1;
  6649. }
  6650. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6651. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6652. if (jexp < 1) jexp = 1;
  6653. }
  6654. if(exp > 0 || jexp > 0)
  6655. pc_gainexp (sd, bl, exp, jexp, 0);
  6656. }
  6657. }
  6658. }
  6659. break;
  6660. case AL_DECAGI:
  6661. case MER_DECAGI:
  6662. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6663. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  6664. break;
  6665. case AL_CRUCIS:
  6666. if (flag&1)
  6667. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  6668. else {
  6669. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6670. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6671. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6672. }
  6673. break;
  6674. case SP_SOULCURSE:
  6675. if (flag&1)
  6676. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6677. else {
  6678. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6679. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6680. }
  6681. break;
  6682. case PR_LEXDIVINA:
  6683. case MER_LEXDIVINA:
  6684. if (tsce)
  6685. status_change_end(bl, type);
  6686. else
  6687. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6688. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6689. break;
  6690. case SA_ABRACADABRA:
  6691. if (abra_db.empty()) {
  6692. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6693. break;
  6694. }
  6695. else {
  6696. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6697. do {
  6698. auto abra_spell = abra_db.random();
  6699. abra_skill_id = abra_spell->skill_id;
  6700. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6701. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6702. break;
  6703. }
  6704. } while (checked++ < checked_max);
  6705. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6706. if( sd )
  6707. {// player-casted
  6708. sd->state.abra_flag = 1;
  6709. sd->skillitem = abra_skill_id;
  6710. sd->skillitemlv = abra_skill_lv;
  6711. sd->skillitem_keep_requirement = false;
  6712. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6713. }
  6714. else
  6715. {// mob-casted
  6716. struct unit_data *ud = unit_bl2ud(src);
  6717. int inf = skill_get_inf(abra_skill_id);
  6718. if (!ud) break;
  6719. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6720. if (src->type == BL_PET)
  6721. bl = (struct block_list*)((TBL_PET*)src)->master;
  6722. if (!bl) bl = src;
  6723. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6724. } else { //Assume offensive skills
  6725. int target_id = 0;
  6726. if (ud->target)
  6727. target_id = ud->target;
  6728. else switch (src->type) {
  6729. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6730. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6731. }
  6732. if (!target_id)
  6733. break;
  6734. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6735. bl = map_id2bl(target_id);
  6736. if (!bl) bl = src;
  6737. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6738. } else
  6739. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6740. }
  6741. }
  6742. }
  6743. break;
  6744. case SA_COMA:
  6745. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6746. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6747. break;
  6748. case SA_FULLRECOVERY:
  6749. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6750. if (status_isimmune(bl))
  6751. break;
  6752. status_percent_heal(bl, 100, 100);
  6753. break;
  6754. case NPC_ALLHEAL:
  6755. {
  6756. int heal;
  6757. if( status_isimmune(bl) )
  6758. break;
  6759. heal = status_percent_heal(bl, 100, 0);
  6760. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6761. if( dstmd )
  6762. { // Reset Damage Logs
  6763. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6764. dstmd->tdmg = 0;
  6765. }
  6766. }
  6767. break;
  6768. case SA_SUMMONMONSTER:
  6769. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6770. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6771. break;
  6772. case SA_LEVELUP:
  6773. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6774. if (sd && pc_nextbaseexp(sd))
  6775. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6776. break;
  6777. case SA_INSTANTDEATH:
  6778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6779. status_kill(src);
  6780. break;
  6781. case SA_QUESTION:
  6782. clif_emotion(src,ET_QUESTION);
  6783. case SA_GRAVITY:
  6784. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6785. break;
  6786. case SA_CLASSCHANGE:
  6787. case SA_MONOCELL:
  6788. if (dstmd)
  6789. {
  6790. int class_;
  6791. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6792. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6793. break;
  6794. }
  6795. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6797. mob_class_change(dstmd,class_);
  6798. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6799. 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 };
  6800. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6801. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6802. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6803. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6804. }
  6805. }
  6806. break;
  6807. case SA_DEATH:
  6808. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6809. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6810. break;
  6811. }
  6812. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6813. status_kill(bl);
  6814. break;
  6815. case SA_REVERSEORCISH:
  6816. case ALL_REVERSEORCISH:
  6817. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6818. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6819. break;
  6820. case SA_FORTUNE:
  6821. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6822. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  6823. break;
  6824. case SA_TAMINGMONSTER:
  6825. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6826. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6827. pet_catch_process1(sd, dstmd->mob_id);
  6828. }
  6829. break;
  6830. case CR_PROVIDENCE:
  6831. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6832. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6834. map_freeblock_unlock();
  6835. return 1;
  6836. }
  6837. }
  6838. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6839. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6840. break;
  6841. case CG_MARIONETTE:
  6842. {
  6843. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6844. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6845. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6846. map_freeblock_unlock();
  6847. return 1;
  6848. }
  6849. status_change* sc = status_get_sc(src);
  6850. if( sc && tsc )
  6851. {
  6852. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6853. {
  6854. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6855. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6856. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6857. }
  6858. else
  6859. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6860. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6861. {
  6862. status_change_end(src, SC_MARIONETTE);
  6863. status_change_end(bl, SC_MARIONETTE2);
  6864. }
  6865. else
  6866. {
  6867. if( sd )
  6868. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6869. map_freeblock_unlock();
  6870. return 1;
  6871. }
  6872. }
  6873. }
  6874. break;
  6875. case RG_CLOSECONFINE:
  6876. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6877. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6878. break;
  6879. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6880. case SA_FROSTWEAPON:
  6881. case SA_LIGHTNINGLOADER:
  6882. case SA_SEISMICWEAPON:
  6883. if (dstsd && dstsd->status.weapon == W_FIST) {
  6884. if (sd)
  6885. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6886. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6887. break;
  6888. }
  6889. #ifdef RENEWAL
  6890. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6891. #else
  6892. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6893. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  6894. if (dstsd){
  6895. short index = dstsd->equip_index[EQI_HAND_R];
  6896. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6897. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6898. }
  6899. if (sd)
  6900. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6901. }
  6902. #endif
  6903. break;
  6904. case PR_ASPERSIO:
  6905. if (sd && dstmd) {
  6906. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6907. break;
  6908. }
  6909. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6910. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6911. break;
  6912. case ITEM_ENCHANTARMS:
  6913. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6914. break;
  6915. case TK_SEVENWIND:
  6916. switch(skill_get_ele(skill_id,skill_lv)) {
  6917. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6918. case ELE_WIND : type = SC_WINDWEAPON; break;
  6919. case ELE_WATER : type = SC_WATERWEAPON; break;
  6920. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6921. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6922. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6923. case ELE_HOLY : type = SC_ASPERSIO; break;
  6924. }
  6925. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6926. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6927. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6928. break;
  6929. case NPC_MOVE_COORDINATE:
  6930. {
  6931. int16 px = bl->x, py = bl->y;
  6932. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  6933. return 0;
  6934. }
  6935. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6936. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6937. clif_blown(bl);
  6938. // If caster is not a boss, switch coordinates with the target
  6939. if (status_get_class_(src) != CLASS_BOSS) {
  6940. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  6941. return 0;
  6942. }
  6943. clif_blown(src);
  6944. }
  6945. }
  6946. break;
  6947. case NPC_IMMUNE_PROPERTY:
  6948. switch (skill_lv) {
  6949. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  6950. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  6951. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  6952. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  6953. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  6954. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  6955. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  6956. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  6957. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  6958. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  6959. }
  6960. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6961. break;
  6962. case PR_KYRIE:
  6963. case MER_KYRIE:
  6964. case SU_TUNAPARTY:
  6965. case SU_GROOMING:
  6966. case SU_CHATTERING:
  6967. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6968. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6969. break;
  6970. //Passive Magnum, should had been casted on yourself.
  6971. case SM_MAGNUM:
  6972. case MS_MAGNUM:
  6973. skill_area_temp[1] = 0;
  6974. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6975. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6976. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6977. // Initiate 20% of your damage becomes fire element.
  6978. #ifdef RENEWAL
  6979. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  6980. #else
  6981. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6982. #endif
  6983. break;
  6984. case MH_BLAZING_AND_FURIOUS:
  6985. case TK_JUMPKICK:
  6986. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6987. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6988. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6989. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6990. clif_blown(src);
  6991. }
  6992. } else
  6993. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6994. break;
  6995. case PR_BENEDICTIO:
  6996. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6997. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6998. break;
  6999. case AL_INCAGI:
  7000. case AL_BLESSING:
  7001. case MER_INCAGI:
  7002. case MER_BLESSING:
  7003. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7004. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7005. if (tstatus->hp > 1)
  7006. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7007. break;
  7008. }
  7009. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7010. break;
  7011. case CR_REFLECTSHIELD:
  7012. case MS_REFLECTSHIELD:
  7013. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7014. if (sd)
  7015. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7016. break;
  7017. }
  7018. case PR_SLOWPOISON:
  7019. case PR_LEXAETERNA:
  7020. #ifndef RENEWAL
  7021. case PR_IMPOSITIO:
  7022. case PR_SUFFRAGIUM:
  7023. #endif
  7024. case LK_BERSERK:
  7025. case MS_BERSERK:
  7026. case KN_TWOHANDQUICKEN:
  7027. case KN_ONEHAND:
  7028. case MER_QUICKEN:
  7029. case CR_SPEARQUICKEN:
  7030. case AS_POISONREACT:
  7031. #ifndef RENEWAL
  7032. case MC_LOUD:
  7033. #endif
  7034. case MG_ENERGYCOAT:
  7035. case MO_EXPLOSIONSPIRITS:
  7036. case MO_STEELBODY:
  7037. case MO_BLADESTOP:
  7038. case LK_AURABLADE:
  7039. case LK_PARRYING:
  7040. case MS_PARRYING:
  7041. case LK_CONCENTRATION:
  7042. #ifdef RENEWAL
  7043. case HP_BASILICA:
  7044. #endif
  7045. case WS_CARTBOOST:
  7046. case SN_SIGHT:
  7047. case WS_MELTDOWN:
  7048. case WS_OVERTHRUSTMAX:
  7049. case ST_REJECTSWORD:
  7050. case HW_MAGICPOWER:
  7051. case PF_MEMORIZE:
  7052. case PA_SACRIFICE:
  7053. #ifndef RENEWAL
  7054. case ASC_EDP:
  7055. #endif
  7056. case PF_DOUBLECASTING:
  7057. case SG_SUN_COMFORT:
  7058. case SG_MOON_COMFORT:
  7059. case SG_STAR_COMFORT:
  7060. case GS_MADNESSCANCEL:
  7061. case GS_ADJUSTMENT:
  7062. case GS_INCREASING:
  7063. #ifdef RENEWAL
  7064. case GS_MAGICALBULLET:
  7065. #endif
  7066. case NJ_KASUMIKIRI:
  7067. case NJ_UTSUSEMI:
  7068. case NJ_NEN:
  7069. case NPC_DEFENDER:
  7070. case NPC_MAGICMIRROR:
  7071. case ST_PRESERVE:
  7072. case NPC_KEEPING:
  7073. case NPC_WEAPONBRAKER:
  7074. case NPC_BARRIER:
  7075. case NPC_INVINCIBLE:
  7076. case NPC_INVINCIBLEOFF:
  7077. case MER_INVINCIBLEOFF2:
  7078. case RK_DEATHBOUND:
  7079. case AB_EXPIATIO:
  7080. case AB_DUPLELIGHT:
  7081. case AB_SECRAMENT:
  7082. case AB_OFFERTORIUM:
  7083. case NC_ACCELERATION:
  7084. case NC_HOVERING:
  7085. case NC_SHAPESHIFT:
  7086. case WL_MARSHOFABYSS:
  7087. case WL_RECOGNIZEDSPELL:
  7088. case GC_VENOMIMPRESS:
  7089. case SC_DEADLYINFECT:
  7090. case LG_EXEEDBREAK:
  7091. case LG_PRESTIGE:
  7092. case LG_INSPIRATION:
  7093. case SR_CRESCENTELBOW:
  7094. case SR_LIGHTNINGWALK:
  7095. case GN_CARTBOOST:
  7096. case GN_BLOOD_SUCKER:
  7097. case GN_HELLS_PLANT:
  7098. case KO_MEIKYOUSISUI:
  7099. case ALL_ODINS_POWER:
  7100. case ALL_FULL_THROTTLE:
  7101. case RA_UNLIMIT:
  7102. case WL_TELEKINESIS_INTENSE:
  7103. case RL_HEAT_BARREL:
  7104. case RL_P_ALTER:
  7105. case RL_E_CHAIN:
  7106. case SU_FRESHSHRIMP:
  7107. case SU_ARCLOUSEDASH:
  7108. case NPC_MAXPAIN:
  7109. case NPC_KILLING_AURA:
  7110. case SP_SOULREAPER:
  7111. case SJ_LIGHTOFMOON:
  7112. case SJ_LIGHTOFSTAR:
  7113. case SJ_FALLINGSTAR:
  7114. case SJ_LIGHTOFSUN:
  7115. case SJ_BOOKOFDIMENSION:
  7116. case NPC_HALLUCINATIONWALK:
  7117. case DK_CHARGINGPIERCE:
  7118. case DK_VIGOR:
  7119. case AG_CLIMAX:
  7120. case IQ_POWERFUL_FAITH:
  7121. case IQ_FIRM_FAITH:
  7122. case IQ_SINCERE_FAITH:
  7123. case IQ_FIRST_FAITH_POWER:
  7124. case IQ_JUDGE:
  7125. case IQ_THIRD_EXOR_FLAME:
  7126. case IG_REBOUND_SHIELD:
  7127. case IG_HOLY_SHIELD:
  7128. case CD_ARGUTUS_VITA:
  7129. case CD_ARGUTUS_TELUM:
  7130. case CD_PRESENS_ACIES:
  7131. case CD_RELIGIO:
  7132. case CD_BENEDICTUM:
  7133. case SHC_SHADOW_EXCEED:
  7134. case SHC_POTENT_VENOM:
  7135. case SHC_ENCHANTING_SHADOW:
  7136. case MT_D_MACHINE:
  7137. case ABC_ABYSS_SLAYER:
  7138. case WH_WIND_SIGN:
  7139. case WH_CALAMITYGALE:
  7140. case BO_RESEARCHREPORT:
  7141. case TR_MYSTIC_SYMPHONY:
  7142. case TR_KVASIR_SONATA:
  7143. case EM_SPELL_ENCHANTING:
  7144. case NPC_DAMAGE_HEAL:
  7145. case NPC_RELIEVE_ON:
  7146. case NPC_RELIEVE_OFF:
  7147. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7148. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7149. break;
  7150. case NPC_GRADUAL_GRAVITY:
  7151. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7152. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7153. break;
  7154. case NPC_ALL_STAT_DOWN:
  7155. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7156. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7157. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7158. break;
  7159. #ifdef RENEWAL
  7160. // EDP also give +25% WATK poison pseudo element to user.
  7161. case ASC_EDP:
  7162. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7163. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7164. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,5,25,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7165. break;
  7166. #endif
  7167. case LG_SHIELDSPELL:
  7168. if (skill_lv == 1)
  7169. type = SC_SHIELDSPELL_HP;
  7170. else if (skill_lv == 2)
  7171. type = SC_SHIELDSPELL_SP;
  7172. else
  7173. type = SC_SHIELDSPELL_ATK;
  7174. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7175. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7176. break;
  7177. case DK_SERVANTWEAPON:
  7178. case ABC_FROM_THE_ABYSS:
  7179. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7180. break;
  7181. case TR_SOUNDBLEND:
  7182. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7183. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7184. break;
  7185. case AG_VIOLENT_QUAKE:
  7186. case AG_ALL_BLOOM:
  7187. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7188. break;
  7189. case AG_DESTRUCTIVE_HURRICANE:
  7190. case AG_CRYSTAL_IMPACT:
  7191. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7192. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7193. } else {
  7194. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7195. status_change *sc = status_get_sc(src);
  7196. if (sc && sc->getSCE(SC_CLIMAX))
  7197. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7198. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7199. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7200. splash_size = 9; // 19x19
  7201. else if(skill_id == AG_CRYSTAL_IMPACT)
  7202. splash_size = AREA_SIZE; // 29x29 - Entire screen.
  7203. }
  7204. skill_area_temp[1] = 0;
  7205. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7206. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7207. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7208. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7209. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7210. else {
  7211. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7212. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7213. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7214. }
  7215. }
  7216. break;
  7217. case CD_MEDIALE_VOTUM:
  7218. case CD_DILECTIO_HEAL:
  7219. if (flag & 1) {
  7220. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7221. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7222. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7223. status_heal(bl, heal_amount, 0, 0);
  7224. } else if (sd)
  7225. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7226. } else {
  7227. if (skill_id == CD_MEDIALE_VOTUM)
  7228. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7229. else { // Dilectio Heal
  7230. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7231. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7232. }
  7233. }
  7234. break;
  7235. case CD_COMPETENTIA:
  7236. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7237. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7238. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7239. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7240. status_heal(bl, hp_amount, 0, 0);
  7241. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7242. status_heal(bl, 0, sp_amount, 0);
  7243. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7244. } else if (sd)
  7245. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7246. break;
  7247. case BO_ADVANCE_PROTECTION:
  7248. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7249. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7250. map_freeblock_unlock(); // Don't consume item requirements
  7251. return 0;
  7252. }
  7253. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7254. break;
  7255. case EM_ACTIVITY_BURN:
  7256. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7257. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7258. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7259. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7260. } else
  7261. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7262. break;
  7263. case EM_INCREASING_ACTIVITY:
  7264. if (bl->type == BL_PC) {
  7265. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7266. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7267. } else
  7268. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7269. break;
  7270. case SJ_GRAVITYCONTROL: {
  7271. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7272. if (bl->type == BL_PC)
  7273. fall_damage += dstsd->weight / 10 - tstatus->def;
  7274. else // Monster's don't have weight. Put something in its place.
  7275. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7276. fall_damage = max(1, fall_damage);
  7277. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7278. }
  7279. break;
  7280. case NPC_HALLUCINATION:
  7281. case NPC_HELLPOWER:
  7282. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7283. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7284. break;
  7285. case KN_AUTOCOUNTER:
  7286. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7287. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7288. break;
  7289. case SO_STRIKING:
  7290. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7291. int bonus = 0;
  7292. if (dstsd) {
  7293. short index = dstsd->equip_index[EQI_HAND_R];
  7294. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7295. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7296. }
  7297. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  7298. } else if (sd)
  7299. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  7300. break;
  7301. case NPC_STOP:
  7302. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7303. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7304. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7305. break;
  7306. case HP_ASSUMPTIO:
  7307. if( sd && dstmd )
  7308. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7309. else
  7310. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7311. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7312. break;
  7313. case MG_SIGHT:
  7314. case MER_SIGHT:
  7315. case AL_RUWACH:
  7316. case WZ_SIGHTBLASTER:
  7317. case NPC_WIDESIGHT:
  7318. case NPC_STONESKIN:
  7319. case NPC_ANTIMAGIC:
  7320. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7321. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7322. break;
  7323. case HLIF_AVOID:
  7324. case HAMI_DEFENCE:
  7325. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7326. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  7327. break;
  7328. case NJ_BUNSINJYUTSU:
  7329. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7330. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7331. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7332. status_change_end(bl, SC_NEN);
  7333. break;
  7334. /* Was modified to only affect targetted char. [Skotlex]
  7335. case HP_ASSUMPTIO:
  7336. if (flag&1)
  7337. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7338. else
  7339. {
  7340. map_foreachinallrange(skill_area_sub, bl,
  7341. skill_get_splash(skill_id, skill_lv), BL_PC,
  7342. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7343. skill_castend_nodamage_id);
  7344. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7345. }
  7346. break;
  7347. */
  7348. case SM_ENDURE:
  7349. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7350. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7351. break;
  7352. case AS_ENCHANTPOISON:
  7353. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7354. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7355. }else{
  7356. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7357. if( sd != nullptr ){
  7358. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  7359. }
  7360. }
  7361. break;
  7362. case LK_TENSIONRELAX:
  7363. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7364. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7365. skill_get_time(skill_id,skill_lv)));
  7366. break;
  7367. case MC_CHANGECART:
  7368. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7369. break;
  7370. case MC_CARTDECORATE:
  7371. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7372. if( sd ) {
  7373. clif_SelectCart(sd);
  7374. }
  7375. break;
  7376. case TK_MISSION:
  7377. if (sd) {
  7378. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7379. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7380. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7381. break;
  7382. }
  7383. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7384. if (!id) {
  7385. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7386. break;
  7387. }
  7388. sd->mission_mobid = id;
  7389. sd->mission_count = 0;
  7390. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7391. clif_mission_info(sd, id, 0);
  7392. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7393. }
  7394. break;
  7395. case AC_CONCENTRATION:
  7396. {
  7397. int splash = skill_get_splash(skill_id, skill_lv);
  7398. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7399. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7400. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7401. map_foreachinallrange( status_change_timer_sub, src,
  7402. splash, BL_CHAR, src, NULL, type, tick);
  7403. }
  7404. break;
  7405. case SM_PROVOKE:
  7406. case SM_SELFPROVOKE:
  7407. case MER_PROVOKE:
  7408. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7409. map_freeblock_unlock();
  7410. return 1;
  7411. }
  7412. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7413. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7414. {
  7415. if( sd )
  7416. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7417. map_freeblock_unlock();
  7418. return 0;
  7419. }
  7420. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7421. unit_skillcastcancel(bl, 2);
  7422. if( dstmd )
  7423. {
  7424. dstmd->state.provoke_flag = src->id;
  7425. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7426. }
  7427. break;
  7428. case ML_DEVOTION:
  7429. case CR_DEVOTION:
  7430. {
  7431. int count, lv;
  7432. if( !dstsd || (!sd && !mer) )
  7433. { // Only players can be devoted
  7434. if( sd )
  7435. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7436. break;
  7437. }
  7438. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7439. lv = -lv;
  7440. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7441. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7442. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7443. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7444. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7445. {
  7446. if( sd )
  7447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7448. map_freeblock_unlock();
  7449. return 1;
  7450. }
  7451. i = 0;
  7452. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7453. if( sd )
  7454. { // Player Devoting Player
  7455. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7456. if( i == count )
  7457. {
  7458. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7459. if( i == count )
  7460. { // No free slots, skill Fail
  7461. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7462. map_freeblock_unlock();
  7463. return 1;
  7464. }
  7465. }
  7466. sd->devotion[i] = bl->id;
  7467. }
  7468. else
  7469. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7470. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7471. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7472. clif_devotion(src, NULL);
  7473. }
  7474. break;
  7475. case SP_SOULUNITY: {
  7476. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7477. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7478. if (!dstsd || !sd) { // Only put player's souls in unity.
  7479. if (sd)
  7480. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7481. break;
  7482. }
  7483. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7484. if (sd)
  7485. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7486. map_freeblock_unlock();
  7487. return 1;
  7488. }
  7489. if (sd) { // Unite player's soul with caster's soul.
  7490. i = 0;
  7491. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7492. if (i == count) {
  7493. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7494. if(i == count) { // No more free slots? Fail the skill.
  7495. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7496. map_freeblock_unlock();
  7497. return 1;
  7498. }
  7499. }
  7500. sd->united_soul[i] = bl->id;
  7501. }
  7502. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7503. } else if (sd)
  7504. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7505. }
  7506. break;
  7507. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7508. // Only players and monsters can be marked....I think??? [Rytech]
  7509. // Lets only allow players and monsters to use this skill for safety reasons.
  7510. if ((!dstsd && !dstmd) || !sd && !md) {
  7511. if (sd)
  7512. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7513. break;
  7514. }
  7515. // Check if the target is already marked by another source.
  7516. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7517. if (sd)
  7518. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7519. map_freeblock_unlock();
  7520. return 1;
  7521. }
  7522. // Mark the target.
  7523. if( sd ){
  7524. int8 count = MAX_SERVANT_SIGN;
  7525. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7526. if (i == count) {
  7527. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7528. if (i == count) { // Max number of targets marked. Fail the skill.
  7529. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7530. map_freeblock_unlock();
  7531. return 1;
  7532. }
  7533. // Add the ID of the marked target to the player's sign list.
  7534. sd->servant_sign[i] = bl->id;
  7535. }
  7536. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7537. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7538. } else if (md) // Monster's cant track with this skill. Just give the status.
  7539. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7540. break;
  7541. case MO_CALLSPIRITS:
  7542. if(sd) {
  7543. int limit = skill_lv;
  7544. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7545. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7546. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7547. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7548. }
  7549. break;
  7550. case CH_SOULCOLLECT:
  7551. if(sd) {
  7552. int limit = 5;
  7553. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7554. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7555. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7556. for (i = 0; i < limit; i++)
  7557. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7558. }
  7559. break;
  7560. case MO_KITRANSLATION:
  7561. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7562. //Require will define how many spiritballs will be transferred
  7563. struct s_skill_condition require;
  7564. require = skill_get_requirement(sd,skill_id,skill_lv);
  7565. pc_delspiritball(sd,require.spiritball,0);
  7566. for (i = 0; i < require.spiritball; i++)
  7567. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7568. } else {
  7569. if(sd)
  7570. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7571. map_freeblock_unlock();
  7572. return 0;
  7573. }
  7574. break;
  7575. case TK_TURNKICK:
  7576. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7577. if (skill_area_temp[1] != bl->id) {
  7578. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7579. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7580. }
  7581. break;
  7582. case MO_ABSORBSPIRITS:
  7583. i = 0;
  7584. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  7585. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  7586. if (dstsd->spiritball > 0) {
  7587. i = dstsd->spiritball * 7;
  7588. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7589. }
  7590. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7591. i += dstsd->spiritcharm * 7;
  7592. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7593. }
  7594. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7595. i = 2 * dstmd->level;
  7596. mob_target(dstmd,src,0);
  7597. } else {
  7598. if (sd)
  7599. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7600. break;
  7601. }
  7602. if (i) status_heal(src, 0, i, 3);
  7603. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7604. break;
  7605. case AC_MAKINGARROW:
  7606. if(sd) {
  7607. clif_arrow_create_list(sd);
  7608. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7609. }
  7610. break;
  7611. case AM_PHARMACY:
  7612. if(sd) {
  7613. clif_skill_produce_mix_list(sd,skill_id,22);
  7614. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7615. }
  7616. break;
  7617. case SA_CREATECON:
  7618. if(sd) {
  7619. clif_elementalconverter_list(sd);
  7620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7621. }
  7622. break;
  7623. case BS_HAMMERFALL:
  7624. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7625. break;
  7626. case RG_RAID:
  7627. skill_area_temp[1] = 0;
  7628. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7629. map_foreachinrange(skill_area_sub, bl,
  7630. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7631. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7632. skill_castend_damage_id);
  7633. status_change_end(src, SC_HIDING);
  7634. break;
  7635. //List of self skills that give damage around caster
  7636. case ASC_METEORASSAULT:
  7637. case GS_SPREADATTACK:
  7638. case RK_WINDCUTTER:
  7639. case RK_STORMBLAST:
  7640. case NC_AXETORNADO:
  7641. case GC_COUNTERSLASH:
  7642. case SR_SKYNETBLOW:
  7643. case SR_RAMPAGEBLASTER:
  7644. case SR_HOWLINGOFLION:
  7645. case LG_CANNONSPEAR:
  7646. case LG_OVERBRAND:
  7647. case NPC_RAYOFGENESIS:
  7648. case LG_RAYOFGENESIS:
  7649. case MH_THE_ONE_FIGHTER_RISES:
  7650. case MH_HEILIGE_PFERD:
  7651. case KO_HAPPOKUNAI:
  7652. case RL_FIREDANCE:
  7653. case RL_R_TRIP:
  7654. case SJ_FULLMOONKICK:
  7655. case SJ_NEWMOONKICK:
  7656. case SJ_SOLARBURST:
  7657. case SJ_STAREMPEROR:
  7658. case SJ_FALLINGSTAR_ATK:
  7659. case DK_SERVANT_W_DEMOL:
  7660. case AG_FROZEN_SLASH:
  7661. case IQ_OLEUM_SANCTUM:
  7662. case IQ_MASSIVE_F_BLASTER:
  7663. case IQ_EXPOSION_BLASTER:
  7664. case SHC_IMPACT_CRATER:
  7665. case MT_AXE_STOMP:
  7666. case ABC_ABYSS_DAGGER:
  7667. {
  7668. status_change *sc = status_get_sc(src);
  7669. int starget = BL_CHAR|BL_SKILL;
  7670. if (skill_id == SR_HOWLINGOFLION)
  7671. starget = splash_target(src);
  7672. if (skill_id == SJ_NEWMOONKICK) {
  7673. if (tsce) {
  7674. status_change_end(bl, type);
  7675. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7676. break;
  7677. } else
  7678. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7679. }
  7680. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7681. if (sd) {
  7682. // Remove old shields if any exist.
  7683. pc_delspiritball(sd, sd->spiritball, 0);
  7684. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7685. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7686. }
  7687. status_change_end(src, SC_DIMENSION);
  7688. }
  7689. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7690. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7691. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7692. hom_addspiritball(hd, MAX_SPIRITBALL);
  7693. }
  7694. skill_area_temp[1] = 0;
  7695. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7696. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7697. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7698. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7699. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7700. }
  7701. break;
  7702. case SHC_DANCING_KNIFE:
  7703. if (flag & 1) {
  7704. skill_area_temp[1] = 0;
  7705. // Note: doesn't force player to stand before attacking
  7706. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7707. } else {
  7708. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7709. }
  7710. break;
  7711. case MT_A_MACHINE:
  7712. if (flag & 1) {
  7713. skill_area_temp[1] = 0;
  7714. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7715. pc_setstand(sd, true);
  7716. skill_sit(sd, false);
  7717. }
  7718. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7719. } else {
  7720. if (dstsd) {
  7721. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7722. if (lv > battle_config.attack_machine_level_difference) {
  7723. if (sd)
  7724. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7725. map_freeblock_unlock();
  7726. return 0;
  7727. }
  7728. }
  7729. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7730. }
  7731. break;
  7732. case EM_ELEMENTAL_BUSTER: {
  7733. if (sd == nullptr)
  7734. break;
  7735. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7736. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7737. map_freeblock_unlock();
  7738. return 0;
  7739. }
  7740. uint16 buster_element;
  7741. switch (sd->ed->elemental.class_) {
  7742. case ELEMENTALID_ARDOR:
  7743. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7744. break;
  7745. case ELEMENTALID_DILUVIO:
  7746. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7747. break;
  7748. case ELEMENTALID_PROCELLA:
  7749. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7750. break;
  7751. case ELEMENTALID_TERREMOTUS:
  7752. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7753. break;
  7754. case ELEMENTALID_SERPENS:
  7755. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7756. break;
  7757. }
  7758. skill_area_temp[1] = 0;
  7759. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7760. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7761. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7762. }
  7763. break;
  7764. case NPC_IGNITIONBREAK:
  7765. case RK_IGNITIONBREAK:
  7766. skill_area_temp[1] = 0;
  7767. #if PACKETVER >= 20180207
  7768. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7769. #else
  7770. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7771. #endif
  7772. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7773. break;
  7774. case SR_TIGERCANNON:
  7775. case SR_WINDMILL:
  7776. case GN_CART_TORNADO:
  7777. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7778. case SR_EARTHSHAKER:
  7779. case NC_INFRAREDSCAN:
  7780. case NPC_VAMPIRE_GIFT:
  7781. case NPC_HELLJUDGEMENT:
  7782. case NPC_HELLJUDGEMENT2:
  7783. case NPC_PULSESTRIKE:
  7784. case LG_MOONSLASHER:
  7785. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7786. break;
  7787. #ifdef RENEWAL
  7788. case KN_BRANDISHSPEAR:
  7789. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7790. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7791. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7792. skill_castend_damage_id);
  7793. break;
  7794. #else
  7795. case KN_BRANDISHSPEAR:
  7796. #endif
  7797. case ML_BRANDISH:
  7798. skill_area_temp[1] = bl->id;
  7799. if(skill_lv >= 10)
  7800. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7801. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7802. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7803. skill_castend_damage_id);
  7804. if(skill_lv >= 7)
  7805. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7806. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7807. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7808. skill_castend_damage_id);
  7809. if(skill_lv >= 4)
  7810. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7811. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7812. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7813. skill_castend_damage_id);
  7814. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7815. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7816. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7817. skill_castend_damage_id);
  7818. break;
  7819. case WZ_SIGHTRASHER:
  7820. //Passive side of the attack.
  7821. status_change_end(src, SC_SIGHT);
  7822. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7823. map_foreachinshootrange(skill_area_sub,src,
  7824. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7825. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7826. skill_castend_damage_id);
  7827. break;
  7828. case WZ_FROSTNOVA:
  7829. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7830. skill_area_temp[1] = 0;
  7831. map_foreachinshootrange(skill_attack_area, src,
  7832. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7833. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7834. break;
  7835. case HVAN_EXPLOSION: //[orn]
  7836. case NPC_SELFDESTRUCTION:
  7837. //Self Destruction hits everyone in range (allies+enemies)
  7838. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7839. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7840. BCT_ENEMY:BCT_ALL;
  7841. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7842. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7843. map_foreachinshootrange(skill_area_sub, bl,
  7844. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7845. src, skill_id, skill_lv, tick, flag|i,
  7846. skill_castend_damage_id);
  7847. if(map_addblock(src)) {
  7848. map_freeblock_unlock();
  7849. return 1;
  7850. }
  7851. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7852. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7853. struct homun_data *hd = (struct homun_data *)src;
  7854. if (hd != nullptr) {
  7855. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7856. if (hd->master)
  7857. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  7858. }
  7859. }
  7860. break;
  7861. case AL_ANGELUS:
  7862. #ifdef RENEWAL
  7863. case PR_SUFFRAGIUM:
  7864. case PR_IMPOSITIO:
  7865. #endif
  7866. case PR_MAGNIFICAT:
  7867. case PR_GLORIA:
  7868. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7869. // Animations don't play when outside visible range
  7870. if (check_distance_bl(src, bl, AREA_SIZE))
  7871. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  7872. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7873. }
  7874. else if (sd)
  7875. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  7876. break;
  7877. #ifdef RENEWAL
  7878. case MC_LOUD:
  7879. #endif
  7880. case SN_WINDWALK:
  7881. case CASH_BLESSING:
  7882. case CASH_INCAGI:
  7883. case CASH_ASSUMPTIO:
  7884. case WM_FRIGG_SONG:
  7885. case NV_HELPANGEL:
  7886. case IG_GUARDIAN_SHIELD:
  7887. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  7888. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7889. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7890. else if (sd)
  7891. {
  7892. if (skill_id == IG_ULTIMATE_SACRIFICE)
  7893. status_set_hp(src, 1, 0);
  7894. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7895. }
  7896. break;
  7897. case MER_MAGNIFICAT:
  7898. if( mer != NULL )
  7899. {
  7900. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7901. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  7902. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7903. else if( mer->master && !(flag&1) )
  7904. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7905. }
  7906. break;
  7907. case BS_ADRENALINE:
  7908. case BS_ADRENALINE2:
  7909. case BS_WEAPONPERFECT:
  7910. case BS_OVERTHRUST:
  7911. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7912. int weapontype = skill_get_weapontype(skill_id);
  7913. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  7914. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7915. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  7916. }
  7917. } else if (sd) {
  7918. party_foreachsamemap(skill_area_sub,
  7919. sd,skill_get_splash(skill_id, skill_lv),
  7920. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7921. skill_castend_nodamage_id);
  7922. }
  7923. break;
  7924. case BS_MAXIMIZE:
  7925. case NV_TRICKDEAD:
  7926. case CR_DEFENDER:
  7927. case ML_DEFENDER:
  7928. case CR_AUTOGUARD:
  7929. case ML_AUTOGUARD:
  7930. case TK_READYSTORM:
  7931. case TK_READYDOWN:
  7932. case TK_READYTURN:
  7933. case TK_READYCOUNTER:
  7934. case TK_DODGE:
  7935. case CR_SHRINK:
  7936. case SG_FUSION:
  7937. case GS_GATLINGFEVER:
  7938. case SJ_LUNARSTANCE:
  7939. case SJ_STARSTANCE:
  7940. case SJ_UNIVERSESTANCE:
  7941. case SJ_SUNSTANCE:
  7942. case SP_SOULCOLLECT:
  7943. case IG_GUARD_STANCE:
  7944. case IG_ATTACK_STANCE:
  7945. if( tsce )
  7946. {
  7947. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7948. map_freeblock_unlock();
  7949. return 0;
  7950. }
  7951. if( skill_id == SP_SOULCOLLECT ){
  7952. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  7953. }else{
  7954. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7955. }
  7956. break;
  7957. case SL_KAITE:
  7958. case SL_KAAHI:
  7959. case SL_KAIZEL:
  7960. case SL_KAUPE:
  7961. case SP_KAUTE:
  7962. if (sd) {
  7963. if (!dstsd || !(
  7964. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  7965. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7966. dstsd->status.char_id == sd->status.char_id ||
  7967. dstsd->status.char_id == sd->status.partner_id ||
  7968. dstsd->status.char_id == sd->status.child ||
  7969. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  7970. )) {
  7971. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7972. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7973. break;
  7974. }
  7975. }
  7976. if (skill_id == SP_KAUTE) {
  7977. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7978. if (sd)
  7979. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7980. break;
  7981. }
  7982. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7983. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7984. } else
  7985. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7986. break;
  7987. case SM_AUTOBERSERK:
  7988. case MER_AUTOBERSERK:
  7989. if( tsce )
  7990. i = status_change_end(bl, type);
  7991. else
  7992. i = sc_start(src,bl,type,100,skill_lv,60000);
  7993. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7994. break;
  7995. case TF_HIDING:
  7996. case ST_CHASEWALK:
  7997. case KO_YAMIKUMO:
  7998. if (tsce)
  7999. {
  8000. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8001. map_freeblock_unlock();
  8002. return 0;
  8003. }
  8004. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8005. break;
  8006. case TK_RUN:
  8007. if (tsce)
  8008. {
  8009. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8010. map_freeblock_unlock();
  8011. return 0;
  8012. }
  8013. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8014. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8015. clif_walkok(sd); // So aegis has to resend the walk ok.
  8016. break;
  8017. case AS_CLOAKING:
  8018. case GC_CLOAKINGEXCEED:
  8019. case LG_FORCEOFVANGUARD:
  8020. case SC_REPRODUCE:
  8021. case SC_INVISIBILITY:
  8022. case RA_CAMOUFLAGE:
  8023. if (tsce) {
  8024. i = status_change_end(bl, type);
  8025. if( i )
  8026. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8027. else if( sd )
  8028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8029. map_freeblock_unlock();
  8030. return 0;
  8031. }
  8032. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8033. if( i )
  8034. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8035. else if( sd )
  8036. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8037. break;
  8038. case CG_SPECIALSINGER:
  8039. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8040. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8041. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8042. }
  8043. break;
  8044. case BD_ADAPTATION:
  8045. #ifdef RENEWAL
  8046. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8047. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8048. #else
  8049. if(tsc && tsc->getSCE(SC_DANCING)){
  8050. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8051. status_change_end(bl, SC_DANCING);
  8052. }
  8053. #endif
  8054. break;
  8055. case BA_FROSTJOKER:
  8056. case DC_SCREAM:
  8057. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8058. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8059. if (md) {
  8060. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8061. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8062. char temp[70];
  8063. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8064. clif_disp_overhead(&md->bl,temp);
  8065. }
  8066. break;
  8067. case BA_PANGVOICE:
  8068. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8069. #ifdef RENEWAL
  8070. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8071. #endif
  8072. break;
  8073. case DC_WINKCHARM:
  8074. if( dstsd ) {
  8075. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8076. #ifdef RENEWAL
  8077. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8078. #endif
  8079. } else
  8080. if( dstmd )
  8081. {
  8082. if( status_get_lv(src) > status_get_lv(bl)
  8083. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8084. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8085. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8086. else
  8087. {
  8088. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8089. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8090. }
  8091. }
  8092. break;
  8093. #ifdef RENEWAL
  8094. case BD_LULLABY:
  8095. case BD_RICHMANKIM:
  8096. case BD_ETERNALCHAOS:
  8097. case BD_DRUMBATTLEFIELD:
  8098. case BD_RINGNIBELUNGEN:
  8099. case BD_ROKISWEIL:
  8100. case BD_INTOABYSS:
  8101. case BD_SIEGFRIED:
  8102. case BA_DISSONANCE:
  8103. case BA_POEMBRAGI:
  8104. case BA_WHISTLE:
  8105. case BA_ASSASSINCROSS:
  8106. case BA_APPLEIDUN:
  8107. case DC_UGLYDANCE:
  8108. case DC_HUMMING:
  8109. case DC_DONTFORGETME:
  8110. case DC_FORTUNEKISS:
  8111. case DC_SERVICEFORYOU:
  8112. skill_castend_song(src, skill_id, skill_lv, tick);
  8113. break;
  8114. #endif
  8115. case TF_STEAL:
  8116. if(sd) {
  8117. if(pc_steal_item(sd,bl,skill_lv))
  8118. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8119. else
  8120. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  8121. }
  8122. break;
  8123. case RG_STEALCOIN:
  8124. if(sd) {
  8125. if(pc_steal_coin(sd,bl))
  8126. {
  8127. dstmd->state.provoke_flag = src->id;
  8128. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8129. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8130. }
  8131. else
  8132. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8133. }
  8134. break;
  8135. case MG_STONECURSE:
  8136. {
  8137. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8138. if (sd)
  8139. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8140. break;
  8141. }
  8142. if(status_isimmune(bl) || !tsc)
  8143. break;
  8144. int32 brate = 0;
  8145. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8146. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8147. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
  8148. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8149. else if(sd) {
  8150. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8151. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8152. if (skill_lv > 5)
  8153. { // not to consume items
  8154. map_freeblock_unlock();
  8155. return 0;
  8156. }
  8157. }
  8158. }
  8159. break;
  8160. case NV_FIRSTAID:
  8161. clif_skill_nodamage(src,bl,skill_id,5,1);
  8162. status_heal(bl,5,0,0);
  8163. break;
  8164. case AL_CURE:
  8165. if(status_isimmune(bl)) {
  8166. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8167. break;
  8168. }
  8169. status_change_end(bl, SC_SILENCE);
  8170. status_change_end(bl, SC_BLIND);
  8171. status_change_end(bl, SC_CONFUSION);
  8172. status_change_end(bl, SC_BITESCAR);
  8173. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8174. break;
  8175. case TF_DETOXIFY:
  8176. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8177. status_change_end(bl, SC_POISON);
  8178. status_change_end(bl, SC_DPOISON);
  8179. break;
  8180. case PR_STRECOVERY:
  8181. if(status_isimmune(bl)) {
  8182. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8183. break;
  8184. }
  8185. if (tsc) {
  8186. status_change_end(bl, SC_FREEZE);
  8187. status_change_end(bl, SC_STONEWAIT);
  8188. status_change_end(bl, SC_STONE);
  8189. status_change_end(bl, SC_SLEEP);
  8190. status_change_end(bl, SC_STUN);
  8191. status_change_end(bl, SC_WHITEIMPRISON);
  8192. status_change_end(bl, SC_STASIS);
  8193. status_change_end(bl, SC_NETHERWORLD);
  8194. }
  8195. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8196. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8197. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8198. if(dstmd)
  8199. mob_unlocktarget(dstmd,tick);
  8200. break;
  8201. // Mercenary Supportive Skills
  8202. case MER_BENEDICTION:
  8203. status_change_end(bl, SC_CURSE);
  8204. status_change_end(bl, SC_BLIND);
  8205. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8206. break;
  8207. case MER_COMPRESS:
  8208. status_change_end(bl, SC_BLEEDING);
  8209. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8210. break;
  8211. case MER_MENTALCURE:
  8212. status_change_end(bl, SC_CONFUSION);
  8213. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8214. break;
  8215. case MER_RECUPERATE:
  8216. status_change_end(bl, SC_POISON);
  8217. status_change_end(bl, SC_DPOISON);
  8218. status_change_end(bl, SC_SILENCE);
  8219. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8220. break;
  8221. case MER_REGAIN:
  8222. status_change_end(bl, SC_SLEEP);
  8223. status_change_end(bl, SC_STUN);
  8224. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8225. break;
  8226. case MER_TENDER:
  8227. status_change_end(bl, SC_FREEZE);
  8228. status_change_end(bl, SC_STONE);
  8229. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8230. break;
  8231. case MER_SCAPEGOAT:
  8232. if( mer && mer->master )
  8233. {
  8234. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8235. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8236. }
  8237. break;
  8238. case MER_ESTIMATION:
  8239. if( !mer )
  8240. break;
  8241. sd = mer->master;
  8242. case WZ_ESTIMATION:
  8243. if( sd == NULL )
  8244. break;
  8245. if( dstsd )
  8246. { // Fail on Players
  8247. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8248. break;
  8249. }
  8250. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8251. clif_skill_estimation(sd, bl);
  8252. if( skill_id == MER_ESTIMATION )
  8253. sd = NULL;
  8254. break;
  8255. case BS_REPAIRWEAPON:
  8256. if(sd && dstsd)
  8257. clif_item_repair_list(sd,dstsd,skill_lv);
  8258. break;
  8259. case MC_IDENTIFY:
  8260. if(sd) {
  8261. clif_item_identify_list(sd);
  8262. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8263. map_freeblock_unlock();
  8264. return 1;
  8265. }
  8266. else { // consume sp only if succeeded
  8267. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8268. status_zap(src,0,req.sp);
  8269. }
  8270. }
  8271. break;
  8272. // Weapon Refining [Celest]
  8273. case WS_WEAPONREFINE:
  8274. if(sd)
  8275. clif_item_refine_list(sd);
  8276. break;
  8277. case MC_VENDING:
  8278. if(sd)
  8279. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8280. if ( !pc_can_give_items(sd) )
  8281. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8282. else {
  8283. sd->state.prevend = 1;
  8284. sd->state.workinprogress = WIP_DISABLE_ALL;
  8285. sd->vend_skill_lv = skill_lv;
  8286. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8287. if (i < MAX_CART) {
  8288. // Save the cart before opening the vending UI
  8289. sd->state.pending_vending_ui = true;
  8290. intif_storage_save(sd, &sd->cart);
  8291. }
  8292. else{
  8293. // Instantly open the vending UI
  8294. sd->state.pending_vending_ui = false;
  8295. clif_openvendingreq(sd,2+skill_lv);
  8296. }
  8297. }
  8298. }
  8299. break;
  8300. case AL_TELEPORT:
  8301. case ALL_ODINS_RECALL:
  8302. if(sd)
  8303. {
  8304. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8305. clif_skill_teleportmessage(sd,0);
  8306. break;
  8307. }
  8308. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8309. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8310. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8311. break;
  8312. }
  8313. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8314. sd->hd->blockskill.clear();
  8315. sd->hd->blockskill.shrink_to_fit();
  8316. }
  8317. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8318. {
  8319. if( skill_lv == 1 )
  8320. pc_randomwarp(sd,CLR_TELEPORT);
  8321. else
  8322. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8323. break;
  8324. }
  8325. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8326. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8327. clif_skill_warppoint( sd, skill_id, skill_lv, "Random" );
  8328. else
  8329. clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map );
  8330. } else
  8331. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8332. break;
  8333. case NPC_EXPULSION:
  8334. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8335. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8336. break;
  8337. case AL_HOLYWATER:
  8338. if(sd) {
  8339. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8340. struct skill_unit* su;
  8341. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  8342. skill_delunit(su);
  8343. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8344. }
  8345. else
  8346. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8347. }
  8348. break;
  8349. case TF_PICKSTONE:
  8350. if(sd) {
  8351. unsigned char eflag;
  8352. struct item item_tmp;
  8353. struct block_list tbl;
  8354. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8355. memset(&item_tmp,0,sizeof(item_tmp));
  8356. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8357. item_tmp.nameid = ITEMID_STONE;
  8358. item_tmp.identify = 1;
  8359. tbl.id = 0;
  8360. // Commented because of duplicate animation [Lemongrass]
  8361. // At the moment this displays the pickup animation a second time
  8362. // If this is required in older clients, we need to add a version check here
  8363. //clif_takeitem(&sd->bl,&tbl);
  8364. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8365. if(eflag) {
  8366. clif_additem(sd,0,0,eflag);
  8367. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8368. }
  8369. }
  8370. break;
  8371. case ASC_CDP:
  8372. if(sd) {
  8373. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8374. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8375. else
  8376. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  8377. }
  8378. break;
  8379. case RG_STRIPWEAPON:
  8380. case RG_STRIPSHIELD:
  8381. case RG_STRIPARMOR:
  8382. case RG_STRIPHELM:
  8383. case ST_FULLSTRIP:
  8384. case GC_WEAPONCRUSH:
  8385. case SC_STRIPACCESSARY:
  8386. case ABC_STRIP_SHADOW: {
  8387. bool i;
  8388. //Special message when trying to use strip on FCP [Jobbie]
  8389. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8390. {
  8391. clif_gospel_info(sd, 0x28);
  8392. break;
  8393. }
  8394. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8395. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8396. //Nothing stripped.
  8397. if( sd && !i )
  8398. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8399. break;
  8400. }
  8401. case AM_BERSERKPITCHER:
  8402. case AM_POTIONPITCHER:
  8403. {
  8404. int j,hp = 0,sp = 0;
  8405. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8406. map_freeblock_unlock();
  8407. return 1;
  8408. }
  8409. if( sd ) {
  8410. int x,bonus=100;
  8411. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8412. x = skill_lv%11 - 1;
  8413. j = pc_search_inventory(sd, require.itemid[x]);
  8414. if (j < 0 || require.itemid[x] <= 0) {
  8415. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8416. map_freeblock_unlock();
  8417. return 1;
  8418. }
  8419. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8420. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8421. map_freeblock_unlock();
  8422. return 1;
  8423. }
  8424. if( skill_id == AM_BERSERKPITCHER ) {
  8425. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8426. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8427. map_freeblock_unlock();
  8428. return 1;
  8429. }
  8430. }
  8431. potion_flag = 1;
  8432. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8433. potion_target = bl->id;
  8434. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8435. potion_flag = potion_target = 0;
  8436. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8437. bonus += sd->status.base_level;
  8438. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8439. hp = tstatus->max_hp * potion_per_hp / 100;
  8440. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8441. if( dstsd ) {
  8442. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8443. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8444. }
  8445. } else {
  8446. if( potion_hp > 0 ) {
  8447. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8448. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8449. if( dstsd )
  8450. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8451. }
  8452. if( potion_sp > 0 ) {
  8453. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8454. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8455. if( dstsd )
  8456. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8457. }
  8458. }
  8459. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8460. hp += hp * bonus / 100;
  8461. }
  8462. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8463. sp += sp * bonus / 100;
  8464. }
  8465. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8466. hp += hp * j / 100;
  8467. sp += sp * j / 100;
  8468. }
  8469. } else {
  8470. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8471. switch (skill_lv) {
  8472. case 1: hp = 45; break;
  8473. case 2: hp = 105; break;
  8474. case 3: hp = 175; break;
  8475. default: hp = 325; break;
  8476. }
  8477. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8478. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8479. if( dstsd )
  8480. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8481. }
  8482. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8483. hp += hp * j / 100;
  8484. sp += sp * j / 100;
  8485. }
  8486. // Final heal increased by HPlus.
  8487. // Is this the right place for this??? [Rytech]
  8488. // Can HPlus also affect SP recovery???
  8489. if (sd && sstatus->hplus > 0) {
  8490. hp += hp * sstatus->hplus / 100;
  8491. sp += sp * sstatus->hplus / 100;
  8492. }
  8493. if (tsc && tsc->count) {
  8494. uint8 penalty = 0;
  8495. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8496. hp += hp / 10;
  8497. sp += sp / 10;
  8498. }
  8499. if (tsc->getSCE(SC_CRITICALWOUND))
  8500. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8501. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8502. penalty += 20;
  8503. if (tsc->getSCE(SC_NORECOVER_STATE))
  8504. penalty = 100;
  8505. if (penalty > 0) {
  8506. hp -= hp * penalty / 100;
  8507. sp -= sp * penalty / 100;
  8508. }
  8509. }
  8510. #ifdef RENEWAL
  8511. if (bl->type == BL_HOM)
  8512. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8513. #endif
  8514. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8515. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8516. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8517. if( sp > 0 )
  8518. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8519. if (tsc) {
  8520. #ifdef RENEWAL
  8521. if (tsc->getSCE(SC_EXTREMITYFIST2))
  8522. sp = 0;
  8523. #endif
  8524. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8525. hp = 0;
  8526. sp = 0;
  8527. }
  8528. }
  8529. status_heal(bl,hp,sp,0);
  8530. }
  8531. break;
  8532. case AM_CP_WEAPON:
  8533. case AM_CP_SHIELD:
  8534. case AM_CP_ARMOR:
  8535. case AM_CP_HELM:
  8536. {
  8537. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8538. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8540. map_freeblock_unlock(); // Don't consume item requirements
  8541. return 0;
  8542. }
  8543. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8544. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8545. }
  8546. break;
  8547. case AM_TWILIGHT1:
  8548. if (sd) {
  8549. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8550. //Prepare 200 White Potions.
  8551. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8552. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8553. }
  8554. break;
  8555. case AM_TWILIGHT2:
  8556. if (sd) {
  8557. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8558. //Prepare 200 Slim White Potions.
  8559. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8560. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8561. }
  8562. break;
  8563. case AM_TWILIGHT3:
  8564. if (sd) {
  8565. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8566. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8567. if( ebottle >= 0 )
  8568. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8569. //check if you can produce all three, if not, then fail:
  8570. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8571. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8572. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8573. || ebottle < 200 //200 empty bottle are required at total.
  8574. ) {
  8575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8576. break;
  8577. }
  8578. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8579. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8580. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8581. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8582. }
  8583. break;
  8584. case SA_DISPELL:
  8585. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8586. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  8587. break; // Outside PvP it should only affect party members and no skill fail message
  8588. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8589. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8590. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8591. || rnd()%100 >= 50+10*skill_lv)
  8592. {
  8593. if (sd)
  8594. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8595. break;
  8596. }
  8597. if(status_isimmune(bl))
  8598. break;
  8599. //Remove bonus_script by Dispell
  8600. if (dstsd)
  8601. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8602. if(!tsc || !tsc->count)
  8603. break;
  8604. //Statuses that can't be Dispelled
  8605. for (const auto &it : status_db) {
  8606. sc_type status = static_cast<sc_type>(it.first);
  8607. if (!tsc->getSCE(status))
  8608. continue;
  8609. if (it.second->flag[SCF_NODISPELL])
  8610. continue;
  8611. switch (status) {
  8612. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8613. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8614. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8615. case SC_FORTUNE: case SC_SERVICE4U:
  8616. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8617. continue; //If in song area don't end it, even if config enabled
  8618. break;
  8619. case SC_ASSUMPTIO:
  8620. if( bl->type == BL_MOB )
  8621. continue;
  8622. break;
  8623. }
  8624. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8625. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8626. status_change_end(bl, status);
  8627. }
  8628. break;
  8629. }
  8630. //Affect all targets on splash area.
  8631. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8632. src, skill_id, skill_lv, tick, flag|1,
  8633. skill_castend_damage_id);
  8634. break;
  8635. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8636. {
  8637. short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8638. #ifdef RENEWAL
  8639. |BLOWN_DONT_SEND_PACKET
  8640. #endif
  8641. ));
  8642. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8643. #ifdef RENEWAL
  8644. if(blew_count > 0)
  8645. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8646. #else
  8647. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8648. #endif
  8649. }
  8650. break;
  8651. case TK_HIGHJUMP:
  8652. {
  8653. int x,y, dir = unit_getdir(src);
  8654. struct map_data *mapdata = &map[src->m];
  8655. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8656. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  8657. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  8658. ) {
  8659. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8660. break;
  8661. } else if(dir%2) {
  8662. //Diagonal
  8663. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8664. y = src->y + diry[dir]*(skill_lv*4)/3;
  8665. } else {
  8666. x = src->x + dirx[dir]*skill_lv*2;
  8667. y = src->y + diry[dir]*skill_lv*2;
  8668. }
  8669. int x1 = x + dirx[dir];
  8670. int y1 = y + diry[dir];
  8671. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8672. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8673. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8674. unit_movepos(src, x, y, 1, 0))
  8675. clif_blown(src);
  8676. }
  8677. break;
  8678. case SA_CASTCANCEL:
  8679. case SO_SPELLFIST:
  8680. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8681. unit_skillcastcancel(src,1);
  8682. if(sd) {
  8683. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8684. if( skill_id == SO_SPELLFIST ){
  8685. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8686. sd->skill_id_old = sd->skill_lv_old = 0;
  8687. break;
  8688. }
  8689. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8690. if(sp < 0) sp = 0;
  8691. status_zap(src, 0, sp);
  8692. }
  8693. break;
  8694. case SA_SPELLBREAKER:
  8695. {
  8696. int sp;
  8697. if(tsc && tsc->getSCE(SC_MAGICROD)) {
  8698. sp = skill_get_sp(skill_id,skill_lv);
  8699. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  8700. if(sp < 1) sp = 1;
  8701. status_heal(bl,0,sp,2);
  8702. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  8703. } else {
  8704. struct unit_data *ud = unit_bl2ud(bl);
  8705. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  8706. if (!ud || ud->skilltimer == INVALID_TIMER)
  8707. break; //Nothing to cancel.
  8708. bl_skill_id = ud->skill_id;
  8709. bl_skill_lv = ud->skill_lv;
  8710. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8711. if (rnd()%100 < 90)
  8712. {
  8713. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8714. break;
  8715. }
  8716. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  8717. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  8718. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8719. unit_skillcastcancel(bl,0);
  8720. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  8721. status_zap(bl, hp, sp);
  8722. if (hp && skill_lv >= 5)
  8723. hp /= 2; //Recover half damaged HP at level 5 [Skotlex]
  8724. else
  8725. hp = 0;
  8726. if (sp) //Recover some of the SP used
  8727. sp = sp*(25*(skill_lv-1))/100;
  8728. if(hp || sp)
  8729. status_heal(src, hp, sp, 2);
  8730. }
  8731. }
  8732. break;
  8733. case SA_MAGICROD:
  8734. #ifdef RENEWAL
  8735. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8736. #endif
  8737. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8738. break;
  8739. case SA_AUTOSPELL:
  8740. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8741. if (sd) {
  8742. sd->state.workinprogress = WIP_DISABLE_ALL;
  8743. clif_autospell(sd,skill_lv);
  8744. } else {
  8745. int maxlv=1,spellid=0;
  8746. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8747. if(skill_lv >= 10) {
  8748. spellid = MG_FROSTDIVER;
  8749. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8750. // maxlv = 10;
  8751. // else
  8752. maxlv = skill_lv - 9;
  8753. }
  8754. else if(skill_lv >=8) {
  8755. spellid = MG_FIREBALL;
  8756. maxlv = skill_lv - 7;
  8757. }
  8758. else if(skill_lv >=5) {
  8759. spellid = MG_SOULSTRIKE;
  8760. maxlv = skill_lv - 4;
  8761. }
  8762. else if(skill_lv >=2) {
  8763. int i_rnd = rnd()%3;
  8764. spellid = spellarray[i_rnd];
  8765. maxlv = skill_lv - 1;
  8766. }
  8767. else if(skill_lv > 0) {
  8768. spellid = MG_NAPALMBEAT;
  8769. maxlv = 3;
  8770. }
  8771. if(spellid > 0)
  8772. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8773. skill_get_time(SA_AUTOSPELL,skill_lv));
  8774. }
  8775. break;
  8776. case BS_GREED:
  8777. if(sd){
  8778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8779. map_foreachinallrange(skill_greed,bl,
  8780. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8781. }
  8782. break;
  8783. case SA_ELEMENTWATER:
  8784. case SA_ELEMENTFIRE:
  8785. case SA_ELEMENTGROUND:
  8786. case SA_ELEMENTWIND:
  8787. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8788. break;
  8789. case NPC_ATTRICHANGE:
  8790. case NPC_CHANGEWATER:
  8791. case NPC_CHANGEGROUND:
  8792. case NPC_CHANGEFIRE:
  8793. case NPC_CHANGEWIND:
  8794. case NPC_CHANGEPOISON:
  8795. case NPC_CHANGEHOLY:
  8796. case NPC_CHANGEDARKNESS:
  8797. case NPC_CHANGETELEKINESIS:
  8798. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8799. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8800. skill_get_time(skill_id, skill_lv)));
  8801. break;
  8802. case NPC_PROVOCATION:
  8803. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8804. if (md) mob_unlocktarget(md, tick);
  8805. break;
  8806. case NPC_REBIRTH:
  8807. if( md && md->state.rebirth )
  8808. break; // only works once
  8809. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8810. break;
  8811. case NPC_DARKBLESSING:
  8812. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8813. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8814. break;
  8815. case NPC_LICK:
  8816. status_zap(bl, 0, 100);
  8817. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8818. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8819. break;
  8820. case NPC_SUICIDE:
  8821. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8822. status_kill(src); //When suiciding, neither exp nor drops is given.
  8823. break;
  8824. case NPC_SUMMONSLAVE:
  8825. case NPC_SUMMONMONSTER:
  8826. case NPC_DEATHSUMMON:
  8827. if(md && md->skill_idx >= 0)
  8828. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8829. break;
  8830. case NPC_CALLSLAVE:
  8831. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8832. break;
  8833. case NPC_RANDOMMOVE:
  8834. if (md) {
  8835. md->next_walktime = tick - 1;
  8836. if (md->special_state.ai == AI_SPHERE)
  8837. unit_escape(&md->bl, bl, 7, 2);
  8838. else
  8839. mob_randomwalk(md,tick);
  8840. }
  8841. break;
  8842. case NPC_SPEEDUP:
  8843. {
  8844. // or does it increase casting rate? just a guess xD
  8845. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8846. if (i_type > SC_ASPDPOTION3)
  8847. i_type = SC_ASPDPOTION3;
  8848. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8849. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8850. }
  8851. break;
  8852. case NPC_REVENGE:
  8853. // not really needed... but adding here anyway ^^
  8854. if (md && md->master_id > 0) {
  8855. struct block_list *mbl, *tbl;
  8856. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8857. (tbl = battle_gettargeted(mbl)) == NULL)
  8858. break;
  8859. md->state.provoke_flag = tbl->id;
  8860. mob_target(md, tbl, sstatus->rhw.range);
  8861. }
  8862. break;
  8863. case NPC_RUN:
  8864. if (md) {
  8865. block_list* tbl = map_id2bl(md->target_id);
  8866. if (tbl) {
  8867. mob_unlocktarget(md, tick);
  8868. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8869. }
  8870. }
  8871. break;
  8872. case NPC_TRANSFORMATION:
  8873. case NPC_METAMORPHOSIS:
  8874. if(md && md->skill_idx >= 0) {
  8875. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  8876. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8877. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  8878. if (class_) mob_class_change(md, class_);
  8879. }
  8880. break;
  8881. case NPC_EMOTION_ON:
  8882. case NPC_EMOTION:
  8883. //val[0] is the emotion to use.
  8884. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8885. //val[1] 'sets' the mode
  8886. //val[2] adds to the current mode
  8887. //val[3] removes from the current mode
  8888. //val[4] if set, asks to delete the previous mode change.
  8889. if(md && md->skill_idx >= 0 && tsc)
  8890. {
  8891. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8892. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8893. status_change_end(bl, type);
  8894. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8895. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8896. mob_unlocktarget(md,tick);
  8897. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8898. sc_start4(src,src, type, 100, skill_lv,
  8899. md->db->skill[md->skill_idx]->val[1],
  8900. md->db->skill[md->skill_idx]->val[2],
  8901. md->db->skill[md->skill_idx]->val[3],
  8902. skill_get_time(skill_id, skill_lv));
  8903. //Reset aggressive state depending on resulting mode
  8904. if (!battle_config.npc_emotion_behavior)
  8905. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8906. }
  8907. break;
  8908. case NPC_POWERUP:
  8909. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8910. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8911. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8912. break;
  8913. case NPC_AGIUP:
  8914. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8915. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8916. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8917. break;
  8918. case NPC_INVISIBLE:
  8919. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8920. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8921. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8922. break;
  8923. case NPC_SIEGEMODE:
  8924. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  8925. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8926. break;
  8927. case WE_MALE: {
  8928. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8929. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8930. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8931. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8932. }
  8933. }
  8934. break;
  8935. case WE_FEMALE: {
  8936. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8937. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8938. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8939. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8940. }
  8941. }
  8942. break;
  8943. // parent-baby skills
  8944. case WE_BABY:
  8945. if(sd){
  8946. map_session_data *f_sd = pc_get_father(sd);
  8947. map_session_data *m_sd = pc_get_mother(sd);
  8948. if( (!f_sd && !m_sd) // if neither was found
  8949. || (sd->status.party_id != 0 && //not in same party
  8950. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8951. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8952. ))
  8953. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8954. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8955. ) {
  8956. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8957. map_freeblock_unlock();
  8958. return 0;
  8959. }
  8960. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8961. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8962. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8963. }
  8964. break;
  8965. case WE_CALLALLFAMILY:
  8966. if (sd) {
  8967. map_session_data *p_sd = pc_get_partner(sd);
  8968. map_session_data *c_sd = pc_get_child(sd);
  8969. if (!p_sd && !c_sd) { // Fail if no family members are found
  8970. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8971. map_freeblock_unlock();
  8972. return 1;
  8973. }
  8974. // Partner must be on the same map and in same party
  8975. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8976. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8977. // Child must be on the same map and in same party as the parent casting
  8978. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8979. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8980. }
  8981. break;
  8982. case WE_ONEFOREVER:
  8983. if (sd) {
  8984. map_session_data *p_sd = pc_get_partner(sd);
  8985. map_session_data *c_sd = pc_get_child(sd);
  8986. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8987. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8988. map_freeblock_unlock();
  8989. return 1;
  8990. }
  8991. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8992. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8993. break;
  8994. }
  8995. if (status_isdead(bl)) {
  8996. int per = 30, sper = 0;
  8997. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8998. break;
  8999. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9000. break;
  9001. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9002. break;
  9003. if (dstsd->special_state.restart_full_recover)
  9004. per = sper = 100;
  9005. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9006. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9007. }
  9008. }
  9009. break;
  9010. case WE_CHEERUP:
  9011. if (sd) {
  9012. map_session_data *f_sd = pc_get_father(sd);
  9013. map_session_data *m_sd = pc_get_mother(sd);
  9014. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9015. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9016. map_freeblock_unlock();
  9017. return 1;
  9018. }
  9019. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9020. if (dstsd == f_sd || dstsd == m_sd)
  9021. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9022. } else
  9023. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  9024. }
  9025. break;
  9026. case PF_HPCONVERSION:
  9027. {
  9028. int hp, sp;
  9029. hp = sstatus->max_hp/10;
  9030. sp = hp * 10 * skill_lv / 100;
  9031. if (!status_charge(src,hp,0)) {
  9032. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9033. break;
  9034. }
  9035. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9036. status_heal(bl,0,sp,2);
  9037. }
  9038. break;
  9039. case MA_REMOVETRAP:
  9040. case HT_REMOVETRAP:
  9041. {
  9042. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9043. std::shared_ptr<s_skill_unit_group> sg;
  9044. std::shared_ptr<s_skill_db> skill_group;
  9045. // Mercenaries can remove any trap
  9046. // Players can only remove their own traps or traps on Vs maps.
  9047. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  9048. {
  9049. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9050. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9051. { // prevent picking up expired traps
  9052. if( battle_config.skill_removetrap_type )
  9053. { // get back all items used to deploy the trap
  9054. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9055. {
  9056. if( skill_group->require.itemid[i] > 0 )
  9057. {
  9058. int flag2;
  9059. struct item item_tmp;
  9060. memset(&item_tmp,0,sizeof(item_tmp));
  9061. item_tmp.nameid = skill_group->require.itemid[i];
  9062. item_tmp.identify = 1;
  9063. item_tmp.amount = skill_group->require.amount[i];
  9064. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9065. clif_additem(sd,0,0,flag2);
  9066. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9067. }
  9068. }
  9069. }
  9070. }
  9071. else
  9072. { // get back 1 trap
  9073. struct item item_tmp;
  9074. memset(&item_tmp,0,sizeof(item_tmp));
  9075. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9076. item_tmp.identify = 1;
  9077. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9078. {
  9079. clif_additem(sd,0,0,flag);
  9080. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9081. }
  9082. }
  9083. }
  9084. skill_delunit(su);
  9085. }else if(sd)
  9086. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9087. }
  9088. break;
  9089. case HT_SPRINGTRAP:
  9090. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9091. {
  9092. struct skill_unit *su=NULL;
  9093. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9094. switch(su->group->unit_id){
  9095. case UNT_ANKLESNARE: // ankle snare
  9096. if (su->group->val2 != 0)
  9097. // if it is already trapping something don't spring it,
  9098. // remove trap should be used instead
  9099. break;
  9100. // otherwise fallthrough to below
  9101. case UNT_BLASTMINE:
  9102. case UNT_SKIDTRAP:
  9103. case UNT_LANDMINE:
  9104. case UNT_SHOCKWAVE:
  9105. case UNT_SANDMAN:
  9106. case UNT_FLASHER:
  9107. case UNT_FREEZINGTRAP:
  9108. case UNT_CLAYMORETRAP:
  9109. case UNT_TALKIEBOX:
  9110. su->group->unit_id = UNT_USED_TRAPS;
  9111. clif_changetraplook(bl, UNT_USED_TRAPS);
  9112. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9113. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9114. }
  9115. }
  9116. }
  9117. break;
  9118. case BD_ENCORE:
  9119. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9120. if(sd)
  9121. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9122. break;
  9123. case TR_RETROSPECTION:
  9124. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9125. if (sd)
  9126. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9127. break;
  9128. case AS_SPLASHER:
  9129. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9130. // Renewal dropped the 3/4 hp requirement
  9131. #ifndef RENEWAL
  9132. || tstatus-> hp > tstatus->max_hp*3/4
  9133. #endif
  9134. ) {
  9135. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9136. map_freeblock_unlock();
  9137. return 1;
  9138. }
  9139. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9140. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9141. #ifndef RENEWAL
  9142. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  9143. #endif
  9144. break;
  9145. case PF_MINDBREAKER:
  9146. {
  9147. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9148. map_freeblock_unlock();
  9149. return 1;
  9150. }
  9151. if (tsce)
  9152. { //HelloKitty2 (?) explained that this silently fails when target is
  9153. //already inflicted. [Skotlex]
  9154. map_freeblock_unlock();
  9155. return 1;
  9156. }
  9157. //Has a 55% + skill_lv*5% success chance.
  9158. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9159. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9160. {
  9161. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9162. map_freeblock_unlock();
  9163. return 0;
  9164. }
  9165. unit_skillcastcancel(bl,0);
  9166. if (dstmd)
  9167. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9168. }
  9169. break;
  9170. case PF_SOULCHANGE:
  9171. {
  9172. unsigned int sp1 = 0, sp2 = 0;
  9173. if (dstmd) {
  9174. if (dstmd->state.soul_change_flag) {
  9175. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9176. break;
  9177. }
  9178. dstmd->state.soul_change_flag = 1;
  9179. sp2 = sstatus->max_sp * 3 /100;
  9180. status_heal(src, 0, sp2, 2);
  9181. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9182. break;
  9183. }
  9184. sp1 = sstatus->sp;
  9185. sp2 = tstatus->sp;
  9186. #ifdef RENEWAL
  9187. sp1 = sp1 / 2;
  9188. sp2 = sp2 / 2;
  9189. if (tsc && tsc->getSCE(SC_EXTREMITYFIST2))
  9190. sp1 = tstatus->sp;
  9191. #endif
  9192. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9193. sp1 = tstatus->sp;
  9194. status_set_sp(src, sp2, 3);
  9195. status_set_sp(bl, sp1, 3);
  9196. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9197. }
  9198. break;
  9199. // Slim Pitcher
  9200. case CR_SLIMPITCHER:
  9201. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9202. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9203. break;
  9204. if (potion_hp || potion_sp) {
  9205. int hp = potion_hp, sp = potion_sp;
  9206. hp = hp * (100 + (tstatus->vit * 2))/100;
  9207. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9208. if (dstsd) {
  9209. if (hp)
  9210. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9211. if (sp)
  9212. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9213. }
  9214. if (tsc && tsc->count) {
  9215. uint8 penalty = 0;
  9216. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9217. hp += hp / 10;
  9218. sp += sp / 10;
  9219. }
  9220. if (tsc->getSCE(SC_CRITICALWOUND))
  9221. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9222. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9223. penalty += 20;
  9224. if (tsc->getSCE(SC_NORECOVER_STATE))
  9225. penalty = 100;
  9226. if (penalty > 0) {
  9227. hp -= hp * penalty / 100;
  9228. sp -= sp * penalty / 100;
  9229. }
  9230. }
  9231. if(hp > 0)
  9232. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  9233. if(sp > 0)
  9234. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  9235. status_heal(bl,hp,sp,0);
  9236. }
  9237. break;
  9238. // Full Chemical Protection
  9239. case CR_FULLPROTECTION:
  9240. {
  9241. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9242. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9243. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9244. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9245. continue;
  9246. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9247. s++;
  9248. }
  9249. if( sd && !s ){
  9250. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9251. map_freeblock_unlock(); // Don't consume item requirements
  9252. return 0;
  9253. }
  9254. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9255. }
  9256. break;
  9257. case RG_CLEANER: //AppleGirl
  9258. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9259. break;
  9260. #ifndef RENEWAL
  9261. case CG_LONGINGFREEDOM:
  9262. {
  9263. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9264. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9265. {
  9266. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9267. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9268. }
  9269. }
  9270. break;
  9271. #endif
  9272. case CG_TAROTCARD:
  9273. {
  9274. int card = -1;
  9275. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9276. //Target currently has the SUN tarot card effect and is immune to any other effect
  9277. map_freeblock_unlock();
  9278. return 0;
  9279. }
  9280. if( rnd() % 100 > skill_lv * 8 ||
  9281. #ifndef RENEWAL
  9282. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9283. #endif
  9284. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9285. if( sd )
  9286. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9287. map_freeblock_unlock();
  9288. return 0;
  9289. }
  9290. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9291. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9292. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9293. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9294. }
  9295. break;
  9296. case SL_ALCHEMIST:
  9297. case SL_ASSASIN:
  9298. case SL_BARDDANCER:
  9299. case SL_BLACKSMITH:
  9300. case SL_CRUSADER:
  9301. case SL_HUNTER:
  9302. case SL_KNIGHT:
  9303. case SL_MONK:
  9304. case SL_PRIEST:
  9305. case SL_ROGUE:
  9306. case SL_SAGE:
  9307. case SL_SOULLINKER:
  9308. case SL_STAR:
  9309. case SL_SUPERNOVICE:
  9310. case SL_WIZARD:
  9311. case SL_HIGH:
  9312. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9313. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9314. // 1% chance to erase death count on successful cast
  9315. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9316. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9317. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9318. status_calc_pc( dstsd, SCO_NONE );
  9319. }
  9320. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9321. }else{
  9322. if( sd ){
  9323. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  9324. }
  9325. }
  9326. break;
  9327. case SP_SOULGOLEM:
  9328. case SP_SOULSHADOW:
  9329. case SP_SOULFALCON:
  9330. case SP_SOULFAIRY:
  9331. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9332. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9333. }else{
  9334. if( sd ){
  9335. clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
  9336. }
  9337. }
  9338. break;
  9339. case SP_SOULREVOLVE:
  9340. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9341. if (sd)
  9342. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9343. break;
  9344. }
  9345. status_heal(bl, 0, 50*skill_lv, 2);
  9346. status_change_end(bl, SC_SPIRIT);
  9347. status_change_end(bl, SC_SOULGOLEM);
  9348. status_change_end(bl, SC_SOULSHADOW);
  9349. status_change_end(bl, SC_SOULFALCON);
  9350. status_change_end(bl, SC_SOULFAIRY);
  9351. break;
  9352. case SL_SWOO:
  9353. if (tsce) {
  9354. if(sd)
  9355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9356. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9357. status_change_end(bl, SC_SWOO);
  9358. break;
  9359. }
  9360. case SL_SKA: // [marquis007]
  9361. case SL_SKE:
  9362. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9363. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9364. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9365. break;
  9366. }
  9367. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9368. if (skill_id == SL_SKE)
  9369. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9370. break;
  9371. // New guild skills [Celest]
  9372. case GD_BATTLEORDER:
  9373. case GD_REGENERATION:
  9374. case GD_RESTORE:
  9375. case GD_EMERGENCY_MOVE:
  9376. if(flag&1) {
  9377. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9378. if( skill_id == GD_RESTORE )
  9379. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9380. else
  9381. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9382. }
  9383. } else if (status_get_guild_id(src)) {
  9384. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9385. map_foreachinallrange(skill_area_sub, src,
  9386. skill_get_splash(skill_id, skill_lv), BL_PC,
  9387. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9388. skill_castend_nodamage_id);
  9389. if (sd)
  9390. #ifdef RENEWAL
  9391. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9392. #else
  9393. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9394. #endif
  9395. }
  9396. break;
  9397. case GD_EMERGENCYCALL:
  9398. case GD_ITEMEMERGENCYCALL:
  9399. {
  9400. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9401. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9402. uint8 j = 0, calls = 0, called = 0;
  9403. // i don't know if it actually summons in a circle, but oh well. ;P
  9404. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9405. if (!g)
  9406. break;
  9407. if (skill_id == GD_ITEMEMERGENCYCALL)
  9408. switch (skill_lv) {
  9409. case 1: calls = 7; break;
  9410. case 2: calls = 12; break;
  9411. case 3: calls = 20; break;
  9412. default: calls = 0; break;
  9413. }
  9414. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9415. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9416. if (j > 8)
  9417. j = 0;
  9418. if ((dstsd = g->guild.member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9419. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9420. continue;
  9421. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9422. continue;
  9423. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9424. dx[j] = dy[j] = 0;
  9425. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9426. called++;
  9427. }
  9428. }
  9429. if (sd)
  9430. #ifdef RENEWAL
  9431. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9432. #else
  9433. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9434. #endif
  9435. }
  9436. break;
  9437. case GD_CHARGESHOUT_FLAG:
  9438. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9439. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9440. if (md) {
  9441. sd->guild->chargeshout_flag_id = md->bl.id;
  9442. md->master_id = src->id;
  9443. if (md->deletetimer != INVALID_TIMER)
  9444. delete_timer(md->deletetimer, mob_timer_delete);
  9445. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9446. mob_spawn(md);
  9447. }
  9448. }
  9449. break;
  9450. case GD_CHARGESHOUT_BEATING:
  9451. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9452. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9453. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9454. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9455. else
  9456. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9457. } else
  9458. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9459. break;
  9460. case SG_FEEL:
  9461. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9462. if (sd) {
  9463. if(!sd->feel_map[skill_lv-1].index)
  9464. clif_feel_req(sd->fd,sd, skill_lv);
  9465. else
  9466. clif_feel_info(sd, skill_lv-1, 1);
  9467. }
  9468. break;
  9469. case SG_HATE:
  9470. if (sd) {
  9471. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9472. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9473. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9474. }
  9475. break;
  9476. case SJ_DOCUMENT:
  9477. if (sd) {
  9478. switch (skill_lv) {
  9479. case 1:
  9480. pc_resetfeel(sd);
  9481. break;
  9482. case 2:
  9483. pc_resethate(sd);
  9484. break;
  9485. case 3:
  9486. pc_resetfeel(sd);
  9487. pc_resethate(sd);
  9488. break;
  9489. }
  9490. }
  9491. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9492. break;
  9493. case GS_GLITTERING:
  9494. if(sd) {
  9495. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9496. if(rnd()%100 < (20+10*skill_lv))
  9497. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9498. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9499. pc_delspiritball(sd,1,0);
  9500. }
  9501. break;
  9502. case GS_CRACKER:
  9503. /* per official standards, this skill works on players and mobs. */
  9504. if (sd && (dstsd || dstmd))
  9505. {
  9506. i =65 -5*distance_bl(src,bl); //Base rate
  9507. if (i < 30) i = 30;
  9508. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9509. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9510. }
  9511. break;
  9512. case AM_CALLHOMUN: //[orn]
  9513. if (sd && !hom_call(sd))
  9514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9515. #ifdef RENEWAL
  9516. else if (sd && hom_is_active(sd->hd))
  9517. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9518. #endif
  9519. break;
  9520. case AM_REST:
  9521. if (sd) {
  9522. if (hom_vaporize(sd,HOM_ST_REST))
  9523. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9524. else
  9525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9526. }
  9527. break;
  9528. case HAMI_CASTLE: //[orn]
  9529. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9530. int x = src->x, y = src->y;
  9531. if (hd)
  9532. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9533. // Move source
  9534. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9535. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9536. clif_blown(src);
  9537. // Move target
  9538. if (unit_movepos(bl,x,y,0,0)) {
  9539. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9540. clif_blown(bl);
  9541. }
  9542. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9543. }
  9544. }
  9545. else if (hd && hd->master) // Failed
  9546. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  9547. else if (sd)
  9548. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9549. break;
  9550. case HVAN_CHAOTIC: //[orn]
  9551. {
  9552. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9553. int r = rnd()%100;
  9554. i = (skill_lv-1)%5;
  9555. if(r<per[i][0]) //Self
  9556. bl = src;
  9557. else if(r<per[i][1]) //Master
  9558. bl = battle_get_master(src);
  9559. else //Enemy
  9560. bl = map_id2bl(battle_gettarget(src));
  9561. if (!bl) bl = src;
  9562. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9563. //Eh? why double skill packet?
  9564. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9565. clif_skill_nodamage(src,bl,skill_id,i,1);
  9566. status_heal(bl, i, 0, 0);
  9567. }
  9568. break;
  9569. //Homun single-target support skills [orn]
  9570. case HAMI_BLOODLUST:
  9571. case HFLI_FLEET:
  9572. case HFLI_SPEED:
  9573. case HLIF_CHANGE:
  9574. case MH_ANGRIFFS_MODUS:
  9575. case MH_GOLDENE_FERSE:
  9576. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9577. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9578. if (hd)
  9579. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9580. break;
  9581. case NPC_DRAGONFEAR:
  9582. if (flag&1) {
  9583. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9584. int j;
  9585. j = i = rnd()%ARRAYLENGTH(sc);
  9586. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9587. i++;
  9588. if ( i == ARRAYLENGTH(sc) )
  9589. i = 0;
  9590. if (i == j)
  9591. break;
  9592. }
  9593. break;
  9594. }
  9595. case NPC_WIDEBLEEDING:
  9596. case NPC_WIDEBLEEDING2:
  9597. case NPC_WIDECONFUSE:
  9598. case NPC_WIDECONFUSE2:
  9599. case NPC_WIDECURSE:
  9600. case NPC_WIDECURSE2:
  9601. case NPC_WIDEFREEZE:
  9602. case NPC_WIDEFREEZE2:
  9603. case NPC_WIDESLEEP:
  9604. case NPC_WIDESLEEP2:
  9605. case NPC_WIDESILENCE:
  9606. case NPC_WIDESILENCE2:
  9607. case NPC_WIDESTONE:
  9608. case NPC_WIDESTONE2:
  9609. case NPC_WIDESTUN:
  9610. case NPC_WIDESTUN2:
  9611. case NPC_SLOWCAST:
  9612. case NPC_WIDEHELLDIGNITY:
  9613. case NPC_WIDEHEALTHFEAR:
  9614. case NPC_WIDEBODYBURNNING:
  9615. case NPC_WIDEFROSTMISTY:
  9616. case NPC_WIDECOLD:
  9617. case NPC_WIDE_DEEP_SLEEP:
  9618. case NPC_WIDESIREN:
  9619. case NPC_WIDEWEB:
  9620. if (flag&1){
  9621. switch ( type ) {
  9622. case SC_BURNING:
  9623. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9624. break;
  9625. case SC_STONEWAIT:
  9626. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9627. break;
  9628. default:
  9629. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9630. }
  9631. }
  9632. else {
  9633. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9634. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9635. map_foreachinallrange(skill_area_sub, bl,
  9636. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9637. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9638. skill_castend_nodamage_id);
  9639. }
  9640. break;
  9641. case NPC_WIDESOULDRAIN:
  9642. if (flag&1)
  9643. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9644. else {
  9645. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9646. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9647. map_foreachinallrange(skill_area_sub, bl,
  9648. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9649. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9650. skill_castend_nodamage_id);
  9651. }
  9652. break;
  9653. case NPC_FIRESTORM: {
  9654. int sflag = flag;
  9655. if( skill_lv > 1 )
  9656. sflag |= 4;
  9657. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9658. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9659. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9660. }
  9661. break;
  9662. case ALL_PARTYFLEE:
  9663. if( sd && !(flag&1) ) {
  9664. if( !sd->status.party_id ) {
  9665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9666. break;
  9667. }
  9668. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9669. } else
  9670. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9671. break;
  9672. case NPC_TALK:
  9673. case ALL_WEWISH:
  9674. case ALL_CATCRY:
  9675. case ALL_DREAM_SUMMERNIGHT:
  9676. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9677. break;
  9678. case ALL_BUYING_STORE:
  9679. if( sd )
  9680. {// players only, skill allows 5 buying slots
  9681. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9682. }
  9683. break;
  9684. case RK_ENCHANTBLADE:
  9685. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9686. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  9687. break;
  9688. case RK_DRAGONHOWLING:
  9689. if( flag&1)
  9690. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9691. else
  9692. {
  9693. skill_area_temp[2] = 0;
  9694. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9695. map_foreachinallrange(skill_area_sub, src,
  9696. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9697. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9698. skill_castend_nodamage_id);
  9699. }
  9700. break;
  9701. case LG_EARTHDRIVE: {
  9702. int dummy = 1;
  9703. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9704. i = skill_get_splash(skill_id,skill_lv);
  9705. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  9706. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9707. }
  9708. break;
  9709. case RK_LUXANIMA:
  9710. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9711. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9712. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9713. break;
  9714. case RK_GIANTGROWTH:
  9715. case RK_STONEHARDSKIN:
  9716. case RK_VITALITYACTIVATION:
  9717. case RK_ABUNDANCE:
  9718. case RK_CRUSHSTRIKE:
  9719. case RK_REFRESH:
  9720. case RK_MILLENNIUMSHIELD:
  9721. if (sd) {
  9722. uint8 rune_level = 1; // RK_GIANTGROWTH
  9723. if (skill_id == RK_VITALITYACTIVATION)
  9724. rune_level = 2;
  9725. else if (skill_id == RK_STONEHARDSKIN)
  9726. rune_level = 4;
  9727. else if (skill_id == RK_ABUNDANCE)
  9728. rune_level = 6;
  9729. else if (skill_id == RK_CRUSHSTRIKE)
  9730. rune_level = 7;
  9731. else if (skill_id == RK_REFRESH)
  9732. rune_level = 8;
  9733. else if (skill_id == RK_MILLENNIUMSHIELD)
  9734. rune_level = 9;
  9735. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9736. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9737. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9738. else if (skill_id == RK_STONEHARDSKIN)
  9739. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  9740. } else
  9741. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9742. }
  9743. break;
  9744. case NPC_MILLENNIUMSHIELD:
  9745. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9746. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9747. break;
  9748. case RK_FIGHTINGSPIRIT: {
  9749. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9750. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9751. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9752. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9753. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9754. break;
  9755. }
  9756. case GC_ROLLINGCUTTER:
  9757. {
  9758. short count = 1;
  9759. skill_area_temp[2] = 0;
  9760. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  9761. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9762. { // Every time the skill is casted the status change is reseted adding a counter.
  9763. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9764. if( count > 10 )
  9765. count = 10; // Max coounter
  9766. status_change_end(bl, SC_ROLLINGCUTTER);
  9767. }
  9768. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9769. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9770. }
  9771. break;
  9772. case GC_WEAPONBLOCKING:
  9773. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9774. status_change_end(bl, SC_WEAPONBLOCKING);
  9775. else
  9776. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9777. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9778. break;
  9779. case GC_CREATENEWPOISON:
  9780. if( sd )
  9781. {
  9782. clif_skill_produce_mix_list(sd,skill_id,25);
  9783. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9784. }
  9785. break;
  9786. case GC_POISONINGWEAPON:
  9787. if( sd ) {
  9788. clif_poison_list(sd,skill_lv);
  9789. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9790. }
  9791. break;
  9792. case GC_ANTIDOTE:
  9793. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9794. if( tsc )
  9795. {
  9796. status_change_end(bl, SC_PARALYSE);
  9797. status_change_end(bl, SC_PYREXIA);
  9798. status_change_end(bl, SC_DEATHHURT);
  9799. status_change_end(bl, SC_LEECHESEND);
  9800. status_change_end(bl, SC_VENOMBLEED);
  9801. status_change_end(bl, SC_MAGICMUSHROOM);
  9802. status_change_end(bl, SC_TOXIN);
  9803. status_change_end(bl, SC_OBLIVIONCURSE);
  9804. }
  9805. break;
  9806. case GC_PHANTOMMENACE:
  9807. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9808. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9809. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9810. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9811. break;
  9812. case GC_HALLUCINATIONWALK:
  9813. {
  9814. int heal = status_get_max_hp(bl) / 10;
  9815. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9816. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9817. break;
  9818. }
  9819. if( !status_charge(bl,heal,0) )
  9820. {
  9821. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9822. break;
  9823. }
  9824. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9825. }
  9826. break;
  9827. case AB_ANCILLA:
  9828. if( sd ) {
  9829. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9830. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9831. }
  9832. break;
  9833. case AB_CLEMENTIA:
  9834. case AB_CANTO:
  9835. {
  9836. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9837. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9838. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9839. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9840. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9841. else if( sd )
  9842. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9843. }
  9844. break;
  9845. case AB_PRAEFATIO:
  9846. case AB_RENOVATIO:
  9847. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9848. if (skill_id == AB_PRAEFATIO)
  9849. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  9850. else
  9851. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9852. } else if( sd )
  9853. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9854. break;
  9855. case AB_CHEAL:
  9856. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9857. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9858. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9859. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9860. if( partycount > 1 )
  9861. i += (i / 100) * (partycount * 10) / 4;
  9862. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  9863. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  9864. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9865. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9866. i = ~i + 1;
  9867. status_heal(bl, i, 0, 0);
  9868. }
  9869. } else if( sd )
  9870. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9871. break;
  9872. case NPC_CHEAL:
  9873. if( flag&1 ) {
  9874. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9875. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  9876. if (status_isimmune(bl))
  9877. i = 0;
  9878. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9879. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9880. i = ~i + 1;
  9881. status_heal(bl, i, 0, 0);
  9882. }
  9883. }
  9884. else {
  9885. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  9886. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9887. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9888. }
  9889. break;
  9890. case AB_ORATIO:
  9891. if( flag&1 )
  9892. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  9893. else {
  9894. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9895. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9896. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9897. }
  9898. break;
  9899. case AB_LAUDAAGNUS:
  9900. if( flag&1 || !sd || !sd->status.party_id ) {
  9901. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  9902. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  9903. // Success Chance: (60 + 10 * Skill Level) %
  9904. if( rnd()%100 > 60+10*skill_lv ) break;
  9905. status_change_end(bl, SC_FREEZE);
  9906. status_change_end(bl, SC_STONE);
  9907. status_change_end(bl, SC_BLIND);
  9908. status_change_end(bl, SC_BURNING);
  9909. status_change_end(bl, SC_FREEZING);
  9910. status_change_end(bl, SC_CRYSTALIZE);
  9911. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9912. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9913. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9914. } else if( sd )
  9915. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9916. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9917. break;
  9918. case AB_LAUDARAMUS:
  9919. if( flag&1 || !sd || !sd->status.party_id ) {
  9920. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  9921. // Success Chance: (60 + 10 * Skill Level) %
  9922. if( rnd()%100 > 60+10*skill_lv ) break;
  9923. status_change_end(bl, SC_SLEEP);
  9924. status_change_end(bl, SC_STUN);
  9925. status_change_end(bl, SC_MANDRAGORA);
  9926. status_change_end(bl, SC_SILENCE);
  9927. status_change_end(bl, SC_DEEPSLEEP);
  9928. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9929. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9930. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9931. } else if( sd )
  9932. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9933. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9934. break;
  9935. case AB_CLEARANCE:
  9936. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  9937. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9938. break;
  9939. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9940. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9941. if (sd)
  9942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9943. break;
  9944. }
  9945. if(status_isimmune(bl))
  9946. break;
  9947. //Remove bonus_script by Clearance
  9948. if (dstsd)
  9949. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9950. if(!tsc || !tsc->count)
  9951. break;
  9952. //Statuses change that can't be removed by Cleareance
  9953. for (const auto &it : status_db) {
  9954. sc_type status = static_cast<sc_type>(it.first);
  9955. if (!tsc->getSCE(status))
  9956. continue;
  9957. if (it.second->flag[SCF_NOCLEARANCE])
  9958. continue;
  9959. switch (status) {
  9960. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9961. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9962. case SC_FORTUNE: case SC_SERVICE4U:
  9963. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  9964. continue; //If in song area don't end it, even if config enabled
  9965. break;
  9966. case SC_ASSUMPTIO:
  9967. if (bl->type == BL_MOB)
  9968. continue;
  9969. break;
  9970. }
  9971. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9972. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9973. status_change_end(bl,status);
  9974. }
  9975. break;
  9976. }
  9977. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9978. break;
  9979. case AB_SILENTIUM:
  9980. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9981. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9982. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9983. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9984. break;
  9985. case WL_STASIS:
  9986. if (flag&1)
  9987. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9988. else {
  9989. struct map_data *mapdata = map_getmapdata(src->m);
  9990. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  9991. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9992. }
  9993. break;
  9994. case NPC_DANCINGBLADE:
  9995. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  9996. break;
  9997. case WL_CHAINLIGHTNING:
  9998. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9999. break;
  10000. case WL_WHITEIMPRISON:
  10001. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  10002. {
  10003. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  10004. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10005. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10006. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10007. if( sd )
  10008. skill_blockpc_start(sd,skill_id,4000);
  10009. if( !(tsc && tsc->getSCE(type)) ){
  10010. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  10011. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  10012. if( !i )
  10013. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10014. }
  10015. }else
  10016. if( sd )
  10017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  10018. break;
  10019. case NPC_JACKFROST:
  10020. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10021. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10022. break;
  10023. case WL_SIENNAEXECRATE:
  10024. if( status_isimmune(bl) || !tsc )
  10025. break;
  10026. if( flag&1 ) {
  10027. if( bl->id == skill_area_temp[1] )
  10028. break; // Already work on this target
  10029. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10030. } else {
  10031. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10032. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10033. if( rnd()%100 < rate ) { // Success on First Target
  10034. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10035. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10036. skill_area_temp[1] = bl->id;
  10037. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10038. }
  10039. // Doesn't send failure packet if it fails on defense.
  10040. }
  10041. else if( sd ) // Failure on Rate
  10042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10043. }
  10044. break;
  10045. case WL_SUMMONFB:
  10046. case WL_SUMMONBL:
  10047. case WL_SUMMONWB:
  10048. case WL_SUMMONSTONE:
  10049. {
  10050. status_change *sc = status_get_sc(src);
  10051. if (sc == nullptr)
  10052. break;
  10053. e_wl_spheres element;
  10054. switch (skill_id) { // Set val2. The SC element for this ball
  10055. case WL_SUMMONFB:
  10056. element = WLS_FIRE;
  10057. break;
  10058. case WL_SUMMONBL:
  10059. element = WLS_WIND;
  10060. break;
  10061. case WL_SUMMONWB:
  10062. element = WLS_WATER;
  10063. break;
  10064. case WL_SUMMONSTONE:
  10065. element = WLS_STONE;
  10066. break;
  10067. }
  10068. if (skill_lv == 1) {
  10069. sc_type sphere = SC_NONE;
  10070. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10071. if (sc->getSCE(i) == nullptr) {
  10072. sphere = static_cast<sc_type>(i); // Take the free SC
  10073. break;
  10074. }
  10075. }
  10076. if (sphere == SC_NONE) {
  10077. if (sd) // No free slots to put SC
  10078. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  10079. break;
  10080. }
  10081. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10082. } else {
  10083. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10084. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10085. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10086. }
  10087. }
  10088. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  10089. }
  10090. break;
  10091. case WL_READING_SB_READING:
  10092. if (sd) {
  10093. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10094. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  10095. break;
  10096. }
  10097. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10098. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10099. }
  10100. break;
  10101. case RA_FEARBREEZE:
  10102. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10103. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10104. break;
  10105. case RA_WUGMASTERY:
  10106. if( sd ) {
  10107. if( !pc_iswug(sd) )
  10108. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10109. else
  10110. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10111. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10112. }
  10113. break;
  10114. case RA_WUGRIDER:
  10115. if( sd ) {
  10116. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10117. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10118. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10119. } else if( pc_isridingwug(sd) ) {
  10120. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10121. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10122. }
  10123. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10124. }
  10125. break;
  10126. case RA_WUGDASH:
  10127. if( tsce ) {
  10128. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  10129. map_freeblock_unlock();
  10130. return 0;
  10131. }
  10132. if( sd && pc_isridingwug(sd) ) {
  10133. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10134. clif_walkok(sd);
  10135. }
  10136. break;
  10137. case RA_SENSITIVEKEEN:
  10138. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10139. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10140. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  10141. break;
  10142. case NC_F_SIDESLIDE:
  10143. case NC_B_SIDESLIDE:
  10144. {
  10145. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10146. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10147. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10148. }
  10149. break;
  10150. case NC_SELFDESTRUCTION:
  10151. if( sd ) {
  10152. if( pc_ismadogear(sd) )
  10153. pc_setmadogear(sd, false);
  10154. skill_area_temp[1] = 0;
  10155. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10156. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10157. status_set_sp(src, 0, 0);
  10158. skill_clear_unitgroup(src);
  10159. }
  10160. break;
  10161. case NC_EMERGENCYCOOL:
  10162. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10163. if (sd) {
  10164. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10165. int16 limit[] = { -45, -75, -105 };
  10166. i = 0;
  10167. for (const auto &reqItem : req.eqItem) {
  10168. if (pc_search_inventory(sd, reqItem) != -1)
  10169. break;
  10170. i++;
  10171. }
  10172. pc_overheat(*sd, limit[min(i, 2)]);
  10173. }
  10174. break;
  10175. case NC_ANALYZE:
  10176. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10177. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10178. break;
  10179. case NC_MAGNETICFIELD:
  10180. if (flag & 1) {
  10181. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10182. } else {
  10183. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10184. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10185. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10186. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10187. }
  10188. break;
  10189. case NC_REPAIR:
  10190. if( sd ) {
  10191. int heal, hp = 0;
  10192. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10193. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10194. break;
  10195. }
  10196. switch(skill_lv) {
  10197. case 1: hp = 4; break;
  10198. case 2: hp = 7; break;
  10199. case 3: hp = 13; break;
  10200. case 4: hp = 17; break;
  10201. case 5: default: hp = 23; break;
  10202. }
  10203. heal = dstsd->status.max_hp * hp / 100;
  10204. status_heal(bl,heal,0,2);
  10205. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10206. }
  10207. break;
  10208. case NC_DISJOINT:
  10209. {
  10210. if( bl->type != BL_MOB ) break;
  10211. md = map_id2md(bl->id);
  10212. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10213. status_kill(bl);
  10214. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10215. }
  10216. break;
  10217. case SC_AUTOSHADOWSPELL:
  10218. if( sd ) {
  10219. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10220. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10221. {
  10222. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  10223. clif_autoshadowspell_list(sd);
  10224. clif_skill_nodamage(src,bl,skill_id,1,1);
  10225. }
  10226. else
  10227. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  10228. }
  10229. break;
  10230. case SC_SHADOWFORM:
  10231. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10232. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  10233. dstsd->shadowform_id = src->id;
  10234. }
  10235. else if( sd )
  10236. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10237. break;
  10238. case SC_BODYPAINT:
  10239. if( flag&1 ) {
  10240. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10241. status_change_end(bl,SC_HIDING);
  10242. status_change_end(bl,SC_CLOAKING);
  10243. status_change_end(bl,SC_CLOAKINGEXCEED);
  10244. status_change_end(bl,SC_CAMOUFLAGE);
  10245. status_change_end(bl,SC_NEWMOON);
  10246. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10247. status_change_end(bl, SC__SHADOWFORM);
  10248. }
  10249. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10250. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10251. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10252. } else {
  10253. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10254. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10255. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10256. }
  10257. break;
  10258. case SC_ENERVATION:
  10259. case SC_GROOMY:
  10260. case SC_LAZINESS:
  10261. case SC_UNLUCKY:
  10262. case SC_WEAKNESS:
  10263. if( !(tsc && tsc->getSCE(type)) ) {
  10264. int rate;
  10265. if (status_get_class_(bl) == CLASS_BOSS)
  10266. break;
  10267. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10268. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10269. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10270. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10271. } else if( sd )
  10272. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10273. break;
  10274. case SC_IGNORANCE:
  10275. if( !(tsc && tsc->getSCE(type)) ) {
  10276. int rate;
  10277. if (status_get_class_(bl) == CLASS_BOSS)
  10278. break;
  10279. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10280. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10281. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10282. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10283. int sp = 100 * skill_lv;
  10284. if( dstmd )
  10285. sp = dstmd->level;
  10286. if( !dstmd )
  10287. status_zap(bl, 0, sp);
  10288. status_heal(src, 0, sp / 2, 3);
  10289. } else if( sd )
  10290. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10291. } else if( sd )
  10292. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10293. break;
  10294. case LG_TRAMPLE:
  10295. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10296. if (rnd()%100 < (25 + 25 * skill_lv))
  10297. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10298. status_change_end(bl, SC_SV_ROOTTWIST);
  10299. break;
  10300. case LG_REFLECTDAMAGE:
  10301. if( tsc && tsc->getSCE(type) )
  10302. status_change_end(bl,type);
  10303. else
  10304. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10305. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10306. break;
  10307. case LG_PIETY:
  10308. if( flag&1 )
  10309. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10310. else {
  10311. skill_area_temp[2] = 0;
  10312. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10313. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10314. }
  10315. break;
  10316. case SR_CURSEDCIRCLE:
  10317. if( flag&1 ) {
  10318. if( status_get_class_(bl) == CLASS_BOSS )
  10319. break;
  10320. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10321. if( bl->type == BL_MOB )
  10322. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10323. clif_bladestop(src, bl->id, 1);
  10324. map_freeblock_unlock();
  10325. return 1;
  10326. }
  10327. } else {
  10328. int count = 0;
  10329. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10330. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10331. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10332. if( sd ) pc_delspiritball(sd, count, 0);
  10333. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10334. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10335. }
  10336. break;
  10337. case NPC_SR_CURSEDCIRCLE:
  10338. if( flag&1 ) {
  10339. if( status_get_class_(bl) == CLASS_BOSS )
  10340. break;
  10341. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10342. if( bl->type == BL_MOB )
  10343. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10344. clif_bladestop(src, bl->id, 1);
  10345. map_freeblock_unlock();
  10346. return 1;
  10347. }
  10348. } else {
  10349. int count = 0;
  10350. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10351. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10352. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10353. if( sd ) pc_delspiritball(sd, count, 0);
  10354. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10355. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10356. }
  10357. break;
  10358. case SR_RAISINGDRAGON:
  10359. if( sd ) {
  10360. short max = 5 + skill_lv;
  10361. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10362. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10363. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10364. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10365. }
  10366. break;
  10367. case SR_ASSIMILATEPOWER:
  10368. if (flag&1) {
  10369. i = 0;
  10370. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10371. if (dstsd->spiritball > 0) {
  10372. i = dstsd->spiritball;
  10373. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10374. }
  10375. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10376. i += dstsd->spiritcharm;
  10377. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10378. }
  10379. }
  10380. if (i)
  10381. status_percent_heal(src, 0, i);
  10382. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10383. } else {
  10384. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10385. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10386. }
  10387. break;
  10388. case SR_POWERVELOCITY:
  10389. if( !dstsd )
  10390. break;
  10391. if( sd && dstsd->spiritball <= 5 ) {
  10392. for(i = 0; i <= 5; i++) {
  10393. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10394. pc_delspiritball(sd, sd->spiritball, 0);
  10395. }
  10396. }
  10397. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10398. break;
  10399. case SR_GENTLETOUCH_CURE:
  10400. {
  10401. unsigned int heal;
  10402. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10403. heal = 0;
  10404. else {
  10405. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10406. status_heal(bl, heal, 0, 0);
  10407. }
  10408. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10409. status_change_end(bl, SC_STONE);
  10410. status_change_end(bl, SC_FREEZE);
  10411. status_change_end(bl, SC_STUN);
  10412. status_change_end(bl, SC_POISON);
  10413. status_change_end(bl, SC_SILENCE);
  10414. status_change_end(bl, SC_BLIND);
  10415. status_change_end(bl, SC_HALLUCINATION);
  10416. }
  10417. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10418. }
  10419. break;
  10420. case SR_GENTLETOUCH_ENERGYGAIN:
  10421. case SR_GENTLETOUCH_CHANGE:
  10422. case SR_GENTLETOUCH_REVITALIZE:
  10423. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10424. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10425. break;
  10426. case SR_FLASHCOMBO: {
  10427. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10428. const int delay[] = { 0, 750, 1250 };
  10429. if (sd) // Disable attacking/acting/moving for skill's duration.
  10430. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10431. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10432. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10433. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10434. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10435. }
  10436. break;
  10437. case WA_SWING_DANCE:
  10438. case WA_MOONLIT_SERENADE:
  10439. case WA_SYMPHONY_OF_LOVER:
  10440. case MI_RUSH_WINDMILL:
  10441. case MI_ECHOSONG:
  10442. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10443. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10444. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10445. } else if( sd ) {
  10446. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10447. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10448. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10449. }
  10450. break;
  10451. case MI_HARMONIZE:
  10452. if( src != bl )
  10453. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10454. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10455. break;
  10456. case WM_DEADHILLHERE:
  10457. if( bl->type == BL_PC ) {
  10458. if( !status_isdead(bl) )
  10459. break;
  10460. int heal = tstatus->sp;
  10461. if( heal <= 0 )
  10462. heal = 1;
  10463. tstatus->hp = heal;
  10464. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10465. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10466. pc_revive((TBL_PC*)bl,heal,0);
  10467. clif_resurrection(bl,1);
  10468. }
  10469. break;
  10470. case WM_VOICEOFSIREN:
  10471. if (flag&1)
  10472. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10473. else {
  10474. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10475. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10476. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10477. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  10478. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10479. }
  10480. break;
  10481. case WM_GLOOMYDAY:
  10482. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10483. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10484. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10485. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10486. { // !TODO: Which skills aren't boosted anymore?
  10487. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10488. break;
  10489. }
  10490. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10491. break;
  10492. case WM_SATURDAY_NIGHT_FEVER:
  10493. if( flag&1 ) {
  10494. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10495. } else if (sd) {
  10496. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10497. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10498. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10499. }
  10500. }
  10501. break;
  10502. case WM_SIRCLEOFNATURE:
  10503. case WM_SONG_OF_MANA:
  10504. case WM_DANCE_WITH_WUG:
  10505. case WM_LERADS_DEW:
  10506. case WM_UNLIMITED_HUMMING_VOICE:
  10507. if( flag&1 ) { // These affect to to all party members near the caster.
  10508. status_change *sc = status_get_sc(src);
  10509. if( sc && sc->getSCE(type) ) {
  10510. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10511. }
  10512. } else if( sd ) {
  10513. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10514. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  10515. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10516. }
  10517. break;
  10518. case WM_MELODYOFSINK:
  10519. if( flag&1 ) {
  10520. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10521. } else { // These affect to all targets around the caster.
  10522. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10523. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10524. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10525. }
  10526. }
  10527. break;
  10528. case WM_BEYOND_OF_WARCRY:
  10529. if( flag&1 ) {
  10530. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10531. } else { // These affect to all targets around the caster.
  10532. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10533. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10534. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10535. }
  10536. }
  10537. break;
  10538. case WM_SOUND_OF_DESTRUCTION:
  10539. if (flag&1) {
  10540. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  10541. } else {
  10542. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10543. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10544. }
  10545. break;
  10546. case WM_RANDOMIZESPELL:
  10547. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10548. status_change_end(bl, SC_SONGOFMANA);
  10549. status_change_end(bl, SC_DANCEWITHWUG);
  10550. status_change_end(bl, SC_LERADSDEW);
  10551. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10552. status_change_end(bl, SC_BEYONDOFWARCRY);
  10553. status_change_end(bl, SC_MELODYOFSINK);
  10554. status_change_end(bl, SC_BEYONDOFWARCRY);
  10555. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10556. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10557. }
  10558. break;
  10559. case RETURN_TO_ELDICASTES:
  10560. case ALL_GUARDIAN_RECALL:
  10561. case ECLAGE_RECALL:
  10562. case ALL_PRONTERA_RECALL:
  10563. case ALL_GLASTHEIM_RECALL:
  10564. case ALL_THANATOS_RECALL:
  10565. case ALL_LIGHTHALZEN_RECALL:
  10566. if( sd )
  10567. {
  10568. short x=0, y=0; // Destiny position.
  10569. unsigned short mapindex=0;
  10570. switch(skill_id){
  10571. default:
  10572. case RETURN_TO_ELDICASTES:
  10573. x = 198;
  10574. y = 187;
  10575. mapindex = mapindex_name2id(MAP_DICASTES);
  10576. break;
  10577. case ALL_GUARDIAN_RECALL:
  10578. x = 44;
  10579. y = 151;
  10580. mapindex = mapindex_name2id(MAP_MORA);
  10581. break;
  10582. case ECLAGE_RECALL:
  10583. x = 47;
  10584. y = 31;
  10585. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10586. break;
  10587. case ALL_PRONTERA_RECALL:
  10588. if(skill_lv == 1) {
  10589. x = 115;
  10590. y = 72;
  10591. }
  10592. else if(skill_lv == 2) {
  10593. x = 159;
  10594. y = 192;
  10595. }
  10596. mapindex = mapindex_name2id(MAP_PRONTERA);
  10597. break;
  10598. case ALL_GLASTHEIM_RECALL:
  10599. x = 200;
  10600. y = 268;
  10601. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  10602. break;
  10603. case ALL_THANATOS_RECALL:
  10604. x = 139;
  10605. y = 156;
  10606. mapindex = mapindex_name2id(MAP_THANATOS);
  10607. break;
  10608. case ALL_LIGHTHALZEN_RECALL:
  10609. x = 307;
  10610. y = 307;
  10611. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  10612. break;
  10613. }
  10614. if(!mapindex)
  10615. { //Given map not found?
  10616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10617. map_freeblock_unlock();
  10618. return 0;
  10619. }
  10620. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10621. }
  10622. break;
  10623. case ECL_SNOWFLIP:
  10624. case ECL_PEONYMAMY:
  10625. case ECL_SADAGUI:
  10626. case ECL_SEQUOIADUST:
  10627. switch(skill_id){
  10628. case ECL_SNOWFLIP:
  10629. status_change_end(bl, SC_SLEEP);
  10630. status_change_end(bl, SC_BLEEDING);
  10631. status_change_end(bl, SC_BURNING);
  10632. status_change_end(bl, SC_DEEPSLEEP);
  10633. break;
  10634. case ECL_PEONYMAMY:
  10635. status_change_end(bl, SC_FREEZE);
  10636. status_change_end(bl, SC_FREEZING);
  10637. status_change_end(bl, SC_CRYSTALIZE);
  10638. break;
  10639. case ECL_SADAGUI:
  10640. status_change_end(bl, SC_STUN);
  10641. status_change_end(bl, SC_CONFUSION);
  10642. status_change_end(bl, SC_HALLUCINATION);
  10643. status_change_end(bl, SC_FEAR);
  10644. break;
  10645. case ECL_SEQUOIADUST:
  10646. status_change_end(bl, SC_STONE);
  10647. status_change_end(bl, SC_POISON);
  10648. status_change_end(bl, SC_CURSE);
  10649. status_change_end(bl, SC_BLIND);
  10650. status_change_end(bl, SC_ORCISH);
  10651. status_change_end(bl, SC_DECREASEAGI);
  10652. break;
  10653. }
  10654. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10655. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10656. break;
  10657. case GM_SANDMAN:
  10658. if( tsc ) {
  10659. if( tsc->opt1 == OPT1_SLEEP )
  10660. tsc->opt1 = 0;
  10661. else
  10662. tsc->opt1 = OPT1_SLEEP;
  10663. clif_changeoption(bl);
  10664. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10665. }
  10666. break;
  10667. case SO_ARRULLO:
  10668. {
  10669. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  10670. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10671. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10672. }
  10673. break;
  10674. case WM_LULLABY_DEEPSLEEP:
  10675. if (flag&1) {
  10676. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  10677. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  10678. sc_start(src, bl, type, rate, skill_lv, duration);
  10679. } else {
  10680. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10681. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10682. }
  10683. break;
  10684. case SO_SUMMON_AGNI:
  10685. case SO_SUMMON_AQUA:
  10686. case SO_SUMMON_VENTUS:
  10687. case SO_SUMMON_TERA:
  10688. if( sd ) {
  10689. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10690. // Remove previous elemental first.
  10691. if( sd->ed )
  10692. elemental_delete(sd->ed);
  10693. // Summoning the new one.
  10694. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10696. break;
  10697. }
  10698. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10699. }
  10700. break;
  10701. case SO_EL_CONTROL:
  10702. if( sd ) {
  10703. int mode;
  10704. if( !sd->ed ) break;
  10705. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10706. elemental_delete(sd->ed);
  10707. break;
  10708. }
  10709. switch( skill_lv ) {// Select mode bassed on skill level used.
  10710. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10711. case 2: mode = EL_MODE_ASSIST; break;
  10712. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10713. }
  10714. if( !elemental_change_mode(sd->ed,mode) ) {
  10715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10716. break;
  10717. }
  10718. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10719. }
  10720. break;
  10721. case SO_EL_ACTION:
  10722. if( sd ) {
  10723. int duration = 3000;
  10724. if( !sd->ed )
  10725. break;
  10726. switch(sd->ed->db->class_) {
  10727. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10728. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10729. duration = 6000;
  10730. break;
  10731. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10732. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10733. duration = 9000;
  10734. break;
  10735. }
  10736. sd->skill_id_old = skill_id;
  10737. elemental_action(sd->ed, bl, tick);
  10738. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10739. skill_blockpc_start(sd, skill_id, duration);
  10740. }
  10741. break;
  10742. case SO_EL_CURE:
  10743. if( sd ) {
  10744. s_elemental_data *ed = sd->ed;
  10745. int s_hp, s_sp;
  10746. if( !ed )
  10747. break;
  10748. s_hp = sd->battle_status.hp * 10 / 100;
  10749. s_sp = sd->battle_status.sp * 10 / 100;
  10750. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10751. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10752. break;
  10753. }
  10754. status_heal(&ed->bl,s_hp,s_sp,3);
  10755. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10756. }
  10757. break;
  10758. case GN_CHANGEMATERIAL:
  10759. case SO_EL_ANALYSIS:
  10760. if( sd ) {
  10761. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10762. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10763. }
  10764. break;
  10765. case NPC_MANDRAGORA:
  10766. case GN_MANDRAGORA:
  10767. if( flag&1 ) {
  10768. int rate;
  10769. if (skill_id == NPC_MANDRAGORA)
  10770. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10771. else
  10772. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10773. if (rate < 10)
  10774. rate = 10;
  10775. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10776. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10777. if (rnd()%100 < rate) {
  10778. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10779. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10780. }
  10781. } else {
  10782. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10783. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10784. }
  10785. break;
  10786. case GN_SLINGITEM:
  10787. if( sd ) {
  10788. i = sd->equip_index[EQI_AMMO];
  10789. if( i < 0 )
  10790. break; // No ammo.
  10791. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10792. if( ammo_id == 0 )
  10793. break;
  10794. sd->itemid = ammo_id;
  10795. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10796. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10797. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10798. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10799. else
  10800. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10801. } else //Otherwise, it fails, shows animation and removes items.
  10802. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10803. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10804. switch (ammo_id) {
  10805. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10806. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10807. status_percent_heal(bl, 1, 0);
  10808. break;
  10809. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10810. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10811. status_percent_heal(bl, 2, 0);
  10812. break;
  10813. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10814. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10815. status_percent_heal(bl, 5, 0);
  10816. break;
  10817. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10818. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10819. status_percent_heal(bl, 0, 2);
  10820. break;
  10821. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10822. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10823. status_percent_heal(bl, 0, 4);
  10824. break;
  10825. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10826. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10827. status_percent_heal(bl, 0, 8);
  10828. break;
  10829. default:
  10830. if (dstsd)
  10831. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10832. break;
  10833. }
  10834. }
  10835. }
  10836. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10837. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10838. break;
  10839. case GN_MIX_COOKING:
  10840. case GN_MAKEBOMB:
  10841. case GN_S_PHARMACY:
  10842. if( sd ) {
  10843. int qty = 1;
  10844. sd->skill_id_old = skill_id;
  10845. sd->skill_lv_old = skill_lv;
  10846. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10847. qty = 10;
  10848. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10849. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10850. }
  10851. break;
  10852. case EL_CIRCLE_OF_FIRE:
  10853. case EL_PYROTECHNIC:
  10854. case EL_HEATER:
  10855. case EL_TROPIC:
  10856. case EL_AQUAPLAY:
  10857. case EL_COOLER:
  10858. case EL_CHILLY_AIR:
  10859. case EL_GUST:
  10860. case EL_BLAST:
  10861. case EL_WILD_STORM:
  10862. case EL_PETROLOGY:
  10863. case EL_CURSED_SOIL:
  10864. case EL_UPHEAVAL:
  10865. case EL_FIRE_CLOAK:
  10866. case EL_WATER_DROP:
  10867. case EL_WIND_CURTAIN:
  10868. case EL_SOLID_SKIN:
  10869. case EL_STONE_SHIELD:
  10870. case EL_WIND_STEP:
  10871. case EM_EL_FLAMETECHNIC:
  10872. case EM_EL_FLAMEARMOR:
  10873. case EM_EL_COLD_FORCE:
  10874. case EM_EL_CRYSTAL_ARMOR:
  10875. case EM_EL_GRACE_BREEZE:
  10876. case EM_EL_EYES_OF_STORM:
  10877. case EM_EL_EARTH_CARE:
  10878. case EM_EL_STRONG_PROTECTION:
  10879. case EM_EL_DEEP_POISONING:
  10880. case EM_EL_POISON_SHIELD:
  10881. {
  10882. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10883. if( ele ) {
  10884. sc_type type2 = (sc_type)(type-1);
  10885. status_change *sc = status_get_sc(&ele->bl);
  10886. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10887. status_change_end(src,type);
  10888. status_change_end(bl,type2);
  10889. } else {
  10890. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10891. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  10892. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10893. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10894. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10895. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10896. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10897. }
  10898. }
  10899. }
  10900. break;
  10901. case EL_FIRE_MANTLE:
  10902. case EL_WATER_BARRIER:
  10903. case EL_ZEPHYR:
  10904. case EL_POWER_OF_GAIA:
  10905. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10906. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10907. break;
  10908. case EL_WATER_SCREEN: {
  10909. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10910. if( ele ) {
  10911. status_change *sc = status_get_sc(&ele->bl);
  10912. sc_type type2 = (sc_type)(type-1);
  10913. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10914. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10915. status_change_end(bl,type);
  10916. status_change_end(src,type2);
  10917. } else {
  10918. // This not heals at the end.
  10919. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10920. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10921. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10922. }
  10923. }
  10924. }
  10925. break;
  10926. case KO_KAHU_ENTEN:
  10927. case KO_HYOUHU_HUBUKI:
  10928. case KO_KAZEHU_SEIRAN:
  10929. case KO_DOHU_KOUKAI:
  10930. if (sd) {
  10931. int ele_type = skill_get_ele(skill_id,skill_lv);
  10932. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10933. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10934. }
  10935. break;
  10936. case KO_ZANZOU:
  10937. if(sd){
  10938. struct mob_data *md2;
  10939. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10940. if( md2 )
  10941. {
  10942. md2->master_id = src->id;
  10943. md2->special_state.ai = AI_ZANZOU;
  10944. if( md2->deletetimer != INVALID_TIMER )
  10945. delete_timer(md2->deletetimer, mob_timer_delete);
  10946. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10947. mob_spawn( md2 );
  10948. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10949. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10950. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10951. }
  10952. }
  10953. break;
  10954. case KO_KYOUGAKU:
  10955. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  10956. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10957. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10958. }else if( sd )
  10959. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10960. break;
  10961. case KO_JYUSATSU:
  10962. if( dstsd && tsc && !tsc->getSCE(type) &&
  10963. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10964. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10965. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10966. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10967. if( status_get_lv(bl) <= status_get_lv(src) )
  10968. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10969. }else if( sd )
  10970. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10971. break;
  10972. case KO_GENWAKU:
  10973. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10974. int x = src->x, y = src->y;
  10975. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10976. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10977. break;
  10978. }
  10979. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10980. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10981. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10982. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10983. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10984. clif_blown(src);
  10985. if (!unit_blown_immune(bl, 0x1)) {
  10986. unit_movepos(bl,x,y,0,0);
  10987. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10988. clif_sitting(bl); //Avoid sitting sync problem
  10989. clif_blown(bl);
  10990. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10991. }
  10992. }
  10993. }
  10994. break;
  10995. case OB_AKAITSUKI:
  10996. case OB_OBOROGENSOU:
  10997. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10998. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10999. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11000. break;
  11001. }
  11002. case KO_IZAYOI:
  11003. case OB_ZANGETSU:
  11004. case KG_KYOMU:
  11005. case KG_KAGEMUSYA:
  11006. case SP_SOULDIVISION:
  11007. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11008. if (bl->type != BL_PC) {
  11009. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11010. break;
  11011. }
  11012. }
  11013. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11014. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11015. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11016. break;
  11017. case KG_KAGEHUMI:
  11018. if( flag&1 ){
  11019. if (bl->type != BL_PC)
  11020. break;
  11021. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11022. status_change_end(bl, SC_HIDING);
  11023. status_change_end(bl, SC_CLOAKING);
  11024. status_change_end(bl, SC_CLOAKINGEXCEED);
  11025. status_change_end(bl, SC_CAMOUFLAGE);
  11026. status_change_end(bl, SC_NEWMOON);
  11027. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11028. status_change_end(bl, SC__SHADOWFORM);
  11029. status_change_end(bl, SC_MARIONETTE);
  11030. status_change_end(bl, SC_HARMONIZE);
  11031. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11032. }
  11033. }else{
  11034. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11035. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11036. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11037. }
  11038. break;
  11039. case MH_SILENT_BREEZE:
  11040. {
  11041. int heal = 5 * status_get_lv(&hd->bl) +
  11042. #ifdef RENEWAL
  11043. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11044. #else
  11045. status_base_matk_min(&hd->battle_status);
  11046. #endif
  11047. //Silences the homunculus and target
  11048. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11049. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11050. //Recover the target's HP
  11051. status_heal(bl,heal,0,3);
  11052. //Removes these SC from target
  11053. if (tsc) {
  11054. const enum sc_type scs[] = {
  11055. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11056. };
  11057. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11058. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11059. }
  11060. if (hd)
  11061. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11062. }
  11063. break;
  11064. case MH_OVERED_BOOST:
  11065. if (hd && battle_get_master(src)) {
  11066. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11067. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11068. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11069. }
  11070. break;
  11071. case MH_GRANITIC_ARMOR:
  11072. case MH_PYROCLASTIC:
  11073. if(hd) {
  11074. struct block_list *s_bl = battle_get_master(src);
  11075. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  11076. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11077. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11078. }
  11079. break;
  11080. case MH_LIGHT_OF_REGENE: //self
  11081. if(hd) {
  11082. struct block_list *s_bl = battle_get_master(src);
  11083. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11084. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11085. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11086. }
  11087. break;
  11088. case MH_STYLE_CHANGE:
  11089. if(hd){
  11090. struct status_change_entry *sce;
  11091. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=NULL){ //in preparation for other bl usage
  11092. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11093. else sce->val1 = MH_MD_FIGHTING;
  11094. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11095. // char output[128];
  11096. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11097. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11098. //}
  11099. }
  11100. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11101. }
  11102. break;
  11103. case MH_GOLDENE_TONE:
  11104. case MH_TEMPERING: {
  11105. block_list* master_bl = battle_get_master(src);
  11106. if (master_bl != nullptr){
  11107. clif_skill_nodamage(src,master_bl,skill_id,skill_lv,1);
  11108. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11109. }
  11110. if (hd)
  11111. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11112. } break;
  11113. case MH_PAIN_KILLER:
  11114. bl = battle_get_master(src);
  11115. if (bl != nullptr)
  11116. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11117. if (hd)
  11118. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11119. break;
  11120. case MH_MAGMA_FLOW:
  11121. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11122. if (hd)
  11123. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11124. break;
  11125. case MH_SUMMON_LEGION: {
  11126. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11127. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11128. struct mob_data *sum_md;
  11129. int i_slave,c=0;
  11130. int maxcount = qty[skill_lv-1];
  11131. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  11132. if(c >= maxcount) {
  11133. map_freeblock_unlock();
  11134. return 0; //max qty already spawned
  11135. }
  11136. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11137. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  11138. if (sum_md) {
  11139. sum_md->master_id = src->id;
  11140. sum_md->special_state.ai = AI_LEGION;
  11141. if (sum_md->deletetimer != INVALID_TIMER)
  11142. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11143. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11144. mob_spawn(sum_md); //Now it is ready for spawning.
  11145. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11146. }
  11147. }
  11148. if (hd)
  11149. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11150. }
  11151. break;
  11152. case RL_RICHS_COIN:
  11153. if (sd) {
  11154. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11155. for (i = 0; i < 10; i++)
  11156. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11157. }
  11158. break;
  11159. case RL_C_MARKER:
  11160. if (sd) {
  11161. // If marked by someone else remove it
  11162. if (tsce && tsce->val2 != src->id)
  11163. status_change_end(bl, type);
  11164. // Check if marked before
  11165. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11166. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11167. // Find empty slot
  11168. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11169. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11171. break;
  11172. }
  11173. }
  11174. sd->c_marker[i] = bl->id;
  11175. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11176. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11177. }
  11178. // If mob casts this, at least SC_C_MARKER as debuff
  11179. else {
  11180. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11181. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11182. }
  11183. break;
  11184. case RL_QD_SHOT:
  11185. if (sd) {
  11186. skill_area_temp[1] = bl->id;
  11187. // Check surrounding
  11188. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11189. if (skill_area_temp[0])
  11190. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11191. // Main target always receives damage
  11192. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11193. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11194. } else {
  11195. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11196. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11197. }
  11198. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11199. skill_area_temp[0] = 0;
  11200. skill_area_temp[1] = 0;
  11201. break;
  11202. case RL_FLICKER:
  11203. if (sd) {
  11204. sd->flicker = true;
  11205. skill_area_temp[1] = 0;
  11206. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11207. // Detonate RL_B_TRAP
  11208. if (pc_checkskill(sd, RL_B_TRAP))
  11209. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11210. // Detonate RL_H_MINE
  11211. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11212. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  11213. sd->flicker = false;
  11214. }
  11215. break;
  11216. case SO_ELEMENTAL_SHIELD:
  11217. if (!sd || sd->status.party_id == 0 || flag&1) {
  11218. if (sd && sd->status.party_id == 0) {
  11219. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11220. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11221. elemental_delete(sd->ed);
  11222. }
  11223. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11224. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11225. }
  11226. else {
  11227. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11228. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11229. elemental_delete(sd->ed);
  11230. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11231. }
  11232. break;
  11233. case SU_HIDE:
  11234. if (tsce) {
  11235. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11236. status_change_end(bl, type);
  11237. map_freeblock_unlock();
  11238. return 0;
  11239. }
  11240. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11241. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11242. break;
  11243. case SU_STOOP:
  11244. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11245. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11246. break;
  11247. case SU_SV_ROOTTWIST:
  11248. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11249. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11250. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  11251. break;
  11252. }
  11253. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11254. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11255. else {
  11256. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11257. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11258. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11259. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11260. }
  11261. break;
  11262. case SU_TUNABELLY:
  11263. {
  11264. unsigned int heal = 0;
  11265. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11266. heal = 0;
  11267. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11268. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11269. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11270. status_heal(bl, heal, 0, 0);
  11271. }
  11272. break;
  11273. case SU_BUNCHOFSHRIMP:
  11274. case SU_HISS:
  11275. case SU_PURRING:
  11276. case SU_MEOWMEOW:
  11277. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11278. int duration = skill_get_time(skill_id, skill_lv);
  11279. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11280. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11281. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11282. } else if (sd) {
  11283. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11284. }
  11285. break;
  11286. case SU_SHRIMPARTY:
  11287. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11288. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11289. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11290. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11291. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11292. }
  11293. } else if (sd)
  11294. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11295. break;
  11296. case SU_POWEROFFLOCK:
  11297. if (flag&1) {
  11298. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11299. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11300. } else {
  11301. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11302. if (battle_config.skill_wall_check)
  11303. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11304. else
  11305. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11306. }
  11307. break;
  11308. case ALL_EQSWITCH:
  11309. if( sd ){
  11310. clif_equipswitch_reply( sd, false );
  11311. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11312. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11313. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11314. }
  11315. }
  11316. }
  11317. break;
  11318. case AB_VITUPERATUM:
  11319. if (flag&1)
  11320. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11321. else {
  11322. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11323. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11324. }
  11325. break;
  11326. case AB_CONVENIO:
  11327. if (sd) {
  11328. party_data *p = party_search(sd->status.party_id);
  11329. int i = 0, count = 0;
  11330. // Only usable in party
  11331. if (p == nullptr) {
  11332. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11333. break;
  11334. }
  11335. // Only usable as party leader.
  11336. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11337. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11338. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11339. break;
  11340. }
  11341. // Do the teleport part
  11342. for (i = 0; i < MAX_PARTY; ++i) {
  11343. map_session_data *pl_sd = p->data[i].sd;
  11344. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11345. sd->bl.m != pl_sd->bl.m)
  11346. continue;
  11347. // Respect /call configuration
  11348. if( pl_sd->status.disable_call ){
  11349. continue;
  11350. }
  11351. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11352. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11353. count++;
  11354. }
  11355. }
  11356. if (!count)
  11357. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11358. }
  11359. break;
  11360. case NPC_PULSESTRIKE2:
  11361. for (int i = 0; i < 3; i++)
  11362. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11363. break;
  11364. case BO_THE_WHOLE_PROTECTION:
  11365. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11366. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11367. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11368. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11369. continue;
  11370. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11371. }
  11372. } else if (sd) {
  11373. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11374. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11375. }
  11376. break;
  11377. case TR_MUSICAL_INTERLUDE:
  11378. case TR_JAWAII_SERENADE:
  11379. case TR_PRON_MARCH:
  11380. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11381. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11382. else if (sd) {
  11383. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11384. sd->skill_id_song = skill_id;
  11385. sd->skill_lv_song = skill_lv;
  11386. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11387. flag |= 2;
  11388. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11389. }
  11390. break;
  11391. case TR_GEF_NOCTURN:
  11392. case TR_AIN_RHAPSODY:
  11393. if (flag & 1)
  11394. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11395. else if (sd) {
  11396. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11397. sd->skill_id_song = skill_id;
  11398. sd->skill_lv_song = skill_lv;
  11399. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11400. flag |= 2;
  11401. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11402. }
  11403. break;
  11404. case TR_ROKI_CAPRICCIO:
  11405. case TR_NIPELHEIM_REQUIEM:
  11406. if (flag & 1) { // Need official success chances.
  11407. uint16 success_chance = 5 * skill_lv;
  11408. if (flag & 2)
  11409. success_chance *= 2;
  11410. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11411. if (skill_id == TR_ROKI_CAPRICCIO) {
  11412. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11413. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11414. } else { // TR_NIPELHEIM_REQUIEM
  11415. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11416. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11417. }
  11418. } else if (sd) {
  11419. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11420. sd->skill_id_song = skill_id;
  11421. sd->skill_lv_song = skill_lv;
  11422. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11423. flag |= 2;
  11424. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11425. }
  11426. break;
  11427. case ABR_NET_REPAIR:
  11428. case ABR_NET_SUPPORT:
  11429. if (flag & 1) {
  11430. int heal_amount;
  11431. if (skill_id == ABR_NET_REPAIR) {
  11432. heal_amount = tstatus->max_hp * 10 / 100;
  11433. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11434. status_heal(bl, heal_amount, 0, 0);
  11435. } else { // ABR_NET_SUPPORT
  11436. heal_amount = tstatus->max_sp * 3 / 100;
  11437. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11438. status_heal(bl, 0, heal_amount, 0);
  11439. }
  11440. } else {
  11441. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11442. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11443. }
  11444. break;
  11445. case WH_HAWK_M:
  11446. if (sd) {
  11447. if (!pc_isfalcon(sd))
  11448. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11449. else
  11450. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11451. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11452. }
  11453. break;
  11454. case EM_SUMMON_ELEMENTAL_ARDOR:
  11455. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11456. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11457. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11458. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11459. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11460. if (sd == nullptr)
  11461. break;
  11462. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11463. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11464. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11465. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11466. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11467. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11468. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11469. // Remove the old elemental before summoning the super one.
  11470. elemental_delete(sd->ed);
  11471. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11472. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11473. break;
  11474. } else // Elemental summoned. Buff the player with the bonus.
  11475. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11476. } else {
  11477. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11478. break;
  11479. }
  11480. }
  11481. break;
  11482. case EM_ELEMENTAL_VEIL:
  11483. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11484. if (sd == nullptr)
  11485. break;
  11486. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11487. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11488. else
  11489. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11490. break;
  11491. case MT_M_MACHINE:
  11492. case BO_BIONIC_PHARMACY:
  11493. if (sd) {
  11494. sd->skill_id_old = skill_id;
  11495. sd->skill_lv_old = skill_lv;
  11496. if (skill_id == MT_M_MACHINE)
  11497. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11498. else // BO_BIONIC_PHARMACY
  11499. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11500. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11501. }
  11502. break;
  11503. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11504. case MT_SUMMON_ABR_DUAL_CANNON:
  11505. case MT_SUMMON_ABR_MOTHER_NET:
  11506. case MT_SUMMON_ABR_INFINITY: {
  11507. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11508. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11509. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11510. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11511. if (md) {
  11512. md->master_id = src->id;
  11513. md->special_state.ai = AI_ABR;
  11514. if (md->deletetimer != INVALID_TIMER)
  11515. delete_timer(md->deletetimer, mob_timer_delete);
  11516. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11517. mob_spawn(md);
  11518. }
  11519. }
  11520. break;
  11521. case BO_WOODENWARRIOR:
  11522. case BO_WOODEN_FAIRY:
  11523. case BO_CREEPER:
  11524. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11525. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11526. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11527. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11528. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11529. if (md) {
  11530. md->master_id = src->id;
  11531. md->special_state.ai = AI_BIONIC;
  11532. if (md->deletetimer != INVALID_TIMER)
  11533. delete_timer(md->deletetimer, mob_timer_delete);
  11534. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11535. mob_spawn(md);
  11536. }
  11537. }
  11538. break;
  11539. #ifdef RENEWAL
  11540. case CG_HERMODE:
  11541. skill_castend_song(src, skill_id, skill_lv, tick);
  11542. break;
  11543. #endif
  11544. case NPC_LEASH:
  11545. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11546. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11547. return 0;
  11548. }
  11549. clif_blown( bl );
  11550. break;
  11551. case NPC_WIDELEASH:
  11552. if( flag & 1 ){
  11553. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11554. return 0;
  11555. }
  11556. clif_blown( bl );
  11557. }else{
  11558. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11559. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11560. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  11561. }
  11562. break;
  11563. default: {
  11564. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11565. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11566. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11567. map_freeblock_unlock();
  11568. return 1;
  11569. }
  11570. }
  11571. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11572. status_change *sc = status_get_sc(src);
  11573. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11574. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11575. }
  11576. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11577. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11578. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11579. }
  11580. if( sd && !(flag&1) )
  11581. {// ensure that the skill last-cast tick is recorded
  11582. sd->canskill_tick = gettick();
  11583. if( sd->state.arrow_atk )
  11584. {// consume arrow on last invocation to this skill.
  11585. battle_consume_ammo(sd, skill_id, skill_lv);
  11586. }
  11587. skill_onskillusage(sd, bl, skill_id, tick);
  11588. // perform skill requirement consumption
  11589. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11590. }
  11591. map_freeblock_unlock();
  11592. return 0;
  11593. }
  11594. /**
  11595. * Checking that causing skill failed
  11596. * @param src Caster
  11597. * @param target Target
  11598. * @param skill_id
  11599. * @param skill_lv
  11600. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11601. **/
  11602. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11603. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11604. int inf = skill->inf;
  11605. status_change *tsc = status_get_sc(target);
  11606. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  11607. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11608. switch (skill_id) {
  11609. case AL_HEAL:
  11610. case AL_INCAGI:
  11611. case AL_DECAGI:
  11612. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11613. case AB_RENOVATIO:
  11614. case AB_HIGHNESSHEAL:
  11615. if (tsc && tsc->option&OPTION_MADOGEAR)
  11616. return USESKILL_FAIL_TOTARGET;
  11617. break;
  11618. case RG_BACKSTAP:
  11619. {
  11620. #ifndef RENEWAL
  11621. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11622. if (map_check_dir(dir, t_dir))
  11623. return USESKILL_FAIL_MAX;
  11624. #endif
  11625. if (check_distance_bl(src, target, 0))
  11626. return USESKILL_FAIL_MAX;
  11627. }
  11628. break;
  11629. case PR_TURNUNDEAD:
  11630. {
  11631. struct status_data *tstatus = status_get_status_data(target);
  11632. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11633. return USESKILL_FAIL_MAX;
  11634. }
  11635. break;
  11636. case PR_LEXDIVINA:
  11637. case MER_LEXDIVINA:
  11638. {
  11639. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11640. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11641. return USESKILL_FAIL_LEVEL;
  11642. else
  11643. return -1; //Works on silenced allies
  11644. }
  11645. break;
  11646. case RA_WUGSTRIKE:
  11647. // Check if path can be reached
  11648. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11649. return USESKILL_FAIL_MAX;
  11650. break;
  11651. case MG_NAPALMBEAT:
  11652. case MG_FIREBALL:
  11653. case HT_BLITZBEAT:
  11654. case AS_GRIMTOOTH:
  11655. case MO_COMBOFINISH:
  11656. case NC_VULCANARM:
  11657. case SR_TIGERCANNON:
  11658. // These can damage traps, but can't target traps directly
  11659. if (target->type == BL_SKILL) {
  11660. TBL_SKILL *su = (TBL_SKILL*)target;
  11661. if (!su || !su->group)
  11662. return USESKILL_FAIL_MAX;
  11663. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11664. return USESKILL_FAIL_MAX;
  11665. }
  11666. break;
  11667. case IQ_SECOND_FLAME:
  11668. case IQ_SECOND_FAITH:
  11669. case IQ_SECOND_JUDGEMENT:
  11670. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11671. return USESKILL_FAIL_LEVEL;
  11672. break;
  11673. case IQ_THIRD_PUNISH:
  11674. case IQ_THIRD_FLAME_BOMB:
  11675. case IQ_THIRD_CONSECRATION:
  11676. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11677. return USESKILL_FAIL_LEVEL;
  11678. break;
  11679. }
  11680. if (inf&INF_ATTACK_SKILL ||
  11681. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11682. ) // Casted through combo.
  11683. inf = BCT_ENEMY; //Offensive skill.
  11684. else if (skill->inf2[INF2_NOTARGETENEMY])
  11685. inf = BCT_NOENEMY;
  11686. else
  11687. inf = 0;
  11688. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11689. inf |=
  11690. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11691. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11692. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11693. inf &= ~BCT_NEUTRAL;
  11694. }
  11695. switch (skill_id) {
  11696. // Cannot be casted to Emperium
  11697. case WZ_ESTIMATION:
  11698. case SL_SKE:
  11699. case SL_SKA:
  11700. case RK_PHANTOMTHRUST:
  11701. case NPC_PHANTOMTHRUST:
  11702. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11703. return USESKILL_FAIL_MAX;
  11704. break;
  11705. }
  11706. if (inf && battle_check_target(src, target, inf) <= 0) {
  11707. switch(skill_id) {
  11708. case RK_PHANTOMTHRUST:
  11709. case NPC_PHANTOMTHRUST:
  11710. case AB_CLEARANCE:
  11711. return USESKILL_FAIL_TOTARGET;
  11712. default:
  11713. return USESKILL_FAIL_LEVEL;
  11714. }
  11715. }
  11716. // Fogwall makes all offensive-type targetted skills fail at 75%
  11717. // Jump Kick can still fail even though you can jump to friendly targets.
  11718. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11719. return USESKILL_FAIL_LEVEL;
  11720. return -1;
  11721. }
  11722. TIMER_FUNC( skill_keep_using ){
  11723. map_session_data* sd = map_id2sd( id );
  11724. if( sd && sd->skill_keep_using.skill_id ){
  11725. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11726. sd->skill_keep_using.tid = INVALID_TIMER;
  11727. }
  11728. return 0;
  11729. }
  11730. /**
  11731. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11732. * @param tid
  11733. * @param tick
  11734. * @param data
  11735. **/
  11736. TIMER_FUNC(skill_castend_id){
  11737. struct block_list *target, *src;
  11738. map_session_data *sd;
  11739. struct mob_data *md;
  11740. struct unit_data *ud;
  11741. int flag = 0;
  11742. src = map_id2bl(id);
  11743. if( src == NULL )
  11744. {
  11745. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  11746. return 0;// not found
  11747. }
  11748. ud = unit_bl2ud(src);
  11749. if( ud == NULL )
  11750. {
  11751. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  11752. return 0;// ???
  11753. }
  11754. sd = BL_CAST(BL_PC, src);
  11755. md = BL_CAST(BL_MOB, src);
  11756. status_change *sc = status_get_sc(src);
  11757. if( src->prev == NULL ) {
  11758. ud->skilltimer = INVALID_TIMER;
  11759. return 0;
  11760. }
  11761. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11762. if( ud->skilltimer != tid ) {
  11763. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11764. ud->skilltimer = INVALID_TIMER;
  11765. return 0;
  11766. }
  11767. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11768. {// restore original walk speed
  11769. ud->skilltimer = INVALID_TIMER;
  11770. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11771. } else
  11772. ud->skilltimer = INVALID_TIMER;
  11773. }
  11774. if (ud->skilltarget == id)
  11775. target = src;
  11776. else
  11777. target = map_id2bl(ud->skilltarget);
  11778. // Use a do so that you can break out of it when the skill fails.
  11779. do {
  11780. bool fail = false;
  11781. int8 res = USESKILL_FAIL_LEVEL;
  11782. if (!target || target->prev == NULL)
  11783. break;
  11784. if (src->m != target->m || status_isdead(src))
  11785. break;
  11786. //These should become skill_castend_pos
  11787. switch (ud->skill_id) {
  11788. case WE_CALLPARTNER:
  11789. if (sd) {
  11790. map_session_data *p_sd = pc_get_partner(sd);
  11791. if (p_sd && p_sd->state.autotrade) {
  11792. fail = true;
  11793. break;
  11794. } else
  11795. clif_callpartner(*sd);
  11796. }
  11797. break;
  11798. case WE_CALLPARENT:
  11799. if (sd) {
  11800. map_session_data *f_sd = pc_get_father(sd);
  11801. map_session_data *m_sd = pc_get_mother(sd);
  11802. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11803. fail = true;
  11804. break;
  11805. }
  11806. }
  11807. break;
  11808. case WE_CALLBABY:
  11809. if (sd) {
  11810. map_session_data *c_sd = pc_get_child(sd);
  11811. if (c_sd && c_sd->state.autotrade) {
  11812. fail = true;
  11813. break;
  11814. }
  11815. }
  11816. break;
  11817. case AM_RESURRECTHOMUN:
  11818. case PF_SPIDERWEB:
  11819. {
  11820. //Find a random spot to place the skill. [Skotlex]
  11821. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  11822. ud->skillx = target->x + splash;
  11823. ud->skilly = target->y + splash;
  11824. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  11825. ud->skillx = target->x;
  11826. ud->skilly = target->y;
  11827. }
  11828. ud->skilltimer = tid;
  11829. return skill_castend_pos(tid,tick,id,data);
  11830. }
  11831. case GN_WALLOFTHORN:
  11832. case SC_ESCAPE:
  11833. case WL_FROSTMISTY:
  11834. case SU_CN_POWDERING:
  11835. case AG_RAIN_OF_CRYSTAL:
  11836. ud->skillx = target->x;
  11837. ud->skilly = target->y;
  11838. ud->skilltimer = tid;
  11839. return skill_castend_pos(tid,tick,id,data);
  11840. }
  11841. // Failing
  11842. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  11843. if (sd && res != USESKILL_FAIL_MAX)
  11844. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  11845. break;
  11846. }
  11847. //Avoid doing double checks for instant-cast skills.
  11848. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  11849. break;
  11850. if(md) {
  11851. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11852. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11853. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11854. }
  11855. if (src != target && battle_config.skill_add_range &&
  11856. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  11857. {
  11858. if (sd) {
  11859. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11860. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  11861. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11862. }
  11863. break;
  11864. }
  11865. #ifdef OFFICIAL_WALKPATH
  11866. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  11867. {
  11868. if (sd) {
  11869. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  11870. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  11871. }
  11872. break;
  11873. }
  11874. #endif
  11875. if( sd )
  11876. {
  11877. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11878. break;
  11879. else {
  11880. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11881. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  11882. // Give AP
  11883. if (add_ap > 0) {
  11884. switch (ud->skill_id) {
  11885. case TR_ROSEBLOSSOM:
  11886. case TR_RHYTHMSHOOTING:
  11887. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  11888. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  11889. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  11890. break;
  11891. case TR_GEF_NOCTURN:
  11892. case TR_ROKI_CAPRICCIO:
  11893. case TR_AIN_RHAPSODY:
  11894. case TR_MUSICAL_INTERLUDE:
  11895. case TR_JAWAII_SERENADE:
  11896. case TR_NIPELHEIM_REQUIEM:
  11897. case TR_PRON_MARCH:
  11898. if (sd->skill_id_old == TR_RETROSPECTION) {
  11899. add_ap += add_ap * 50 / 100;
  11900. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  11901. }
  11902. break;
  11903. case WH_CRESCIVE_BOLT:
  11904. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  11905. add_ap += 2;
  11906. }
  11907. break;
  11908. }
  11909. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11910. }
  11911. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  11912. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11913. break; // Show a skill fail message (Damage type consumes requirements)
  11914. }
  11915. }
  11916. }
  11917. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11918. break;
  11919. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  11920. ud->state.running = 0;
  11921. status_change_end(src, SC_RUN);
  11922. flag = 1;
  11923. }
  11924. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  11925. unit_stop_walking(src,1);
  11926. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11927. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11928. if (sd) { //Cooldown application
  11929. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  11930. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11931. }
  11932. if( battle_config.display_status_timers && sd )
  11933. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11934. if( sd )
  11935. {
  11936. switch( ud->skill_id )
  11937. {
  11938. case GS_DESPERADO:
  11939. case RL_FIREDANCE:
  11940. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  11941. break;
  11942. case KN_BRANDISHSPEAR:
  11943. case CR_GRANDCROSS: {
  11944. sc_type type;
  11945. if (ud->skill_id == KN_BRANDISHSPEAR)
  11946. type = SC_STRIPWEAPON;
  11947. else
  11948. type = SC_STRIPSHIELD;
  11949. if (sc && sc->getSCE(type)) {
  11950. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  11951. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  11952. break;
  11953. }
  11954. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  11955. break;
  11956. }
  11957. }
  11958. }
  11959. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  11960. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11961. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11962. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  11963. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  11964. map_freeblock_lock();
  11965. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  11966. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11967. else
  11968. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11969. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){
  11970. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  11971. }
  11972. if(sc && sc->count) {
  11973. if (ud->skill_id != RA_CAMOUFLAGE)
  11974. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  11975. if(sc->getSCE(SC_SPIRIT) &&
  11976. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  11977. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  11978. ud->skill_id != WZ_WATERBALL)
  11979. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  11980. #ifndef RENEWAL
  11981. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  11982. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  11983. #endif
  11984. }
  11985. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  11986. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11987. if (ud->skilltimer == INVALID_TIMER) {
  11988. if(md) md->skill_idx = -1;
  11989. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  11990. ud->skill_lv = ud->skilltarget = 0;
  11991. }
  11992. map_freeblock_unlock();
  11993. return 1;
  11994. } while(0);
  11995. //Skill failed.
  11996. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  11997. { //When Asura fails... (except when it fails from Wall of Fog)
  11998. //Consume SP/spheres
  11999. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12000. status_set_sp(src, 0, 0);
  12001. sc = &sd->sc;
  12002. if (sc->count)
  12003. { //End states
  12004. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12005. status_change_end(src, SC_BLADESTOP);
  12006. #ifdef RENEWAL
  12007. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12008. #endif
  12009. }
  12010. if( target && target->m == src->m ) { //Move character to target anyway.
  12011. short x, y;
  12012. short dir = map_calc_dir(src,target->x,target->y);
  12013. //Move 3 cells (From Caster)
  12014. if( dir > 0 && dir < 4 )
  12015. x = -3;
  12016. else if( dir > 4 )
  12017. x = 3;
  12018. else
  12019. x = 0;
  12020. if( dir > 2 && dir < 6 )
  12021. y = -3;
  12022. else if( dir == 7 || dir < 2 )
  12023. y = 3;
  12024. else
  12025. y = 0;
  12026. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12027. clif_blown(src);
  12028. clif_spiritball(src);
  12029. }
  12030. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  12031. }
  12032. }
  12033. ud->skill_id = ud->skilltarget = 0;
  12034. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12035. ud->canact_tick = tick;
  12036. //You can't place a skill failed packet here because it would be
  12037. //sent in ALL cases, even cases where skill_check_condition fails
  12038. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12039. if (sd) {
  12040. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12041. if (sd->skill_keep_using.skill_id > 0) {
  12042. sd->skill_keep_using.skill_id = 0;
  12043. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12044. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12045. sd->skill_keep_using.tid = INVALID_TIMER;
  12046. }
  12047. }
  12048. } else if (md)
  12049. md->skill_idx = -1;
  12050. return 0;
  12051. }
  12052. /*==========================================
  12053. *
  12054. *------------------------------------------*/
  12055. TIMER_FUNC(skill_castend_pos){
  12056. struct block_list* src = map_id2bl(id);
  12057. map_session_data *sd;
  12058. struct unit_data *ud = unit_bl2ud(src);
  12059. struct mob_data *md;
  12060. nullpo_ret(ud);
  12061. sd = BL_CAST(BL_PC , src);
  12062. md = BL_CAST(BL_MOB, src);
  12063. if( src->prev == NULL ) {
  12064. ud->skilltimer = INVALID_TIMER;
  12065. return 0;
  12066. }
  12067. if( ud->skilltimer != tid )
  12068. {
  12069. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12070. ud->skilltimer = INVALID_TIMER;
  12071. return 0;
  12072. }
  12073. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12074. {// restore original walk speed
  12075. ud->skilltimer = INVALID_TIMER;
  12076. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12077. } else
  12078. ud->skilltimer = INVALID_TIMER;
  12079. do {
  12080. if( status_isdead(src) )
  12081. break;
  12082. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12083. break;
  12084. if(tid != INVALID_TIMER)
  12085. { //Avoid double checks on instant cast skills. [Skotlex]
  12086. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  12087. break;
  12088. if (battle_config.skill_add_range &&
  12089. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12090. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12091. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12092. break;
  12093. }
  12094. }
  12095. if( sd )
  12096. {
  12097. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  12098. break;
  12099. else {
  12100. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12101. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12102. // Give AP
  12103. if (add_ap > 0) {
  12104. switch (ud->skill_id) {
  12105. case WH_DEEPBLINDTRAP:
  12106. case WH_SOLIDTRAP:
  12107. case WH_SWIFTTRAP:
  12108. case WH_FLAMETRAP:
  12109. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12110. add_ap += 1;
  12111. break;
  12112. }
  12113. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12114. }
  12115. }
  12116. }
  12117. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12118. break;
  12119. if(md) {
  12120. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12121. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12122. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12123. }
  12124. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12125. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12126. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12127. if (ud->walktimer != INVALID_TIMER)
  12128. unit_stop_walking(src,1);
  12129. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12130. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12131. if (sd) { //Cooldown application
  12132. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12133. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12134. }
  12135. if( battle_config.display_status_timers && sd )
  12136. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12137. // if( sd )
  12138. // {
  12139. // switch( ud->skill_id )
  12140. // {
  12141. // case ????:
  12142. // sd->canequip_tick = tick + ????;
  12143. // break;
  12144. // }
  12145. // }
  12146. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12147. map_freeblock_lock();
  12148. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12149. if (ud->skill_id != RA_CAMOUFLAGE)
  12150. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12151. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12152. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12153. if (ud->skilltimer == INVALID_TIMER) {
  12154. if (md) md->skill_idx = -1;
  12155. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12156. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12157. }
  12158. map_freeblock_unlock();
  12159. return 1;
  12160. } while(0);
  12161. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12162. ud->canact_tick = tick;
  12163. ud->skill_id = ud->skill_lv = 0;
  12164. if(sd)
  12165. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12166. else if(md)
  12167. md->skill_idx = -1;
  12168. return 0;
  12169. }
  12170. /* skill count without self */
  12171. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12172. struct block_list* src = va_arg(ap, struct block_list*);
  12173. if( src->id != bl->id ) {
  12174. return 1;
  12175. }
  12176. return 0;
  12177. }
  12178. /*==========================================
  12179. *
  12180. *------------------------------------------*/
  12181. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12182. {
  12183. map_session_data* sd;
  12184. status_change* sc;
  12185. struct status_change_entry *sce;
  12186. std::shared_ptr<s_skill_unit_group> sg;
  12187. enum sc_type type;
  12188. int i;
  12189. //if(skill_lv <= 0) return 0;
  12190. if(skill_id > 0 && !skill_lv) return 0; // celest
  12191. nullpo_ret(src);
  12192. if(status_isdead(src))
  12193. return 0;
  12194. sd = BL_CAST(BL_PC, src);
  12195. sc = status_get_sc(src);
  12196. type = skill_get_sc(skill_id);
  12197. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  12198. switch (skill_id) { //Skill effect.
  12199. case WZ_METEOR:
  12200. case WZ_ICEWALL:
  12201. case MO_BODYRELOCATION:
  12202. case CR_CULTIVATION:
  12203. case HW_GANBANTEIN:
  12204. case LG_EARTHDRIVE:
  12205. case SC_ESCAPE:
  12206. case SU_CN_METEOR:
  12207. case NPC_RAINOFMETEOR:
  12208. break; //Effect is displayed on respective switch case.
  12209. default:
  12210. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12211. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12212. else
  12213. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12214. }
  12215. switch(skill_id)
  12216. {
  12217. case PR_BENEDICTIO:
  12218. skill_area_temp[1] = src->id;
  12219. i = skill_get_splash(skill_id, skill_lv);
  12220. map_foreachinallarea(skill_area_sub,
  12221. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12222. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12223. skill_castend_nodamage_id);
  12224. map_foreachinallarea(skill_area_sub,
  12225. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12226. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12227. skill_castend_damage_id);
  12228. break;
  12229. case BS_HAMMERFALL:
  12230. i = skill_get_splash(skill_id, skill_lv);
  12231. map_foreachinallarea(skill_area_sub,
  12232. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12233. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12234. skill_castend_nodamage_id);
  12235. break;
  12236. case HT_DETECTING:
  12237. i = skill_get_splash(skill_id, skill_lv);
  12238. map_foreachinallarea( status_change_timer_sub,
  12239. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12240. src,NULL,SC_SIGHT,tick);
  12241. skill_reveal_trap_inarea(src, i, x, y);
  12242. break;
  12243. case SR_RIDEINLIGHTNING:
  12244. i = skill_get_splash(skill_id, skill_lv);
  12245. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12246. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12247. break;
  12248. case NPC_LEX_AETERNA:
  12249. i = skill_get_splash(skill_id, skill_lv);
  12250. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12251. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12252. break;
  12253. case SA_VOLCANO:
  12254. case SA_DELUGE:
  12255. case SA_VIOLENTGALE:
  12256. { //Does not consumes if the skill is already active. [Skotlex]
  12257. std::shared_ptr<s_skill_unit_group> sg2;
  12258. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12259. {
  12260. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12261. {
  12262. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12263. return 0; // not to consume items
  12264. }
  12265. else
  12266. sg2->limit = 0; //Disable it.
  12267. }
  12268. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12269. break;
  12270. }
  12271. // Skill Unit Setting
  12272. case MG_SAFETYWALL: {
  12273. int dummy = 1;
  12274. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12275. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12276. return 0; // Don't consume gems if cast on Land Protector
  12277. }
  12278. }
  12279. case MG_FIREWALL:
  12280. case MG_THUNDERSTORM:
  12281. case AL_PNEUMA:
  12282. case WZ_FIREPILLAR:
  12283. case WZ_QUAGMIRE:
  12284. case WZ_VERMILION:
  12285. case WZ_STORMGUST:
  12286. case WZ_HEAVENDRIVE:
  12287. case NPC_GROUNDDRIVE:
  12288. case PR_SANCTUARY:
  12289. case PR_MAGNUS:
  12290. case CR_GRANDCROSS:
  12291. case NPC_GRANDDARKNESS:
  12292. case HT_SKIDTRAP:
  12293. case MA_SKIDTRAP:
  12294. case HT_LANDMINE:
  12295. case MA_LANDMINE:
  12296. case HT_ANKLESNARE:
  12297. case HT_SHOCKWAVE:
  12298. case HT_SANDMAN:
  12299. case MA_SANDMAN:
  12300. case HT_FLASHER:
  12301. case HT_FREEZINGTRAP:
  12302. case MA_FREEZINGTRAP:
  12303. case HT_BLASTMINE:
  12304. case HT_CLAYMORETRAP:
  12305. case AS_VENOMDUST:
  12306. case AM_DEMONSTRATION:
  12307. case PF_FOGWALL:
  12308. case PF_SPIDERWEB:
  12309. case HT_TALKIEBOX:
  12310. case WE_CALLPARTNER:
  12311. case WE_CALLPARENT:
  12312. case WE_CALLBABY:
  12313. case SA_LANDPROTECTOR:
  12314. #ifndef RENEWAL
  12315. case BD_LULLABY:
  12316. case BD_RICHMANKIM:
  12317. case BD_ETERNALCHAOS:
  12318. case BD_DRUMBATTLEFIELD:
  12319. case BD_RINGNIBELUNGEN:
  12320. case BD_ROKISWEIL:
  12321. case BD_INTOABYSS:
  12322. case BD_SIEGFRIED:
  12323. case BA_DISSONANCE:
  12324. case BA_POEMBRAGI:
  12325. case BA_WHISTLE:
  12326. case BA_ASSASSINCROSS:
  12327. case BA_APPLEIDUN:
  12328. case DC_UGLYDANCE:
  12329. case DC_HUMMING:
  12330. case DC_DONTFORGETME:
  12331. case DC_FORTUNEKISS:
  12332. case DC_SERVICEFORYOU:
  12333. #endif
  12334. case CG_MOONLIT:
  12335. case GS_DESPERADO:
  12336. case NJ_KAENSIN:
  12337. case NJ_BAKUENRYU:
  12338. case NJ_SUITON:
  12339. case NJ_HYOUSYOURAKU:
  12340. case NJ_RAIGEKISAI:
  12341. case NJ_KAMAITACHI:
  12342. #ifdef RENEWAL
  12343. case HW_GRAVITATION:
  12344. #endif
  12345. case NPC_EVILLAND:
  12346. case NPC_VENOMFOG:
  12347. case NPC_COMET:
  12348. case NPC_WIDESUCK:
  12349. case NPC_ICEMINE:
  12350. case NPC_FLAMECROSS:
  12351. case NPC_HELLBURNING:
  12352. case NPC_REVERBERATION:
  12353. case WL_COMET:
  12354. case RA_ELECTRICSHOCKER:
  12355. case RA_CLUSTERBOMB:
  12356. case RA_MAGENTATRAP:
  12357. case RA_COBALTTRAP:
  12358. case RA_MAIZETRAP:
  12359. case RA_VERDURETRAP:
  12360. case RA_FIRINGTRAP:
  12361. case RA_ICEBOUNDTRAP:
  12362. case SC_MANHOLE:
  12363. case SC_DIMENSIONDOOR:
  12364. case SC_CHAOSPANIC:
  12365. case SC_MAELSTROM:
  12366. case SC_BLOODYLUST:
  12367. case WM_POEMOFNETHERWORLD:
  12368. case SO_PSYCHIC_WAVE:
  12369. case NPC_PSYCHIC_WAVE:
  12370. case SO_VACUUM_EXTREME:
  12371. case GN_THORNS_TRAP:
  12372. case SO_EARTHGRAVE:
  12373. case SO_DIAMONDDUST:
  12374. case SO_FIRE_INSIGNIA:
  12375. case SO_WATER_INSIGNIA:
  12376. case SO_WIND_INSIGNIA:
  12377. case SO_EARTH_INSIGNIA:
  12378. case KO_ZENKAI:
  12379. case MH_LAVA_SLIDE:
  12380. case MH_VOLCANIC_ASH:
  12381. case MH_BLAST_FORGE:
  12382. case MH_POISON_MIST:
  12383. case MH_STEINWAND:
  12384. case MH_XENO_SLASHER:
  12385. case LG_KINGS_GRACE:
  12386. case SJ_BOOKOFCREATINGSTAR:
  12387. case RL_B_TRAP:
  12388. case NPC_STORMGUST2:
  12389. case AG_RAIN_OF_CRYSTAL:
  12390. case AG_MYSTERY_ILLUSION:
  12391. case AG_STRANTUM_TREMOR:
  12392. case AG_TORNADO_STORM:
  12393. case AG_FLORAL_FLARE_ROAD:
  12394. case IG_CROSS_RAIN:
  12395. case CD_PNEUMATICUS_PROCELLA:
  12396. case ABC_ABYSS_STRIKE:
  12397. case ABC_ABYSS_SQUARE:
  12398. case WH_DEEPBLINDTRAP:
  12399. case WH_SOLIDTRAP:
  12400. case WH_SWIFTTRAP:
  12401. case WH_FLAMETRAP:
  12402. case BO_ACIDIFIED_ZONE_WATER:
  12403. case BO_ACIDIFIED_ZONE_GROUND:
  12404. case BO_ACIDIFIED_ZONE_WIND:
  12405. case BO_ACIDIFIED_ZONE_FIRE:
  12406. case EM_DIAMOND_STORM:
  12407. case EM_LIGHTNING_LAND:
  12408. case EM_VENOM_SWAMP:
  12409. case EM_CONFLAGRATION:
  12410. case EM_TERRA_DRIVE:
  12411. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12412. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12413. case GN_WALLOFTHORN:
  12414. case GN_DEMONIC_FIRE:
  12415. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12416. break;
  12417. case WZ_ICEWALL:
  12418. flag|=1;
  12419. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12420. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12421. break;
  12422. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12423. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12424. flag|=1;
  12425. break;
  12426. case NPC_EARTHQUAKE:
  12427. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12428. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12429. break;
  12430. #ifndef RENEWAL
  12431. case HP_BASILICA:
  12432. if( sc->getSCE(SC_BASILICA) ) {
  12433. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12434. return 0;
  12435. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12436. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12437. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12438. return 0;
  12439. }
  12440. skill_clear_unitgroup(src);
  12441. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12442. flag|=1;
  12443. }
  12444. break;
  12445. #endif
  12446. #ifndef RENEWAL
  12447. case CG_HERMODE:
  12448. skill_clear_unitgroup(src);
  12449. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12450. sc_start4(src,src,SC_DANCING,100,
  12451. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12452. flag|=1;
  12453. #endif
  12454. break;
  12455. case RG_CLEANER: // [Valaris]
  12456. i = skill_get_splash(skill_id, skill_lv);
  12457. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12458. break;
  12459. case SO_WARMER:
  12460. case SO_CLOUD_KILL:
  12461. case NPC_CLOUD_KILL:
  12462. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12463. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12464. break;
  12465. case SU_CN_POWDERING:
  12466. case SU_NYANGGRASS:
  12467. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12468. if (skill_id == SU_CN_POWDERING)
  12469. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12470. else
  12471. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12472. }
  12473. flag |= 1;
  12474. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12475. break;
  12476. case SU_CN_METEOR:
  12477. if (sd) {
  12478. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12479. skill_id = SU_CN_METEOR2;
  12480. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12481. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12482. }
  12483. // Fall through
  12484. case WZ_METEOR:
  12485. {
  12486. int area = skill_get_splash(skill_id, skill_lv);
  12487. short tmpx = 0, tmpy = 0;
  12488. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12489. // Creates a random Cell in the Splash Area
  12490. tmpx = x - area + rnd() % (area * 2 + 1);
  12491. tmpy = y - area + rnd() % (area * 2 + 1);
  12492. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12493. }
  12494. }
  12495. break;
  12496. case AL_WARP:
  12497. if(sd)
  12498. {
  12499. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12500. (skill_lv >= 2) ? sd->status.memo_point[0].map : "",
  12501. (skill_lv >= 3) ? sd->status.memo_point[1].map : "",
  12502. (skill_lv >= 4) ? sd->status.memo_point[2].map : ""
  12503. );
  12504. }
  12505. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12506. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12507. return 0; // not to consume item.
  12508. case MO_BODYRELOCATION:
  12509. if (unit_movepos(src, x, y, 2, 1)) {
  12510. #if PACKETVER >= 20111005
  12511. clif_snap(src, src->x, src->y);
  12512. #else
  12513. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12514. #endif
  12515. if (sd)
  12516. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12517. }
  12518. break;
  12519. case NJ_SHADOWJUMP:
  12520. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  12521. clif_blown(src);
  12522. status_change_end(src, SC_HIDING);
  12523. break;
  12524. case AM_SPHEREMINE:
  12525. case AM_CANNIBALIZE:
  12526. {
  12527. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12528. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12529. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12530. struct mob_data *md;
  12531. // Correct info, don't change any of this! [celest]
  12532. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12533. if (md) {
  12534. md->master_id = src->id;
  12535. md->special_state.ai = ai;
  12536. if( md->deletetimer != INVALID_TIMER )
  12537. delete_timer(md->deletetimer, mob_timer_delete);
  12538. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12539. mob_spawn (md); //Now it is ready for spawning.
  12540. }
  12541. }
  12542. break;
  12543. // Slim Pitcher [Celest]
  12544. case CR_SLIMPITCHER:
  12545. if (sd) {
  12546. int i_lv = 0, j = 0;
  12547. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12548. i_lv = skill_lv%11 - 1;
  12549. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12550. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12551. {
  12552. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12553. return 1;
  12554. }
  12555. potion_flag = 1;
  12556. potion_hp = 0;
  12557. potion_sp = 0;
  12558. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12559. potion_flag = 0;
  12560. //Apply skill bonuses
  12561. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12562. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12563. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12564. + pc_skillheal_bonus(sd, skill_id);
  12565. potion_hp = potion_hp * (100+i_lv)/100;
  12566. potion_sp = potion_sp * (100+i_lv)/100;
  12567. // Final heal increased by HPlus.
  12568. // Is this the right place for this??? [Rytech]
  12569. // Can HPlus also affect SP recovery???
  12570. status_data *sstatus = status_get_status_data(src);
  12571. if (sstatus && sstatus->hplus > 0) {
  12572. potion_hp += potion_hp * sstatus->hplus / 100;
  12573. potion_sp += potion_sp * sstatus->hplus / 100;
  12574. }
  12575. if(potion_hp > 0 || potion_sp > 0) {
  12576. i_lv = skill_get_splash(skill_id, skill_lv);
  12577. map_foreachinallarea(skill_area_sub,
  12578. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12579. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12580. skill_castend_nodamage_id);
  12581. }
  12582. } else {
  12583. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12584. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12585. potion_flag = 1;
  12586. potion_hp = 0;
  12587. potion_sp = 0;
  12588. run_script(item->script,0,src->id,0);
  12589. potion_flag = 0;
  12590. potion_hp = potion_hp * (100+id)/100;
  12591. potion_sp = potion_sp * (100+id)/100;
  12592. if(potion_hp > 0 || potion_sp > 0) {
  12593. id = skill_get_splash(skill_id, skill_lv);
  12594. map_foreachinallarea(skill_area_sub,
  12595. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12596. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12597. skill_castend_nodamage_id);
  12598. }
  12599. }
  12600. break;
  12601. case HW_GANBANTEIN:
  12602. if (rnd()%100 < 80) {
  12603. int dummy = 1;
  12604. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12605. i = skill_get_splash(skill_id, skill_lv);
  12606. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12607. } else {
  12608. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12609. return 1;
  12610. }
  12611. break;
  12612. #ifndef RENEWAL
  12613. case HW_GRAVITATION:
  12614. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12615. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12616. flag|=1;
  12617. break;
  12618. #endif
  12619. // Plant Cultivation [Celest]
  12620. case CR_CULTIVATION:
  12621. if (sd) {
  12622. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12623. {
  12624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12625. return 1;
  12626. }
  12627. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12628. if (rnd()%100 < 50) {
  12629. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12630. } else {
  12631. TBL_MOB* md = NULL;
  12632. int t, mob_id;
  12633. if (skill_lv == 1)
  12634. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12635. else {
  12636. int rand_val = rnd() % 100;
  12637. if (rand_val < 30)
  12638. mob_id = MOBID_GREEN_PLANT;
  12639. else if (rand_val < 55)
  12640. mob_id = MOBID_RED_PLANT;
  12641. else if (rand_val < 80)
  12642. mob_id = MOBID_YELLOW_PLANT;
  12643. else if (rand_val < 90)
  12644. mob_id = MOBID_WHITE_PLANT;
  12645. else if (rand_val < 98)
  12646. mob_id = MOBID_BLUE_PLANT;
  12647. else
  12648. mob_id = MOBID_SHINING_PLANT;
  12649. }
  12650. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12651. if (!md)
  12652. break;
  12653. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12654. {
  12655. if( md->deletetimer != INVALID_TIMER )
  12656. delete_timer(md->deletetimer, mob_timer_delete);
  12657. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12658. }
  12659. mob_spawn(md);
  12660. }
  12661. }
  12662. break;
  12663. case SG_SUN_WARM:
  12664. case SG_MOON_WARM:
  12665. case SG_STAR_WARM:
  12666. skill_clear_unitgroup(src);
  12667. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12668. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12669. flag|=1;
  12670. break;
  12671. case PA_GOSPEL:
  12672. if (sce && sce->val4 == BCT_SELF)
  12673. {
  12674. status_change_end(src, SC_GOSPEL);
  12675. return 0;
  12676. }
  12677. else
  12678. {
  12679. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12680. if (!sg) break;
  12681. if (sce)
  12682. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12683. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12684. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12685. }
  12686. break;
  12687. case NJ_TATAMIGAESHI:
  12688. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12689. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12690. break;
  12691. case AM_RESURRECTHOMUN: //[orn]
  12692. if (sd)
  12693. {
  12694. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12695. {
  12696. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12697. break;
  12698. }
  12699. }
  12700. break;
  12701. case AC_SHOWER:
  12702. status_change_end(src, SC_CAMOUFLAGE);
  12703. case MA_SHOWER:
  12704. case NC_COLDSLOWER:
  12705. case RK_DRAGONBREATH:
  12706. case RK_DRAGONBREATH_WATER:
  12707. case NPC_DRAGONBREATH:
  12708. case WL_FROSTMISTY:
  12709. case RL_HAMMER_OF_GOD:
  12710. // Cast center might be relevant later (e.g. for knockback direction)
  12711. skill_area_temp[4] = x;
  12712. skill_area_temp[5] = y;
  12713. i = skill_get_splash(skill_id,skill_lv);
  12714. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12715. break;
  12716. case SO_ARRULLO:
  12717. i = skill_get_splash(skill_id,skill_lv);
  12718. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12719. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12720. break;
  12721. case GC_POISONSMOKE:
  12722. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12723. if( sd )
  12724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  12725. return 0;
  12726. }
  12727. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12728. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12729. break;
  12730. case AB_EPICLESIS:
  12731. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12732. i = skill_get_splash(skill_id, skill_lv);
  12733. map_foreachinallarea(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);
  12734. }
  12735. break;
  12736. case WL_EARTHSTRAIN:
  12737. {
  12738. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12739. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12740. for( w = 1; w <= wave; w++ )
  12741. {
  12742. switch( dir ){
  12743. case 0: case 1: case 7: sy = y + w; break;
  12744. case 3: case 4: case 5: sy = y - w; break;
  12745. case 2: sx = x - w; break;
  12746. case 6: sx = x + w; break;
  12747. }
  12748. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12749. }
  12750. }
  12751. break;
  12752. case RA_DETONATOR:
  12753. i = skill_get_splash(skill_id, skill_lv);
  12754. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12755. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12756. break;
  12757. case NC_NEUTRALBARRIER:
  12758. case NC_STEALTHFIELD:
  12759. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12760. skill_clear_unitgroup(src);
  12761. return 0;
  12762. }
  12763. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12764. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  12765. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12766. }
  12767. break;
  12768. case NC_SILVERSNIPER:
  12769. {
  12770. struct mob_data *md;
  12771. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12772. if( md ) {
  12773. md->master_id = src->id;
  12774. md->special_state.ai = AI_FAW;
  12775. if( md->deletetimer != INVALID_TIMER )
  12776. delete_timer(md->deletetimer, mob_timer_delete);
  12777. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12778. mob_spawn(md);
  12779. }
  12780. }
  12781. break;
  12782. case NC_MAGICDECOY:
  12783. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  12784. break;
  12785. case SC_FEINTBOMB: {
  12786. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12787. if( group == nullptr || group->unit == nullptr ) {
  12788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12789. return 1;
  12790. }
  12791. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  12792. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12793. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  12794. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12795. }
  12796. break;
  12797. case SC_ESCAPE:
  12798. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12799. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12800. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12801. flag |= 1;
  12802. break;
  12803. case LG_BANDING:
  12804. if( sc && sc->getSCE(SC_BANDING) )
  12805. status_change_end(src,SC_BANDING);
  12806. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  12807. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12808. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12809. break;
  12810. case WM_DOMINION_IMPULSE:
  12811. i = skill_get_splash(skill_id, skill_lv);
  12812. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  12813. break;
  12814. case WM_GREAT_ECHO:
  12815. i = skill_get_splash(skill_id,skill_lv);
  12816. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12817. break;
  12818. case WM_SEVERE_RAINSTORM:
  12819. flag |= 1;
  12820. if (sd)
  12821. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  12822. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12823. break;
  12824. case GN_CRAZYWEED: {
  12825. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  12826. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  12827. int x1 = x - area + rnd()%(area * 2 + 1);
  12828. int y1 = y - area + rnd()%(area * 2 + 1);
  12829. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  12830. }
  12831. }
  12832. break;
  12833. case GN_FIRE_EXPANSION: {
  12834. struct unit_data* ud = unit_bl2ud(src);
  12835. if (!ud) break;
  12836. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  12837. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  12838. if (it != ud->skillunits.end()) {
  12839. auto* unit_group = it->get();
  12840. skill_unit* su = unit_group->unit;
  12841. switch (skill_lv) {
  12842. case 1: {
  12843. // TODO:
  12844. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  12845. skill_delunit(su);
  12846. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  12847. flag |= 1;
  12848. }
  12849. break;
  12850. case 2:
  12851. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  12852. if (su != NULL)
  12853. skill_delunit(su);
  12854. break;
  12855. case 3:
  12856. skill_delunit(su);
  12857. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  12858. flag |= 1;
  12859. break;
  12860. case 4:
  12861. skill_delunit(su);
  12862. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  12863. flag |= 1;
  12864. break;
  12865. case 5: {
  12866. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  12867. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  12868. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  12869. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  12870. if (su != NULL)
  12871. skill_delunit(su);
  12872. }
  12873. break;
  12874. }
  12875. }
  12876. }
  12877. break;
  12878. case SO_FIREWALK:
  12879. case SO_ELECTRICWALK:
  12880. case NPC_FIREWALK:
  12881. case NPC_ELECTRICWALK:
  12882. if( sc && sc->getSCE(type) )
  12883. status_change_end(src,type);
  12884. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  12885. break;
  12886. case KO_MAKIBISHI:
  12887. for( i = 0; i < (skill_lv+2); i++ ) {
  12888. x = src->x - 1 + rnd()%3;
  12889. y = src->y - 1 + rnd()%3;
  12890. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12891. }
  12892. break;
  12893. case KO_MUCHANAGE: {
  12894. struct status_data *sstatus;
  12895. int rate = 0;
  12896. sstatus = status_get_status_data(src);
  12897. i = skill_get_splash(skill_id,skill_lv);
  12898. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  12899. if( rate < 0 )
  12900. rate = 0;
  12901. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  12902. if( rnd()%100 < rate )
  12903. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12904. }
  12905. break;
  12906. case RL_FALLEN_ANGEL:
  12907. if (unit_movepos(src,x,y,1,1)) {
  12908. clif_snap(src, src->x, src->y);
  12909. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  12910. } else {
  12911. if (sd)
  12912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12913. }
  12914. break;
  12915. case RL_FIRE_RAIN: {
  12916. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  12917. int sx = x = src->x, sy = y = src->y;
  12918. for (w = 0; w <= wave; w++) {
  12919. switch (dir) {
  12920. case DIR_NORTH:
  12921. case DIR_NORTHWEST:
  12922. case DIR_NORTHEAST:
  12923. sy = y + w;
  12924. break;
  12925. case DIR_WEST:
  12926. sx = x - w;
  12927. break;
  12928. case DIR_SOUTHWEST:
  12929. case DIR_SOUTH:
  12930. case DIR_SOUTHEAST:
  12931. sy = y - w;
  12932. break;
  12933. case DIR_EAST:
  12934. sx = x + w;
  12935. break;
  12936. }
  12937. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  12938. }
  12939. }
  12940. break;
  12941. case NPC_MAGMA_ERUPTION:
  12942. case NC_MAGMA_ERUPTION:
  12943. // 1st, AoE 'slam' damage
  12944. i = skill_get_splash(skill_id, skill_lv);
  12945. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12946. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  12947. // 2nd, AoE 'eruption' unit
  12948. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  12949. break;
  12950. case SU_LOPE:
  12951. {
  12952. uint8 dir = map_calc_dir(src, x, y);
  12953. // Fails on noteleport maps, except for GvG and BG maps
  12954. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  12955. x = src->x;
  12956. y = src->y;
  12957. }
  12958. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  12959. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  12960. clif_blown(src);
  12961. }
  12962. break;
  12963. case AG_ASTRAL_STRIKE:
  12964. i = skill_get_splash(skill_id, skill_lv);
  12965. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12966. flag |= 1;
  12967. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12968. break;
  12969. case AG_VIOLENT_QUAKE:
  12970. case AG_ALL_BLOOM: {
  12971. int area = skill_get_splash(skill_id, skill_lv);
  12972. int unit_time = skill_get_time(skill_id, skill_lv);
  12973. int unit_interval = skill_get_unit_interval(skill_id);
  12974. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  12975. // Grab Climax's effect level if active.
  12976. // This affects the behavior of certain skills in certain ways.
  12977. if (sc && sc->getSCE(SC_CLIMAX))
  12978. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  12979. if (skill_id == AG_VIOLENT_QUAKE) {
  12980. sub_skill = AG_VIOLENT_QUAKE_ATK;
  12981. // Fixes rising rocks spawn area to 7x7.
  12982. if (climax_lv == 5)
  12983. area = 3;
  12984. } else { // AG_ALL_BLOOM
  12985. sub_skill = AG_ALL_BLOOM_ATK;
  12986. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  12987. unit_time /= 2;
  12988. unit_interval /= 2;
  12989. }
  12990. }
  12991. // Displays the earthquake / flower garden.
  12992. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12993. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  12994. i = skill_get_splash(skill_id, skill_lv);
  12995. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  12996. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  12997. tmpx = x - area + rnd() % (area * 2 + 1);
  12998. tmpy = y - area + rnd() % (area * 2 + 1);
  12999. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13000. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  13001. tmpx = x - area + rnd() % (area * 2 + 1);
  13002. tmpy = y - area + rnd() % (area * 2 + 1);
  13003. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13004. }
  13005. }
  13006. // One final attack the size of the flower garden is dealt after
  13007. // all rose buds explode if Climax level 5 is active.
  13008. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13009. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13010. }
  13011. break;
  13012. case NPC_RAINOFMETEOR:
  13013. {
  13014. int area = skill_get_splash(skill_id, skill_lv);
  13015. short tmpx = 0, tmpy = 0;
  13016. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13017. // Casts a double meteor in the first interval.
  13018. if (i == 1) {
  13019. // The first meteor is at the center
  13020. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13021. // The second meteor is near the first
  13022. tmpx = x - 1 + rnd()%3;
  13023. tmpy = y - 1 + rnd()%3;
  13024. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13025. }
  13026. else { // Casts 1 meteor per interval in the splash area
  13027. tmpx = x - area + rnd()%(area * 2 + 1);
  13028. tmpy = y - area + rnd()%(area * 2 + 1);
  13029. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13030. }
  13031. }
  13032. }
  13033. break;
  13034. default:
  13035. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13036. return 1;
  13037. }
  13038. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13039. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13040. if( sd )
  13041. {// ensure that the skill last-cast tick is recorded
  13042. sd->canskill_tick = gettick();
  13043. if( sd->state.arrow_atk && !(flag&1) )
  13044. {// consume arrow if this is a ground skill
  13045. battle_consume_ammo(sd, skill_id, skill_lv);
  13046. }
  13047. skill_onskillusage(sd, NULL, skill_id, tick);
  13048. // perform skill requirement consumption
  13049. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13050. }
  13051. return 0;
  13052. }
  13053. /*==========================================
  13054. *
  13055. *------------------------------------------*/
  13056. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13057. {
  13058. nullpo_ret(sd);
  13059. //Simplify skill_failed code.
  13060. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13061. if(skill_id != sd->menuskill_id)
  13062. return 0;
  13063. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  13064. skill_failed(sd);
  13065. return 0;
  13066. }
  13067. if( sd->sc.cant.cast ) {
  13068. skill_failed(sd);
  13069. return 0;
  13070. }
  13071. pc_stop_attack(sd);
  13072. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13073. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13074. if(strcmp(mapname,"cancel")==0) {
  13075. skill_failed(sd);
  13076. return 0;
  13077. }
  13078. switch(skill_id)
  13079. {
  13080. case AL_TELEPORT:
  13081. case ALL_ODINS_RECALL:
  13082. //The storage window is closed automatically by the client when there's
  13083. //any kind of map change, so we need to restore it automatically
  13084. //bugreport:8027
  13085. if(strcmp(mapname,"Random") == 0)
  13086. pc_randomwarp(sd,CLR_TELEPORT);
  13087. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13088. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13089. clif_refresh_storagewindow(sd);
  13090. break;
  13091. case AL_WARP:
  13092. {
  13093. const struct s_point_str *p[4];
  13094. std::shared_ptr<s_skill_unit_group> group;
  13095. int i, lv, wx, wy;
  13096. int maxcount=0;
  13097. int x,y;
  13098. unsigned short mapindex;
  13099. mapindex = mapindex_name2id((char*)mapname);
  13100. if(!mapindex) { //Given map not found?
  13101. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13102. skill_failed(sd);
  13103. return 0;
  13104. }
  13105. p[0] = &sd->status.save_point;
  13106. p[1] = &sd->status.memo_point[0];
  13107. p[2] = &sd->status.memo_point[1];
  13108. p[3] = &sd->status.memo_point[2];
  13109. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13110. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13111. if (maxcount == 0) {
  13112. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13113. skill_failed(sd);
  13114. return 0;
  13115. }
  13116. }
  13117. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13118. wx = sd->menuskill_val>>16;
  13119. wy = sd->menuskill_val&0xffff;
  13120. if( lv <= 0 ) return 0;
  13121. if( lv > 4 ) lv = 4; // crash prevention
  13122. // check if the chosen map exists in the memo list
  13123. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13124. if( i < lv ) {
  13125. x=p[i]->x;
  13126. y=p[i]->y;
  13127. } else {
  13128. skill_failed(sd);
  13129. return 0;
  13130. }
  13131. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  13132. { // This checks versus skill_id/skill_lv...
  13133. skill_failed(sd);
  13134. return 0;
  13135. }
  13136. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13137. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13138. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13139. skill_failed(sd);
  13140. return 0;
  13141. }
  13142. group->val1 = (group->val1<<16)|(short)0;
  13143. // record the destination coordinates
  13144. group->val2 = (x<<16)|y;
  13145. group->val3 = mapindex;
  13146. }
  13147. break;
  13148. }
  13149. sd->menuskill_id = sd->menuskill_val = 0;
  13150. return 0;
  13151. #undef skill_failed
  13152. }
  13153. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13154. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13155. {
  13156. struct skill_unit* target = (struct skill_unit*)bl;
  13157. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13158. int flag = va_arg(ap, int);
  13159. if (src == target)
  13160. return 0;
  13161. if (!target->group || !(target->group->state.song_dance&0x1))
  13162. return 0;
  13163. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13164. return 0;
  13165. if (flag) //Set dissonance
  13166. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13167. else //Remove dissonance
  13168. target->val2 &= ~(1 << UF_ENSEMBLE);
  13169. skill_getareachar_skillunit_visibilty(target, AREA);
  13170. return 1;
  13171. }
  13172. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13173. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13174. //When 1, this unit has been positioned, so start the cancel effect.
  13175. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13176. {
  13177. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13178. return 0;
  13179. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13180. return 0; //Nothing to remove, this unit is not overlapped.
  13181. if (unit->val1 != unit->group->skill_id)
  13182. { //Reset state
  13183. unit->val1 = unit->group->skill_id;
  13184. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13185. }
  13186. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13187. }
  13188. /**
  13189. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13190. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13191. * @param flag 0 Convert
  13192. * @param flag 1 Revert
  13193. * @return true success
  13194. * @TODO: This should be completely removed later and rewritten
  13195. * The entire execution of the overlapping songs instances is dirty and hacked together
  13196. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13197. */
  13198. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13199. {
  13200. static int prevflag = 1; // by default the backup is empty
  13201. static s_skill_unit_group backup;
  13202. std::shared_ptr<s_skill_unit_group> group;
  13203. if( unit == nullptr || (group = unit->group) == nullptr )
  13204. return false;
  13205. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13206. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13207. return false;
  13208. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13209. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13210. flag ? "read an empty backup" : "write to a full backup",
  13211. group->skill_id, group->skill_lv, group->src_id);
  13212. return false;
  13213. }
  13214. prevflag = flag;
  13215. if (!flag) { //Transform
  13216. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13217. // backup
  13218. backup.skill_id = group->skill_id;
  13219. backup.skill_lv = group->skill_lv;
  13220. backup.unit_id = group->unit_id;
  13221. backup.target_flag = group->target_flag;
  13222. backup.bl_flag = group->bl_flag;
  13223. backup.interval = group->interval;
  13224. // replace
  13225. group->skill_id = skill_id;
  13226. group->skill_lv = 1;
  13227. group->unit_id = skill_get_unit_id(skill_id);
  13228. group->target_flag = skill_get_unit_target(skill_id);
  13229. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13230. group->interval = skill_get_unit_interval(skill_id);
  13231. } else { //Restore
  13232. group->skill_id = backup.skill_id;
  13233. group->skill_lv = backup.skill_lv;
  13234. group->unit_id = backup.unit_id;
  13235. group->target_flag = backup.target_flag;
  13236. group->bl_flag = backup.bl_flag;
  13237. group->interval = backup.interval;
  13238. }
  13239. return true;
  13240. }
  13241. /**
  13242. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13243. * @param src Object that triggers the skill
  13244. * @param skill_id Skill ID
  13245. * @param skill_lv Skill level of used skill
  13246. * @param x Position x
  13247. * @param y Position y
  13248. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13249. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13250. * @return s_skill_unit_group
  13251. */
  13252. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  13253. {
  13254. std::shared_ptr<s_skill_unit_group> group;
  13255. int i, val1 = 0, val2 = 0, val3 = 0;
  13256. t_tick limit;
  13257. int link_group_id = 0;
  13258. int target, interval, range;
  13259. t_itemid req_item = 0;
  13260. struct s_skill_unit_layout *layout;
  13261. map_session_data *sd;
  13262. struct status_data *status;
  13263. status_change *sc;
  13264. int active_flag = 1;
  13265. int subunt = 0;
  13266. bool hidden = false;
  13267. struct map_data *mapdata;
  13268. nullpo_retr(nullptr, src);
  13269. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13270. mapdata = map_getmapdata(src->m);
  13271. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13272. range = skill_get_unit_range(skill_id,skill_lv);
  13273. interval = skill->unit_interval;
  13274. target = skill_get_unit_target(skill_id);
  13275. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13276. sd = BL_CAST(BL_PC, src);
  13277. status = status_get_status_data(src);
  13278. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13279. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13280. switch( skill_id ) {
  13281. case MH_STEINWAND:
  13282. val2 = 4 + skill_lv;
  13283. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13284. break;
  13285. case MG_SAFETYWALL:
  13286. val2 = skill_lv + 1;
  13287. #ifdef RENEWAL
  13288. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13289. #endif
  13290. break;
  13291. case MG_FIREWALL:
  13292. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13293. limit = limit*3/2;
  13294. val2 = 4+skill_lv;
  13295. break;
  13296. case AL_WARP:
  13297. val1=skill_lv+6;
  13298. if(!(flag&1))
  13299. limit=2000;
  13300. else // previous implementation (not used anymore)
  13301. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13302. if( src->type != BL_SKILL ) return nullptr;
  13303. group = ((TBL_SKILL*)src)->group;
  13304. src = map_id2bl(group->src_id);
  13305. if( !src ) return nullptr;
  13306. val2 = group->val2; //Copy the (x,y) position you warp to
  13307. val3 = group->val3; //as well as the mapindex to warp to.
  13308. }
  13309. break;
  13310. #ifndef RENEWAL
  13311. case HP_BASILICA:
  13312. val1 = src->id; // Store caster id.
  13313. break;
  13314. #endif
  13315. case PR_SANCTUARY:
  13316. case NPC_EVILLAND:
  13317. val1=skill_lv+3;
  13318. break;
  13319. case WZ_METEOR:
  13320. case SU_CN_METEOR:
  13321. case SU_CN_METEOR2:
  13322. case NPC_RAINOFMETEOR:
  13323. limit = flag;
  13324. flag = 0; // Flag should not influence anything else for these skills
  13325. break;
  13326. case WZ_FIREPILLAR:
  13327. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13328. return nullptr;
  13329. if((flag&1)!=0)
  13330. limit=1000;
  13331. val1=skill_lv+2;
  13332. break;
  13333. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13334. case AM_DEMONSTRATION:
  13335. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13336. target = BCT_ALL;
  13337. break;
  13338. case HT_SKIDTRAP:
  13339. case MA_SKIDTRAP:
  13340. //Save position of caster
  13341. val1 = ((src->x)<<16)|(src->y);
  13342. case HT_ANKLESNARE:
  13343. case HT_SHOCKWAVE:
  13344. case HT_SANDMAN:
  13345. case MA_SANDMAN:
  13346. case HT_CLAYMORETRAP:
  13347. case HT_LANDMINE:
  13348. case MA_LANDMINE:
  13349. case HT_FLASHER:
  13350. case HT_FREEZINGTRAP:
  13351. case MA_FREEZINGTRAP:
  13352. case HT_BLASTMINE:
  13353. case RA_ELECTRICSHOCKER:
  13354. case RA_CLUSTERBOMB:
  13355. case RA_MAGENTATRAP:
  13356. case RA_COBALTTRAP:
  13357. case RA_MAIZETRAP:
  13358. case RA_VERDURETRAP:
  13359. case RA_FIRINGTRAP:
  13360. case RA_ICEBOUNDTRAP:
  13361. case RL_B_TRAP:
  13362. case SC_ESCAPE:
  13363. {
  13364. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13365. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13366. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13367. req_item = req.itemid[i];
  13368. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13369. break;
  13370. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13371. target = BCT_ALL;
  13372. }
  13373. break;
  13374. case SA_LANDPROTECTOR:
  13375. case SA_VOLCANO:
  13376. case SA_DELUGE:
  13377. case SA_VIOLENTGALE:
  13378. case SC_CHAOSPANIC:
  13379. {
  13380. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13381. if (old_sg != nullptr)
  13382. { //HelloKitty confirmed that these are interchangeable,
  13383. //so you can change element and not consume gemstones.
  13384. if ((
  13385. old_sg->skill_id == SA_VOLCANO ||
  13386. old_sg->skill_id == SA_DELUGE ||
  13387. old_sg->skill_id == SA_VIOLENTGALE
  13388. ) && old_sg->limit > 0)
  13389. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13390. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13391. if (limit < 0) //This can happen...
  13392. limit = skill_get_time(skill_id,skill_lv);
  13393. }
  13394. skill_clear_group(src,1);
  13395. }
  13396. break;
  13397. }
  13398. case BA_WHISTLE:
  13399. val1 = skill_lv + status->agi / 10; // Flee increase
  13400. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13401. if (sd) {
  13402. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13403. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13404. }
  13405. break;
  13406. case DC_HUMMING:
  13407. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13408. if (sd)
  13409. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13410. break;
  13411. case BA_POEMBRAGI:
  13412. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13413. //For some reason at level 10 the base delay reduction is 50%.
  13414. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13415. if (sd) {
  13416. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13417. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13418. }
  13419. break;
  13420. case DC_DONTFORGETME:
  13421. #ifdef RENEWAL
  13422. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13423. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13424. #else
  13425. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13426. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13427. #endif
  13428. if (sd) {
  13429. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13430. #ifdef RENEWAL
  13431. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13432. #else
  13433. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13434. #endif
  13435. }
  13436. val1 *= 10; //Because 10 is actually 1% aspd
  13437. break;
  13438. case DC_SERVICEFORYOU:
  13439. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13440. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13441. if (sd) {
  13442. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13443. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13444. }
  13445. break;
  13446. case BA_ASSASSINCROSS:
  13447. if (sd)
  13448. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13449. val1 += 5 + skill_lv + (status->agi / 20);
  13450. val1 *= 10; // ASPD works with 1000 as 100%
  13451. break;
  13452. case DC_FORTUNEKISS:
  13453. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13454. val1 *= 10; //Because every 10 crit is an actual cri point.
  13455. if (sd)
  13456. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13457. break;
  13458. case BD_DRUMBATTLEFIELD:
  13459. val1 = (skill_lv+1)*25; //Atk increase
  13460. val2 = (skill_lv+1)*2; //Def increase
  13461. break;
  13462. case BD_RINGNIBELUNGEN:
  13463. val1 = (skill_lv+2)*25; //Atk increase
  13464. break;
  13465. case BD_RICHMANKIM:
  13466. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13467. break;
  13468. case BD_SIEGFRIED:
  13469. val1 = 55 + skill_lv*5; //Elemental Resistance
  13470. val2 = skill_lv*10; //Status ailment resistance
  13471. break;
  13472. case WE_CALLPARTNER:
  13473. if (sd) val1 = sd->status.partner_id;
  13474. break;
  13475. case WE_CALLPARENT:
  13476. if (sd) {
  13477. val1 = sd->status.father;
  13478. val2 = sd->status.mother;
  13479. }
  13480. break;
  13481. case WE_CALLBABY:
  13482. if (sd) val1 = sd->status.child;
  13483. break;
  13484. case NJ_KAENSIN:
  13485. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13486. val2 = (skill_lv+1)/2 + 4;
  13487. break;
  13488. case NJ_SUITON:
  13489. skill_clear_group(src, 1);
  13490. break;
  13491. case GS_GROUNDDRIFT:
  13492. {
  13493. // Ground Drift Element is decided when it's placed.
  13494. int ele = skill_get_ele(skill_id, skill_lv);
  13495. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13496. if (ele == ELE_RANDOM)
  13497. val1 = element[rnd()%5]; // Use random from available unit visual?
  13498. else if (ele == ELE_ENDOWED)
  13499. val1 = status_get_attack_sc_element(src,sc);
  13500. else if (ele == ELE_WEAPON) {
  13501. val1 = status->rhw.ele;
  13502. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13503. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13504. }
  13505. switch (val1) {
  13506. case ELE_FIRE:
  13507. subunt++;
  13508. case ELE_WATER:
  13509. subunt++;
  13510. case ELE_POISON:
  13511. subunt++;
  13512. case ELE_DARK:
  13513. subunt++;
  13514. case ELE_WIND:
  13515. break;
  13516. default:
  13517. subunt = rnd()%5;
  13518. break;
  13519. }
  13520. break;
  13521. }
  13522. case GC_POISONSMOKE:
  13523. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13524. return nullptr;
  13525. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13526. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13527. limit = skill_get_time(skill_id, skill_lv);
  13528. break;
  13529. case NPC_COMET:
  13530. case WL_COMET:
  13531. if (sc) {
  13532. sc->comet_x = x;
  13533. sc->comet_y = y;
  13534. }
  13535. break;
  13536. case GD_LEADERSHIP:
  13537. case GD_GLORYWOUNDS:
  13538. case GD_SOULCOLD:
  13539. case GD_HAWKEYES:
  13540. limit = 1000000;//it doesn't matter
  13541. break;
  13542. case LG_BANDING:
  13543. limit = -1;
  13544. break;
  13545. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13546. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13547. target = BCT_ALL;
  13548. case WM_SEVERE_RAINSTORM:
  13549. case SO_WATER_INSIGNIA:
  13550. case SO_FIRE_INSIGNIA:
  13551. case SO_WIND_INSIGNIA:
  13552. case SO_EARTH_INSIGNIA:
  13553. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13554. return nullptr;
  13555. break;
  13556. case SO_CLOUD_KILL:
  13557. case NPC_CLOUD_KILL:
  13558. skill_clear_group(src, 4);
  13559. break;
  13560. case SO_WARMER:
  13561. skill_clear_group(src, 8);
  13562. break;
  13563. case SO_FIREWALK:
  13564. case SO_ELECTRICWALK:
  13565. limit = skill_get_time2(skill_id, skill_lv);
  13566. break;
  13567. case GN_WALLOFTHORN:
  13568. // Turns to Firewall
  13569. if( flag&1 )
  13570. limit = 3000;
  13571. val3 = (x<<16)|y;
  13572. break;
  13573. case GN_DEMONIC_FIRE:
  13574. if (flag) { // Fire Expansion level 1
  13575. limit = flag + 10000;
  13576. flag = 0;
  13577. }
  13578. break;
  13579. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13580. case GN_FIRE_EXPANSION_TEAR_GAS:
  13581. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13582. break;
  13583. case KO_ZENKAI:
  13584. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13585. val1 = sd->spiritcharm;
  13586. val2 = sd->spiritcharm_type;
  13587. limit = 6000 * val1;
  13588. subunt = sd->spiritcharm_type - 1;
  13589. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13590. }
  13591. break;
  13592. #ifndef RENEWAL
  13593. case HW_GRAVITATION:
  13594. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13595. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13596. break;
  13597. #endif
  13598. case SO_VACUUM_EXTREME:
  13599. // Coordinates
  13600. val1 = x;
  13601. val2 = y;
  13602. val3 = 0; // Suck target at n seconds.
  13603. break;
  13604. case MH_POISON_MIST:
  13605. case MH_BLAST_FORGE:
  13606. case MH_LAVA_SLIDE:
  13607. skill_clear_group(src, 1);
  13608. break;
  13609. case MH_VOLCANIC_ASH:
  13610. if (!map_flag_vs(src->m))
  13611. target = BCT_ENEMY;
  13612. break;
  13613. case AG_VIOLENT_QUAKE:
  13614. case AG_ALL_BLOOM:
  13615. if (sc && sc->getSCE(SC_CLIMAX)) {
  13616. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13617. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13618. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13619. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13620. }
  13621. break;
  13622. case AG_VIOLENT_QUAKE_ATK:
  13623. case AG_ALL_BLOOM_ATK:
  13624. case AG_ALL_BLOOM_ATK2:
  13625. limit = flag;
  13626. flag = 0;
  13627. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13628. range = 4; // Rising rocks splash is increased to 9x9.
  13629. break;
  13630. case WH_DEEPBLINDTRAP:
  13631. case WH_SOLIDTRAP:
  13632. case WH_SWIFTTRAP:
  13633. case WH_FLAMETRAP:
  13634. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13635. break;
  13636. }
  13637. // Init skill unit group
  13638. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13639. if (group == nullptr)
  13640. return nullptr;
  13641. group->val1 = val1;
  13642. group->val2 = val2;
  13643. group->val3 = val3;
  13644. group->link_group_id = link_group_id;
  13645. group->target_flag = target;
  13646. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13647. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13648. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  13649. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13650. group->item_id = req_item;
  13651. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13652. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13653. active_flag = 0;
  13654. // Put message for Talkie Box & Graffiti
  13655. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13656. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13657. if (sd)
  13658. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13659. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13660. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13661. }
  13662. // Dance skill
  13663. if (group->state.song_dance) {
  13664. if(sd) {
  13665. sd->skill_id_dance = skill_id;
  13666. sd->skill_lv_dance = skill_lv;
  13667. }
  13668. if (
  13669. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13670. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13671. )
  13672. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13673. }
  13674. // Set skill unit
  13675. limit = group->limit;
  13676. for( i = 0; i < layout->count; i++ ) {
  13677. struct skill_unit *unit;
  13678. int ux = x + layout->dx[i];
  13679. int uy = y + layout->dy[i];
  13680. int unit_val1 = skill_lv;
  13681. int unit_val2 = 0;
  13682. int alive = 1;
  13683. // are the coordinates out of range?
  13684. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13685. continue;
  13686. }
  13687. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13688. continue; // don't place skill units on walls (except for songs/dances/encores)
  13689. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  13690. continue; // no path between cell and caster
  13691. switch( skill_id ) {
  13692. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13693. case HT_LANDMINE:
  13694. case MA_LANDMINE:
  13695. case HT_ANKLESNARE:
  13696. case HT_SHOCKWAVE:
  13697. case HT_SANDMAN:
  13698. case MA_SANDMAN:
  13699. case HT_FLASHER:
  13700. case HT_FREEZINGTRAP:
  13701. case MA_FREEZINGTRAP:
  13702. case HT_SKIDTRAP:
  13703. case MA_SKIDTRAP:
  13704. case HT_CLAYMORETRAP:
  13705. case HT_BLASTMINE:
  13706. case SC_ESCAPE:
  13707. unit_val1 = 3500;
  13708. break;
  13709. case MG_FIREWALL:
  13710. case NJ_KAENSIN:
  13711. unit_val2 = group->val2;
  13712. break;
  13713. case CR_GRANDCROSS:
  13714. case NPC_GRANDDARKNESS:
  13715. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  13716. break;
  13717. case WZ_ICEWALL:
  13718. unit_val1 = 200 + 200*skill_lv;
  13719. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  13720. break;
  13721. case WZ_WATERBALL:
  13722. //Check if there are cells that can be turned into waterball units
  13723. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  13724. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  13725. break; //Turn water, deluge or suiton into waterball cell
  13726. continue;
  13727. case GS_DESPERADO:
  13728. unit_val1 = abs(layout->dx[i]);
  13729. unit_val2 = abs(layout->dy[i]);
  13730. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  13731. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  13732. if (unit_val1) unit_val1--;
  13733. unit_val1 = 36 -12*unit_val1;
  13734. } else //Diagonal edges
  13735. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  13736. if (unit_val1 < 1) unit_val1 = 1;
  13737. unit_val2 = 0;
  13738. break;
  13739. case NPC_REVERBERATION:
  13740. unit_val1 = 1 + skill_lv;
  13741. break;
  13742. case WM_POEMOFNETHERWORLD:
  13743. unit_val1 = 1 + skill_lv;
  13744. break;
  13745. case GN_WALLOFTHORN:
  13746. if (flag&1) // Turned become Firewall
  13747. break;
  13748. unit_val1 = 2000 + 2000 * skill_lv; // HP
  13749. unit_val2 = 20; // Max hits
  13750. break;
  13751. case RL_B_TRAP:
  13752. unit_val1 = 3500;
  13753. unit_val2 = 0;
  13754. break;
  13755. default:
  13756. if (group->state.song_dance&0x1)
  13757. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  13758. break;
  13759. }
  13760. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  13761. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  13762. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  13763. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  13764. // Check active cell to failing or remove current unit
  13765. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  13766. if( !alive )
  13767. continue;
  13768. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  13769. unit->limit = limit;
  13770. unit->range = range;
  13771. if (skill_id == PF_FOGWALL && alive == 2)
  13772. { //Double duration of cells on top of Deluge/Suiton
  13773. unit->limit *= 2;
  13774. group->limit = unit->limit;
  13775. }
  13776. // Execute on all targets standing on this cell
  13777. if (range == 0 && active_flag)
  13778. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13779. }
  13780. if (!group->alive_count)
  13781. { //No cells? Something that was blocked completely by Land Protector?
  13782. skill_delunitgroup(group);
  13783. return nullptr;
  13784. }
  13785. //success, unit created.
  13786. switch( skill_id ) {
  13787. case NJ_TATAMIGAESHI: //Store number of tiles.
  13788. group->val1 = group->alive_count;
  13789. break;
  13790. }
  13791. return group;
  13792. }
  13793. /*==========================================
  13794. *
  13795. *------------------------------------------*/
  13796. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13797. {
  13798. skill_unit_onplace(unit, bl, tick);
  13799. }
  13800. /**
  13801. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  13802. * while skill unit initialized or moved (such by knock back).
  13803. * As a follow of skill_unit_effect flag &1
  13804. * @param unit
  13805. * @param bl Target
  13806. * @param tick
  13807. */
  13808. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13809. {
  13810. struct block_list *ss; // Actual source that cast the skill unit
  13811. status_change *sc;
  13812. struct status_change_entry *sce;
  13813. struct status_data *tstatus;
  13814. enum sc_type type;
  13815. uint16 skill_id;
  13816. nullpo_ret(unit);
  13817. nullpo_ret(bl);
  13818. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  13819. return 0;
  13820. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13821. if (sg == nullptr)
  13822. return 0;
  13823. nullpo_ret(ss = map_id2bl(sg->src_id));
  13824. tstatus = status_get_status_data(bl);
  13825. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  13826. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  13827. return 0; //AoE skills are ineffective. [Skotlex]
  13828. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  13829. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  13830. return 0; //Songs don't work in Basilica
  13831. sc = status_get_sc(bl);
  13832. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  13833. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  13834. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  13835. status_change_end(bl, SC_VACUUM_EXTREME);
  13836. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  13837. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  13838. type = skill_get_sc(sg->skill_id);
  13839. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : NULL;
  13840. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  13841. switch (sg->unit_id) {
  13842. case UNT_SPIDERWEB:
  13843. if (sc) {
  13844. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  13845. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  13846. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13847. const struct TimerData* td;
  13848. struct map_data *mapdata = map_getmapdata(bl->m);
  13849. if (mapdata_flag_vs(mapdata))
  13850. sec /= 2;
  13851. if (sc->getSCE(type)) {
  13852. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  13853. //Already triple affected, immune
  13854. sg->limit = DIFF_TICK(tick, sg->tick);
  13855. break;
  13856. }
  13857. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  13858. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  13859. sec *= (sc->getSCE(type)->val1 + 1);
  13860. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  13861. sec *= (sc->getSCE(type)->val1 + 1);
  13862. //Add group id to status change
  13863. if (sc->getSCE(type)->val2 == 0)
  13864. sc->getSCE(type)->val2 = sg->group_id;
  13865. else if (sc->getSCE(type)->val3 == 0)
  13866. sc->getSCE(type)->val3 = sg->group_id;
  13867. else if (sc->getSCE(type)->val4 == 0)
  13868. sc->getSCE(type)->val4 = sg->group_id;
  13869. //Overwrite status change with new duration
  13870. if ((td = get_timer(sc->getSCE(type)->timer))!=NULL)
  13871. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  13872. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  13873. }
  13874. else {
  13875. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  13876. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : NULL;
  13877. if (td)
  13878. sec = DIFF_TICK(td->tick, tick);
  13879. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13880. clif_fixpos(bl);
  13881. }
  13882. else
  13883. sec = 3000; //Couldn't trap it?
  13884. }
  13885. sg->val2 = bl->id;
  13886. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13887. }
  13888. break;
  13889. case UNT_SAFETYWALL:
  13890. if (!sce)
  13891. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  13892. break;
  13893. case UNT_BLOODYLUST:
  13894. if (sg->src_id == bl->id)
  13895. break; //Does not affect the caster.
  13896. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  13897. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  13898. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  13899. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  13900. break;
  13901. case UNT_PNEUMA:
  13902. if (!sce)
  13903. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13904. break;
  13905. case UNT_CHAOSPANIC:
  13906. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13907. break;
  13908. case UNT_WARP_WAITING: {
  13909. int working = sg->val1&0xffff;
  13910. if(bl->type==BL_PC && !working){
  13911. map_session_data *sd = (map_session_data *)bl;
  13912. if((!sd->chatID || battle_config.chat_warpportal)
  13913. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  13914. {
  13915. int x = sg->val2>>16;
  13916. int y = sg->val2&0xffff;
  13917. int count = sg->val1>>16;
  13918. unsigned short m = sg->val3;
  13919. if( --count <= 0 )
  13920. skill_delunitgroup(sg);
  13921. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  13922. working = 1;/* we break it because officials break it, lovely stuff. */
  13923. sg->val1 = (count<<16)|working;
  13924. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  13925. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  13926. }
  13927. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  13928. int16 m = map_mapindex2mapid(sg->val3);
  13929. if (m < 0) break; //Map not available on this map-server.
  13930. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  13931. }
  13932. }
  13933. break;
  13934. case UNT_QUAGMIRE:
  13935. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  13936. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13937. break;
  13938. case UNT_VOLCANO:
  13939. case UNT_DELUGE:
  13940. case UNT_VIOLENTGALE:
  13941. case UNT_FIRE_INSIGNIA:
  13942. case UNT_WATER_INSIGNIA:
  13943. case UNT_WIND_INSIGNIA:
  13944. case UNT_EARTH_INSIGNIA:
  13945. if(!sce)
  13946. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13947. break;
  13948. case UNT_WATER_BARRIER:
  13949. case UNT_ZEPHYR:
  13950. case UNT_POWER_OF_GAIA:
  13951. if (bl->id == ss->id)
  13952. break; // Doesn't affect the Elemental
  13953. if (!sce)
  13954. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13955. break;
  13956. case UNT_SUITON:
  13957. if(!sce)
  13958. sc_start4(ss, bl,type,100,sg->skill_lv,
  13959. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  13960. 0,0,sg->limit);
  13961. break;
  13962. case UNT_HERMODE:
  13963. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  13964. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  13965. case UNT_RICHMANKIM:
  13966. case UNT_ETERNALCHAOS:
  13967. case UNT_DRUMBATTLEFIELD:
  13968. case UNT_RINGNIBELUNGEN:
  13969. case UNT_ROKISWEIL:
  13970. case UNT_INTOABYSS:
  13971. case UNT_SIEGFRIED:
  13972. //Needed to check when a dancer/bard leaves their ensemble area.
  13973. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  13974. return skill_id;
  13975. if (!sce)
  13976. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13977. break;
  13978. case UNT_WHISTLE:
  13979. case UNT_ASSASSINCROSS:
  13980. case UNT_POEMBRAGI:
  13981. case UNT_APPLEIDUN:
  13982. case UNT_HUMMING:
  13983. case UNT_DONTFORGETME:
  13984. case UNT_FORTUNEKISS:
  13985. case UNT_SERVICEFORYOU:
  13986. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  13987. return 0;
  13988. if (!sc) return 0;
  13989. if (!sce)
  13990. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13991. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  13992. sce->val4 = 0; //remove the mark that we stepped out
  13993. delete_timer(sce->timer, status_change_timer);
  13994. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  13995. }
  13996. break;
  13997. case UNT_FOGWALL:
  13998. if (!sce)
  13999. {
  14000. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  14001. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14002. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  14003. }
  14004. break;
  14005. #ifndef RENEWAL
  14006. case UNT_GRAVITATION:
  14007. if (!sce)
  14008. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  14009. break;
  14010. case UNT_BASILICA:
  14011. {
  14012. int i = battle_check_target(bl, bl, BCT_ENEMY);
  14013. if (i > 0) {
  14014. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14015. break;
  14016. }
  14017. if (!sce && i <= 0)
  14018. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14019. }
  14020. break;
  14021. #endif
  14022. case UNT_MOONLIT:
  14023. //Knockback out of area if affected char isn't in Moonlit effect
  14024. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  14025. break;
  14026. if (ss == bl) //Also needed to prevent infinite loop crash.
  14027. break;
  14028. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  14029. break;
  14030. case UNT_REVERBERATION:
  14031. if (sg->src_id == bl->id)
  14032. break; //Does not affect the caster.
  14033. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14034. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14035. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14036. sg->unit_id = UNT_USED_TRAPS;
  14037. break;
  14038. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14039. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14040. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14041. break;
  14042. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14043. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14044. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14045. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14046. break;
  14047. case UNT_VOLCANIC_ASH:
  14048. if (!sce)
  14049. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14050. break;
  14051. case UNT_KINGS_GRACE:
  14052. if (!sce) {
  14053. int state = 0;
  14054. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14055. state |= BCT_GUILD;
  14056. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14057. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14058. }
  14059. break;
  14060. case UNT_STEALTHFIELD:
  14061. if( bl->id == sg->src_id )
  14062. break; // Doesn't work on self (video shows that)
  14063. if (!sce)
  14064. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14065. break;
  14066. case UNT_NEUTRALBARRIER:
  14067. if (!sce)
  14068. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14069. break;
  14070. case UNT_WARMER:
  14071. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14072. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14073. break;
  14074. case UNT_CATNIPPOWDER:
  14075. if (sg->src_id == bl->id)
  14076. break; // Does not affect the caster or Boss.
  14077. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14078. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14079. break;
  14080. case UNT_NYANGGRASS:
  14081. if (!sce)
  14082. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14083. break;
  14084. case UNT_CREATINGSTAR:
  14085. if (!sce)
  14086. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14087. break;
  14088. case UNT_GD_LEADERSHIP:
  14089. case UNT_GD_GLORYWOUNDS:
  14090. case UNT_GD_SOULCOLD:
  14091. case UNT_GD_HAWKEYES:
  14092. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14093. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14094. break;
  14095. }
  14096. return skill_id;
  14097. }
  14098. /**
  14099. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14100. * @param unit Skill unit
  14101. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14102. * @param tick
  14103. */
  14104. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14105. {
  14106. struct block_list *ss;
  14107. TBL_PC* tsd;
  14108. struct status_data *tstatus;
  14109. status_change *sc, *tsc;
  14110. struct skill_unit_group_tickset *ts;
  14111. enum sc_type type;
  14112. uint16 skill_id;
  14113. t_tick diff = 0;
  14114. nullpo_ret(unit);
  14115. nullpo_ret(bl);
  14116. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  14117. return 0;
  14118. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14119. if (sg == nullptr)
  14120. return 0;
  14121. nullpo_ret(ss = map_id2bl(sg->src_id));
  14122. tsd = BL_CAST(BL_PC, bl);
  14123. tsc = status_get_sc(bl);
  14124. sc = status_get_sc(ss);
  14125. tstatus = status_get_status_data(bl);
  14126. type = skill_get_sc(sg->skill_id);
  14127. skill_id = sg->skill_id;
  14128. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14129. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14130. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14131. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14132. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14133. if (sg->interval == -1) {
  14134. switch (sg->unit_id) {
  14135. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14136. case UNT_FIREPILLAR_ACTIVE:
  14137. case UNT_ELECTRICSHOCKER:
  14138. case UNT_MANHOLE:
  14139. return 0;
  14140. default:
  14141. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14142. return 0;
  14143. }
  14144. }
  14145. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14146. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14147. diff = DIFF_TICK(tick,ts->tick);
  14148. if (diff < 0)
  14149. return 0;
  14150. ts->tick = tick+sg->interval;
  14151. }
  14152. // Wall of Thorn damaged by Fire element unit [Cydh]
  14153. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14154. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14155. struct skill_unit *su = (struct skill_unit *)bl;
  14156. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14157. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  14158. su->group->limit = sg->limit = 0;
  14159. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14160. return skill_id;
  14161. }
  14162. }
  14163. switch (sg->unit_id) {
  14164. // Units that deals simple attack
  14165. case UNT_GRAVITATION:
  14166. case UNT_EARTHSTRAIN:
  14167. case UNT_FIREWALK:
  14168. case UNT_ELECTRICWALK:
  14169. case UNT_PSYCHIC_WAVE:
  14170. case UNT_LAVA_SLIDE:
  14171. case UNT_MAKIBISHI:
  14172. case UNT_VENOMFOG:
  14173. case UNT_ICEMINE:
  14174. case UNT_FLAMECROSS:
  14175. case UNT_HELLBURNING:
  14176. case UNT_RAIN_OF_CRYSTAL:
  14177. case UNT_MYSTERY_ILLUSION:
  14178. case UNT_STRANTUM_TREMOR:
  14179. case UNT_TORNADO_STORM:
  14180. case UNT_FLORAL_FLARE_ROAD:
  14181. case UNT_CROSS_RAIN:
  14182. case UNT_PNEUMATICUS_PROCELLA:
  14183. case UNT_LIGHTNING_LAND:
  14184. case UNT_VENOM_SWAMP:
  14185. case UNT_CONFLAGRATION:
  14186. case UNT_DEEPBLINDTRAP:
  14187. case UNT_SOLIDTRAP:
  14188. case UNT_SWIFTTRAP:
  14189. case UNT_FLAMETRAP:
  14190. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14191. break;
  14192. case UNT_DUMMYSKILL:
  14193. switch (sg->skill_id) {
  14194. case SG_SUN_WARM: //SG skills [Komurka]
  14195. case SG_MOON_WARM:
  14196. case SG_STAR_WARM: {
  14197. int count = 0;
  14198. const int x = bl->x, y = bl->y;
  14199. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14200. do {
  14201. if( bl->type == BL_PC )
  14202. status_zap(bl, 0, 15); // sp damage to players
  14203. else // mobs
  14204. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14205. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14206. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14207. } else { //should end when out of sp.
  14208. sg->limit = DIFF_TICK(tick,sg->tick);
  14209. break;
  14210. }
  14211. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14212. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  14213. }
  14214. break;
  14215. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14216. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14217. if (tsc)
  14218. tsc->sg_counter++; //SG hit counter.
  14219. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14220. tsc->sg_counter=0; //Attack absorbed.
  14221. break;
  14222. #endif
  14223. case GS_DESPERADO:
  14224. if (rnd()%100 < unit->val1)
  14225. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14226. break;
  14227. case NPC_COMET:
  14228. case WL_COMET:
  14229. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14230. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14231. break;
  14232. case NPC_WIDESUCK: {
  14233. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14234. if (heal > 0) {
  14235. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14236. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14237. status_heal(ss,heal,0,0);
  14238. }
  14239. }
  14240. break;
  14241. case CR_GRANDCROSS:
  14242. case NPC_GRANDDARKNESS:
  14243. if(!battle_config.gx_allhit)
  14244. unit->val1--;
  14245. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14246. break;
  14247. default:
  14248. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14249. }
  14250. break;
  14251. case UNT_FIREWALL:
  14252. case UNT_KAEN: {
  14253. int count = 0;
  14254. const int x = bl->x, y = bl->y;
  14255. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14256. break;
  14257. //Take into account these hit more times than the timer interval can handle.
  14258. do
  14259. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14260. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14261. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14262. if (unit->val2 <= 0)
  14263. skill_delunit(unit);
  14264. }
  14265. break;
  14266. case UNT_SANCTUARY:
  14267. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14268. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14269. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  14270. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14271. } else {
  14272. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14273. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14274. #ifdef RENEWAL
  14275. if (md && md->mob_id == MOBID_EMPERIUM)
  14276. break;
  14277. #endif
  14278. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14279. break;
  14280. if( tstatus->hp >= tstatus->max_hp )
  14281. break;
  14282. if( status_isimmune(bl) )
  14283. heal = 0;
  14284. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14285. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14286. heal = ~heal + 1;
  14287. status_heal(bl, heal, 0, 0);
  14288. }
  14289. break;
  14290. case UNT_EVILLAND:
  14291. //Will heal demon and undead element monsters, but not players.
  14292. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14293. { //Damage enemies
  14294. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14295. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14296. } else {
  14297. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14298. if (tstatus->hp >= tstatus->max_hp)
  14299. break;
  14300. if (status_isimmune(bl))
  14301. heal = 0;
  14302. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14303. status_heal(bl, heal, 0, 0);
  14304. }
  14305. break;
  14306. case UNT_MAGNUS:
  14307. #ifndef RENEWAL
  14308. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14309. break;
  14310. #endif
  14311. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14312. break;
  14313. case UNT_FIREPILLAR_WAITING:
  14314. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14315. skill_delunit(unit);
  14316. break;
  14317. case UNT_SKIDTRAP: {
  14318. //Knockback away from position of user during placement [Playtester]
  14319. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14320. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14321. sg->unit_id = UNT_USED_TRAPS;
  14322. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14323. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14324. //Target will be stopped for 3 seconds
  14325. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14326. }
  14327. break;
  14328. case UNT_ANKLESNARE:
  14329. case UNT_MANHOLE:
  14330. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14331. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14332. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14333. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14334. if( td )
  14335. sec = DIFF_TICK(td->tick, tick);
  14336. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14337. || !unit_blown_immune(bl,0x1) )
  14338. {
  14339. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14340. clif_fixpos(bl);
  14341. }
  14342. sg->val2 = bl->id;
  14343. } else
  14344. sec = 3000; //Couldn't trap it?
  14345. if (sg->unit_id == UNT_ANKLESNARE) {
  14346. clif_skillunit_update(&unit->bl);
  14347. /**
  14348. * If you're snared from a trap that was invisible this makes the trap be
  14349. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14350. * bugreport:3961
  14351. **/
  14352. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14353. }
  14354. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14355. sg->interval = -1;
  14356. unit->range = 0;
  14357. }
  14358. break;
  14359. case UNT_EARTHQUAKE:
  14360. sg->val1++; // Hit count
  14361. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  14362. break;
  14363. case UNT_ELECTRICSHOCKER:
  14364. if( bl->id != ss->id ) {
  14365. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  14366. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14367. clif_fixpos(bl);
  14368. }
  14369. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14370. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14371. }
  14372. break;
  14373. case UNT_VENOMDUST:
  14374. if(tsc && !tsc->getSCE(type))
  14375. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  14376. break;
  14377. case UNT_LANDMINE:
  14378. //Land Mine only hits single target
  14379. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14380. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14381. sg->limit = 1500;
  14382. break;
  14383. case UNT_MAGENTATRAP:
  14384. case UNT_COBALTTRAP:
  14385. case UNT_MAIZETRAP:
  14386. case UNT_VERDURETRAP:
  14387. if( bl->type == BL_PC )// it won't work on players
  14388. break;
  14389. case UNT_FIRINGTRAP:
  14390. case UNT_ICEBOUNDTRAP:
  14391. case UNT_CLUSTERBOMB:
  14392. if( bl->id == ss->id )// it won't trigger on caster
  14393. break;
  14394. case UNT_BLASTMINE:
  14395. case UNT_SHOCKWAVE:
  14396. case UNT_SANDMAN:
  14397. case UNT_FLASHER:
  14398. case UNT_FREEZINGTRAP:
  14399. case UNT_FIREPILLAR_ACTIVE:
  14400. case UNT_CLAYMORETRAP:
  14401. {
  14402. int bl_flag = sg->bl_flag;
  14403. if (tsc && tsc->getSCE(SC__MANHOLE))
  14404. break;
  14405. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14406. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14407. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14408. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14409. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14410. sg->limit = DIFF_TICK(tick, sg->tick) +
  14411. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14412. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14413. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14414. }
  14415. break;
  14416. case UNT_TALKIEBOX:
  14417. if (sg->src_id == bl->id)
  14418. break;
  14419. if (sg->val2 == 0) {
  14420. clif_talkiebox(&unit->bl, sg->valstr);
  14421. sg->unit_id = UNT_USED_TRAPS;
  14422. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14423. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14424. sg->val2 = -1;
  14425. }
  14426. break;
  14427. case UNT_LULLABY:
  14428. if (ss->id == bl->id)
  14429. break;
  14430. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14431. break;
  14432. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14433. if (ss->id != bl->id)
  14434. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14435. break;
  14436. case UNT_DISSONANCE:
  14437. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14438. break;
  14439. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14440. int heal;
  14441. #ifdef RENEWAL
  14442. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14443. if (md && md->mob_id == MOBID_EMPERIUM)
  14444. break;
  14445. #endif
  14446. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14447. break; // affects self only when soullinked
  14448. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14449. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14450. heal = ~heal + 1;
  14451. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14452. status_heal(bl, heal, 0, 0);
  14453. }
  14454. break;
  14455. case UNT_TATAMIGAESHI:
  14456. case UNT_DEMONSTRATION:
  14457. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14458. break;
  14459. case UNT_GOSPEL:
  14460. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14461. break;
  14462. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14463. { // Support Effect only on party, not guild
  14464. int heal;
  14465. int i = rnd() % 13; // Positive buff count
  14466. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14467. switch (i)
  14468. {
  14469. case 0: // Heal 1000~9999 HP
  14470. heal = rnd() % 9000 + 1000;
  14471. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14472. status_heal(bl, heal, 0, 0);
  14473. break;
  14474. case 1: // End all negative status
  14475. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14476. if (tsd) clif_gospel_info(tsd, 0x15);
  14477. break;
  14478. case 2: // Immunity to all status
  14479. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14480. if (tsd) clif_gospel_info(tsd, 0x16);
  14481. break;
  14482. case 3: // MaxHP +100%
  14483. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14484. if (tsd) clif_gospel_info(tsd, 0x17);
  14485. break;
  14486. case 4: // MaxSP +100%
  14487. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14488. if (tsd) clif_gospel_info(tsd, 0x18);
  14489. break;
  14490. case 5: // All stats +20
  14491. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14492. if (tsd) clif_gospel_info(tsd, 0x19);
  14493. break;
  14494. case 6: // Level 10 Blessing
  14495. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14496. break;
  14497. case 7: // Level 10 Increase AGI
  14498. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14499. break;
  14500. case 8: // Enchant weapon with Holy element
  14501. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14502. if (tsd) clif_gospel_info(tsd, 0x1c);
  14503. break;
  14504. case 9: // Enchant armor with Holy element
  14505. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14506. if (tsd) clif_gospel_info(tsd, 0x1d);
  14507. break;
  14508. case 10: // DEF +25%
  14509. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14510. if (tsd) clif_gospel_info(tsd, 0x1e);
  14511. break;
  14512. case 11: // ATK +100%
  14513. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14514. if (tsd) clif_gospel_info(tsd, 0x1f);
  14515. break;
  14516. case 12: // HIT/Flee +50
  14517. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14518. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14519. if (tsd) clif_gospel_info(tsd, 0x20);
  14520. break;
  14521. }
  14522. }
  14523. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14524. { // Offensive Effect
  14525. int i = rnd() % 10; // Negative buff count
  14526. switch (i)
  14527. {
  14528. case 0: // Deal 3000~7999 damage reduced by DEF
  14529. case 1: // Deal 1500~5499 damage unreducable
  14530. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14531. break;
  14532. case 2: // Curse
  14533. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14534. break;
  14535. case 3: // Blind
  14536. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14537. break;
  14538. case 4: // Poison
  14539. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14540. break;
  14541. case 5: // Level 10 Provoke
  14542. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14543. break;
  14544. case 6: // DEF -100%
  14545. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14546. break;
  14547. case 7: // ATK -100%
  14548. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14549. break;
  14550. case 8: // Flee -100%
  14551. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14552. break;
  14553. case 9: // Speed/ASPD -25%
  14554. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14555. break;
  14556. }
  14557. }
  14558. break;
  14559. #ifndef RENEWAL
  14560. case UNT_BASILICA:
  14561. {
  14562. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14563. if (i > 0) {
  14564. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14565. break;
  14566. }
  14567. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14568. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14569. }
  14570. break;
  14571. #endif
  14572. case UNT_GROUNDDRIFT_WIND:
  14573. case UNT_GROUNDDRIFT_DARK:
  14574. case UNT_GROUNDDRIFT_POISON:
  14575. case UNT_GROUNDDRIFT_WATER:
  14576. case UNT_GROUNDDRIFT_FIRE:
  14577. map_foreachinrange(skill_trap_splash,&unit->bl,
  14578. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14579. &unit->bl,tick);
  14580. sg->unit_id = UNT_USED_TRAPS;
  14581. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14582. sg->limit=DIFF_TICK(tick,sg->tick);
  14583. break;
  14584. case UNT_POISONSMOKE:
  14585. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14586. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14587. break;
  14588. case UNT_EPICLESIS:
  14589. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14590. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14591. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14592. int hp, sp;
  14593. switch( sg->skill_lv ) {
  14594. case 1: case 2: hp = 3; sp = 2; break;
  14595. case 3: case 4: hp = 4; sp = 3; break;
  14596. case 5: default: hp = 5; sp = 4; break;
  14597. }
  14598. hp = tstatus->max_hp * hp / 100;
  14599. sp = tstatus->max_sp * sp / 100;
  14600. if (tstatus->hp < tstatus->max_hp)
  14601. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14602. if (tstatus->sp < tstatus->max_sp)
  14603. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14604. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14605. hp = ~hp + 1;
  14606. status_heal(bl, hp, sp, 3);
  14607. }
  14608. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14609. // Doesn't remove Invisibility or Chase Walk.
  14610. status_change_end(bl,SC_HIDING);
  14611. status_change_end(bl,SC_CLOAKING);
  14612. status_change_end(bl,SC_CLOAKINGEXCEED);
  14613. status_change_end(bl,SC_CAMOUFLAGE);
  14614. status_change_end(bl,SC_NEWMOON);
  14615. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14616. status_change_end(bl, SC__SHADOWFORM);
  14617. }
  14618. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14619. }
  14620. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14621. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14622. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14623. break;
  14624. case UNT_DIMENSIONDOOR:
  14625. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14626. pc_randomwarp(tsd,CLR_TELEPORT);
  14627. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14628. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14629. break;
  14630. case UNT_REVERBERATION:
  14631. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14632. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14633. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14634. sg->unit_id = UNT_USED_TRAPS;
  14635. break;
  14636. case UNT_SEVERE_RAINSTORM:
  14637. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14638. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14639. break;
  14640. case UNT_NETHERWORLD:
  14641. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14642. if (!(tsc && tsc->getSCE(type))) {
  14643. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14644. sg->limit = DIFF_TICK(tick,sg->tick);
  14645. sg->unit_id = UNT_USED_TRAPS;
  14646. }
  14647. }
  14648. break;
  14649. case UNT_THORNS_TRAP:
  14650. if( tsc ) {
  14651. if( !sg->val2 ) {
  14652. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14653. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14654. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14655. if( td )
  14656. sec = DIFF_TICK(td->tick, tick);
  14657. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14658. clif_fixpos(bl);
  14659. sg->val2 = bl->id;
  14660. } else
  14661. sec = 3000; // Couldn't trap it?
  14662. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14663. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14664. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14665. }
  14666. break;
  14667. case UNT_WALLOFTHORN:
  14668. if (unit->val2-- <= 0) // Max hit reached
  14669. break;
  14670. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14671. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14672. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14673. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  14674. break;
  14675. case UNT_DEMONIC_FIRE:
  14676. switch( sg->val2 ) {
  14677. case 1:
  14678. default:
  14679. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  14680. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14681. break;
  14682. }
  14683. break;
  14684. case UNT_ZEPHYR:
  14685. if (ss == bl)
  14686. break; // Doesn't affect the Elemental
  14687. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  14688. break;
  14689. case UNT_CLOUD_KILL:
  14690. if (tsc && !tsc->getSCE(type))
  14691. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  14692. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14693. break;
  14694. case UNT_VACUUM_EXTREME:
  14695. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  14696. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  14697. return 0;
  14698. // Apply effect and suck targets one-by-one each n seconds
  14699. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  14700. break;
  14701. case UNT_BANDING:
  14702. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  14703. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  14704. break;
  14705. case UNT_FIRE_MANTLE:
  14706. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14707. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14708. break;
  14709. case UNT_ZENKAI_WATER:
  14710. case UNT_ZENKAI_LAND:
  14711. case UNT_ZENKAI_FIRE:
  14712. case UNT_ZENKAI_WIND:
  14713. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  14714. switch( sg->unit_id ) {
  14715. case UNT_ZENKAI_WATER:
  14716. switch (rnd()%2 + 1) {
  14717. case 1:
  14718. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14719. break;
  14720. case 2:
  14721. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14722. break;
  14723. }
  14724. break;
  14725. case UNT_ZENKAI_LAND:
  14726. switch (rnd()%2 + 1) {
  14727. case 1:
  14728. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  14729. break;
  14730. case 2:
  14731. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  14732. break;
  14733. }
  14734. break;
  14735. case UNT_ZENKAI_FIRE:
  14736. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  14737. break;
  14738. case UNT_ZENKAI_WIND:
  14739. switch (rnd()%3 + 1) {
  14740. case 1:
  14741. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14742. break;
  14743. case 2:
  14744. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14745. break;
  14746. case 3:
  14747. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14748. break;
  14749. }
  14750. break;
  14751. }
  14752. } else
  14753. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  14754. break;
  14755. case UNT_POISON_MIST:
  14756. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14757. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  14758. break;
  14759. case UNT_CHAOSPANIC:
  14760. if (tsc && tsc->getSCE(type))
  14761. break;
  14762. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14763. break;
  14764. case UNT_B_TRAP:
  14765. if (tsc && tsc->getSCE(type))
  14766. break;
  14767. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14768. unit->val2++; // Mark as ever been used
  14769. break;
  14770. case UNT_FIRE_RAIN:
  14771. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  14772. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  14773. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  14774. break;
  14775. case UNT_MAGMA_ERUPTION:
  14776. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14777. if (sg->skill_id == NC_MAGMA_ERUPTION)
  14778. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14779. else
  14780. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14781. break;
  14782. case UNT_ACIDIFIED_ZONE_WATER:
  14783. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  14784. break;
  14785. case UNT_ACIDIFIED_ZONE_GROUND:
  14786. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  14787. break;
  14788. case UNT_ACIDIFIED_ZONE_WIND:
  14789. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  14790. break;
  14791. case UNT_ACIDIFIED_ZONE_FIRE:
  14792. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  14793. break;
  14794. case UNT_ASTRAL_STRIKE:
  14795. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  14796. break;
  14797. case UNT_ABYSS_SQUARE: {
  14798. short flag = 0;
  14799. // Check to see if the caster is in the AoE.
  14800. if (distance_bl(ss, &unit->bl) <= unit->range)
  14801. flag |= 2; // If yes, skill hits twice.
  14802. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  14803. }
  14804. break;
  14805. }
  14806. if (bl->type == BL_MOB && ss != bl)
  14807. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  14808. return skill_id;
  14809. }
  14810. /**
  14811. * Triggered when a char steps out of a skill unit
  14812. * @param src Skill unit from char moved out
  14813. * @param bl Char
  14814. * @param tick
  14815. */
  14816. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  14817. {
  14818. status_change *sc;
  14819. struct status_change_entry *sce;
  14820. enum sc_type type;
  14821. nullpo_ret(src);
  14822. nullpo_ret(bl);
  14823. std::shared_ptr<s_skill_unit_group> sg = src->group;
  14824. if (sg == nullptr)
  14825. return 0;
  14826. sc = status_get_sc(bl);
  14827. type = skill_get_sc(sg->skill_id);
  14828. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14829. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  14830. return 0;
  14831. switch(sg->unit_id){
  14832. case UNT_SAFETYWALL:
  14833. case UNT_PNEUMA:
  14834. case UNT_EPICLESIS://Arch Bishop
  14835. if (sce)
  14836. status_change_end(bl, type);
  14837. break;
  14838. #ifndef RENEWAL
  14839. case UNT_BASILICA:
  14840. if (sce && sce->val4 != bl->id)
  14841. status_change_end(bl, type);
  14842. break;
  14843. #endif
  14844. case UNT_HERMODE: //Clear Hermode if the owner moved.
  14845. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  14846. status_change_end(bl, type);
  14847. break;
  14848. case UNT_DISSONANCE:
  14849. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  14850. {
  14851. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  14852. if(skill_get_inf2(i, INF2_ISSONG)) {
  14853. type = skill_get_sc(i);
  14854. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14855. if(sce)
  14856. return i;
  14857. }
  14858. }
  14859. }
  14860. case UNT_WHISTLE:
  14861. case UNT_ASSASSINCROSS:
  14862. case UNT_POEMBRAGI:
  14863. case UNT_APPLEIDUN:
  14864. case UNT_HUMMING:
  14865. case UNT_DONTFORGETME:
  14866. case UNT_FORTUNEKISS:
  14867. case UNT_SERVICEFORYOU:
  14868. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14869. return -1;
  14870. }
  14871. return sg->skill_id;
  14872. }
  14873. /**
  14874. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  14875. * @param skill_id Skill ID
  14876. * @param bl A char
  14877. * @param tick
  14878. */
  14879. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  14880. {
  14881. status_change *sc;
  14882. struct status_change_entry *sce;
  14883. enum sc_type type;
  14884. sc = status_get_sc(bl);
  14885. if (sc && !sc->count)
  14886. sc = NULL;
  14887. type = skill_get_sc(skill_id);
  14888. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14889. switch (skill_id)
  14890. {
  14891. case WZ_QUAGMIRE:
  14892. if (bl->type==BL_MOB)
  14893. break;
  14894. if (sce)
  14895. status_change_end(bl, type);
  14896. break;
  14897. case BD_LULLABY:
  14898. case BD_RICHMANKIM:
  14899. case BD_ETERNALCHAOS:
  14900. case BD_DRUMBATTLEFIELD:
  14901. case BD_RINGNIBELUNGEN:
  14902. case BD_ROKISWEIL:
  14903. case BD_INTOABYSS:
  14904. case BD_SIEGFRIED:
  14905. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  14906. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  14907. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  14908. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  14909. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  14910. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  14911. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  14912. status_change_end(bl, SC_DANCING);
  14913. }
  14914. case MH_STEINWAND:
  14915. case MG_SAFETYWALL:
  14916. case AL_PNEUMA:
  14917. case SA_VOLCANO:
  14918. case SA_DELUGE:
  14919. case SA_VIOLENTGALE:
  14920. case CG_HERMODE:
  14921. #ifndef RENEWAL
  14922. case HW_GRAVITATION:
  14923. case HP_BASILICA:
  14924. #endif
  14925. case NJ_SUITON:
  14926. case SC_MAELSTROM:
  14927. case EL_WATER_BARRIER:
  14928. case EL_ZEPHYR:
  14929. case EL_POWER_OF_GAIA:
  14930. case SO_WARMER:
  14931. case SO_FIRE_INSIGNIA:
  14932. case SO_WATER_INSIGNIA:
  14933. case SO_WIND_INSIGNIA:
  14934. case SO_EARTH_INSIGNIA:
  14935. case SJ_BOOKOFCREATINGSTAR:
  14936. case SC_BLOODYLUST:
  14937. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14938. case GN_FIRE_EXPANSION_TEAR_GAS:
  14939. case LG_KINGS_GRACE:
  14940. case NC_STEALTHFIELD:
  14941. case NC_NEUTRALBARRIER:
  14942. case SU_NYANGGRASS:
  14943. if (sce)
  14944. status_change_end(bl, type);
  14945. break;
  14946. case BA_DISSONANCE:
  14947. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  14948. {
  14949. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  14950. if(skill_get_inf2(i, INF2_ISSONG)){
  14951. type = skill_get_sc(i);
  14952. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14953. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  14954. delete_timer(sce->timer, status_change_timer);
  14955. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14956. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  14957. }
  14958. }
  14959. }
  14960. }
  14961. break;
  14962. case BA_POEMBRAGI:
  14963. case BA_WHISTLE:
  14964. case BA_ASSASSINCROSS:
  14965. case BA_APPLEIDUN:
  14966. case DC_HUMMING:
  14967. case DC_DONTFORGETME:
  14968. case DC_FORTUNEKISS:
  14969. case DC_SERVICEFORYOU:
  14970. if (sce)
  14971. {
  14972. delete_timer(sce->timer, status_change_timer);
  14973. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  14974. //not possible on our current implementation.
  14975. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14976. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  14977. }
  14978. break;
  14979. case PF_FOGWALL:
  14980. if (sce)
  14981. {
  14982. status_change_end(bl, type);
  14983. if ((sce=sc->getSCE(SC_BLIND)))
  14984. {
  14985. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  14986. status_change_end(bl, SC_BLIND);
  14987. else {
  14988. delete_timer(sce->timer, status_change_timer);
  14989. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  14990. }
  14991. }
  14992. }
  14993. break;
  14994. case GD_LEADERSHIP:
  14995. case GD_GLORYWOUNDS:
  14996. case GD_SOULCOLD:
  14997. case GD_HAWKEYES:
  14998. if( !(sce && sce->val4) )
  14999. status_change_end(bl, type);
  15000. break;
  15001. }
  15002. return skill_id;
  15003. }
  15004. /*==========================================
  15005. * Invoked when a unit cell has been placed/removed/deleted.
  15006. * flag values:
  15007. * flag&1: Invoke onplace function (otherwise invoke onout)
  15008. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  15009. * flag&8: Recursive
  15010. *------------------------------------------*/
  15011. static int skill_unit_effect(struct block_list* bl, va_list ap)
  15012. {
  15013. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  15014. t_tick tick = va_arg(ap,t_tick);
  15015. unsigned int flag = va_arg(ap,unsigned int);
  15016. uint16 skill_id;
  15017. bool dissonance = false;
  15018. bool isTarget = false;
  15019. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  15020. return 0;
  15021. std::shared_ptr<s_skill_unit_group> group = unit->group;
  15022. if (group == nullptr)
  15023. return 0;
  15024. if( !(flag&8) ) {
  15025. dissonance = skill_dance_switch(unit, 0);
  15026. //Target-type check.
  15027. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  15028. }
  15029. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15030. skill_id = group->skill_id;
  15031. if( isTarget ){
  15032. if( flag&1 )
  15033. skill_unit_onplace(unit,bl,tick);
  15034. else {
  15035. if( skill_unit_onout(unit,bl,tick) == -1 )
  15036. return 0; // Don't let a Bard/Dancer update their own song timer
  15037. }
  15038. if( flag&4 )
  15039. skill_unit_onleft(skill_id, bl, tick);
  15040. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15041. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15042. if( dissonance ) {
  15043. skill_dance_switch(unit, 1);
  15044. //we placed a dissonance, let's update
  15045. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15046. }
  15047. return 0;
  15048. }
  15049. /**
  15050. * Check skill unit while receiving damage
  15051. * @param unit Skill unit
  15052. * @param damage Received damage
  15053. * @return Damage
  15054. */
  15055. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15056. {
  15057. nullpo_ret(unit);
  15058. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15059. if (sg == nullptr)
  15060. return 0;
  15061. switch( sg->unit_id ) {
  15062. case UNT_BLASTMINE:
  15063. case UNT_SKIDTRAP:
  15064. case UNT_LANDMINE:
  15065. case UNT_SHOCKWAVE:
  15066. case UNT_SANDMAN:
  15067. case UNT_FLASHER:
  15068. case UNT_CLAYMORETRAP:
  15069. case UNT_FREEZINGTRAP:
  15070. case UNT_ANKLESNARE:
  15071. case UNT_ICEWALL:
  15072. case UNT_WALLOFTHORN:
  15073. case UNT_REVERBERATION:
  15074. case UNT_NETHERWORLD:
  15075. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  15076. break;
  15077. default:
  15078. damage = 0;
  15079. break;
  15080. }
  15081. return damage;
  15082. }
  15083. /**
  15084. * Check char condition around the skill caster
  15085. * @param bl Char around area
  15086. * @param *c Counter for 'valid' condition found
  15087. * @param *p_sd Stores 'rid' of char found
  15088. * @param skill_id Skill ID
  15089. * @param skill_lv Level of used skill
  15090. */
  15091. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15092. {
  15093. int *c, skill_id;
  15094. struct block_list *src;
  15095. map_session_data *sd;
  15096. map_session_data *tsd;
  15097. int *p_sd; //Contains the list of characters found.
  15098. nullpo_ret(bl);
  15099. nullpo_ret(tsd=(map_session_data*)bl);
  15100. nullpo_ret(src=va_arg(ap,struct block_list *));
  15101. nullpo_ret(sd=(map_session_data*)src);
  15102. c=va_arg(ap,int *);
  15103. p_sd = va_arg(ap, int *);
  15104. skill_id = va_arg(ap,int);
  15105. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15106. if (skill_id == PR_BENEDICTIO) {
  15107. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15108. return 0;
  15109. }
  15110. else if (is_chorus) {
  15111. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15112. return 0;
  15113. }
  15114. else if (*c >= 1) // Check for one companion for all other cases.
  15115. return 0;
  15116. if (bl == src)
  15117. return 0;
  15118. if(pc_isdead(tsd))
  15119. return 0;
  15120. if (tsd->sc.cant.cast)
  15121. return 0;
  15122. if( is_chorus ) {
  15123. if( tsd->status.party_id && sd->status.party_id &&
  15124. tsd->status.party_id == sd->status.party_id &&
  15125. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15126. p_sd[(*c)++] = tsd->bl.id;
  15127. return 1;
  15128. } else {
  15129. switch(skill_id) {
  15130. case PR_BENEDICTIO: {
  15131. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15132. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15133. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15134. && sd->status.sp >= 10)
  15135. p_sd[(*c)++]=tsd->bl.id;
  15136. return 1;
  15137. }
  15138. case AB_ADORAMUS:
  15139. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15140. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15141. p_sd[(*c)++] = tsd->bl.id;
  15142. return 1;
  15143. case TR_GEF_NOCTURN:
  15144. case TR_ROKI_CAPRICCIO:
  15145. case TR_AIN_RHAPSODY:
  15146. case TR_MUSICAL_INTERLUDE:
  15147. case TR_JAWAII_SERENADE:
  15148. case TR_NIPELHEIM_REQUIEM:
  15149. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15150. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15151. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15152. p_sd[(*c)++] = tsd->bl.id;
  15153. return 1;
  15154. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15155. {
  15156. uint16 skill_lv;
  15157. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15158. return 0;
  15159. if (sd->status.sex != tsd->status.sex &&
  15160. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15161. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15162. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15163. sd->status.party_id && tsd->status.party_id &&
  15164. sd->status.party_id == tsd->status.party_id &&
  15165. !tsd->sc.getSCE(SC_DANCING))
  15166. {
  15167. p_sd[(*c)++]=tsd->bl.id;
  15168. return skill_lv;
  15169. }
  15170. }
  15171. break;
  15172. }
  15173. }
  15174. return 0;
  15175. }
  15176. /**
  15177. * Checks and stores partners for ensemble skills [Skotlex]
  15178. * Max partners is 2.
  15179. * @param sd Caster
  15180. * @param skill_id
  15181. * @param skill_lv
  15182. * @param range Area range to check
  15183. * @param cast_flag Special handle
  15184. */
  15185. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15186. {
  15187. static int c=0;
  15188. static int p_sd[MAX_PARTY];
  15189. int i;
  15190. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15191. if (!sd)
  15192. return 0;
  15193. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15194. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15195. if (cast_flag) { //Execute the skill on the partners.
  15196. map_session_data* tsd;
  15197. switch (skill_id) {
  15198. case PR_BENEDICTIO:
  15199. case WM_GREAT_ECHO:
  15200. for (i = 0; i < c; i++) {
  15201. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  15202. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15203. }
  15204. return c;
  15205. case AB_ADORAMUS:
  15206. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  15207. i = 2 * (*skill_lv);
  15208. status_charge(&tsd->bl, 0, i);
  15209. }
  15210. break;
  15211. default:
  15212. if( is_chorus )
  15213. break;//Chorus skills are not to be parsed as ensembles
  15214. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15215. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != NULL) {
  15216. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15217. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  15218. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15219. tsd->skill_id_dance = skill_id;
  15220. tsd->skill_lv_dance = *skill_lv;
  15221. #ifdef RENEWAL
  15222. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15223. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15224. #endif
  15225. }
  15226. }
  15227. return c;
  15228. }
  15229. }
  15230. //Else: new search for partners.
  15231. c = 0;
  15232. memset (p_sd, 0, sizeof(p_sd));
  15233. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15234. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15235. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15236. *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.
  15237. return c;
  15238. }
  15239. /**
  15240. * Sub function to count how many spawned mob is around.
  15241. * Some skills check with matched AI.
  15242. * @param rid Source ID
  15243. * @param mob_class Monster ID
  15244. * @param skill_id Used skill
  15245. * @param *c Counter for found monster
  15246. */
  15247. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15248. {
  15249. int *c,src_id,mob_class,skill;
  15250. uint16 ai;
  15251. struct mob_data *md;
  15252. md=(struct mob_data*)bl;
  15253. src_id=va_arg(ap,int);
  15254. mob_class=va_arg(ap,int);
  15255. skill=va_arg(ap,int);
  15256. c=va_arg(ap,int *);
  15257. switch (skill) {
  15258. case AM_SPHEREMINE:
  15259. ai = AI_SPHERE;
  15260. break;
  15261. case AM_CANNIBALIZE:
  15262. ai = AI_FLORA;
  15263. break;
  15264. case KO_ZANZOU:
  15265. ai = AI_ZANZOU;
  15266. break;
  15267. case MH_SUMMON_LEGION:
  15268. ai = AI_LEGION;
  15269. break;
  15270. case NC_SILVERSNIPER:
  15271. case NC_MAGICDECOY:
  15272. ai = AI_FAW;
  15273. break;
  15274. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15275. case MT_SUMMON_ABR_DUAL_CANNON:
  15276. case MT_SUMMON_ABR_MOTHER_NET:
  15277. case MT_SUMMON_ABR_INFINITY:
  15278. ai = AI_ABR;
  15279. break;
  15280. case BO_WOODENWARRIOR:
  15281. case BO_WOODEN_FAIRY:
  15282. case BO_CREEPER:
  15283. case BO_HELLTREE:
  15284. ai = AI_BIONIC;
  15285. break;
  15286. default:
  15287. ai = AI_FLORA;
  15288. break;
  15289. }
  15290. if( md->master_id != src_id || md->special_state.ai != ai)
  15291. return 0; //Non alchemist summoned mobs have nothing to do here.
  15292. if(md->mob_id==mob_class)
  15293. (*c)++;
  15294. return 1;
  15295. }
  15296. /**
  15297. * Determines if a given skill should be made to consume ammo
  15298. * when used by the player. [Skotlex]
  15299. * @param sd Player
  15300. * @param skill_id Skill ID
  15301. * @return True if skill is need ammo; False otherwise.
  15302. */
  15303. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15304. {
  15305. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15306. return (
  15307. battle_config.arrow_decrement == 2 &&
  15308. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15309. skill_id != HT_PHANTASMIC &&
  15310. skill->skill_type == BF_WEAPON &&
  15311. !skill->nk[NK_NODAMAGE] &&
  15312. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15313. );
  15314. }
  15315. /**
  15316. * Check SC required to cast a skill
  15317. * @param sc
  15318. * @param skill_id
  15319. * @return True if condition is met, False otherwise
  15320. **/
  15321. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  15322. if (require == nullptr || require->status.empty())
  15323. return true;
  15324. nullpo_ret(sd);
  15325. status_change *sc = &sd->sc;
  15326. if (sc == nullptr) {
  15327. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15328. return false;
  15329. }
  15330. // May have multiple requirements
  15331. for (const auto &reqStatus : require->status) {
  15332. if (reqStatus == SC_NONE)
  15333. continue;
  15334. useskill_fail_cause cause;
  15335. switch (reqStatus) {
  15336. // Official fail message
  15337. case SC_PUSH_CART:
  15338. cause = USESKILL_FAIL_CART;
  15339. break;
  15340. case SC_POISONINGWEAPON:
  15341. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15342. break;
  15343. case SC_WEAPONBLOCK_ON:
  15344. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15345. break;
  15346. default:
  15347. cause = USESKILL_FAIL_LEVEL;
  15348. break;
  15349. }
  15350. if (!sc->getSCE(reqStatus)) {
  15351. clif_skill_fail(sd, skill_id, cause, 0);
  15352. return false;
  15353. }
  15354. }
  15355. return true;
  15356. }
  15357. /**
  15358. * Check skill condition when cast begin
  15359. * For ammo, only check if the skill need ammo
  15360. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15361. * @param sd Player who uses skill
  15362. * @param skill_id ID of used skill
  15363. * @param skill_lv Level of used skill
  15364. * @return true: All condition passed, false: Failed
  15365. */
  15366. bool skill_check_condition_castbegin(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15367. {
  15368. struct status_data *status;
  15369. status_change *sc;
  15370. struct s_skill_condition require;
  15371. int i;
  15372. nullpo_retr(false,sd);
  15373. if (sd->chatID)
  15374. return false;
  15375. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  15376. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15377. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15378. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15379. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15380. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  15381. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  15382. return true;
  15383. }
  15384. switch( sd->menuskill_id ) {
  15385. case AM_PHARMACY:
  15386. switch( skill_id ) {
  15387. case AM_PHARMACY:
  15388. case AC_MAKINGARROW:
  15389. case BS_REPAIRWEAPON:
  15390. case AM_TWILIGHT1:
  15391. case AM_TWILIGHT2:
  15392. case AM_TWILIGHT3:
  15393. return false;
  15394. }
  15395. break;
  15396. case GN_MIX_COOKING:
  15397. case GN_MAKEBOMB:
  15398. case GN_S_PHARMACY:
  15399. case GN_CHANGEMATERIAL:
  15400. case MT_M_MACHINE:
  15401. case BO_BIONIC_PHARMACY:
  15402. if( sd->menuskill_id != skill_id )
  15403. return false;
  15404. break;
  15405. }
  15406. status = &sd->battle_status;
  15407. sc = &sd->sc;
  15408. if( !sc->count )
  15409. sc = NULL;
  15410. if( sd->skillitem == skill_id )
  15411. {
  15412. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15413. sd->state.abra_flag = 0;
  15414. else
  15415. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15416. if( (i = sd->itemindex) == -1 ||
  15417. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  15418. sd->inventory_data[i] == NULL ||
  15419. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15420. sd->inventory.u.items_inventory[i].amount < 1
  15421. )
  15422. { //Something went wrong, item exploit?
  15423. sd->itemid = 0;
  15424. sd->itemindex = -1;
  15425. return false;
  15426. }
  15427. //Consume
  15428. sd->itemid = 0;
  15429. sd->itemindex = -1;
  15430. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15431. ; //Do not consume item.
  15432. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  15433. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15434. }
  15435. if(!sd->skillitem_keep_requirement)
  15436. return true;
  15437. }
  15438. if( pc_is90overweight(sd) ) {
  15439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15440. return false;
  15441. }
  15442. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15443. return false;
  15444. //Checks if disabling skill - in which case no SP requirements are necessary
  15445. if( sc && skill_disable_check(*sc,skill_id))
  15446. return true;
  15447. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15448. // Check the skills that can be used while mounted on a warg
  15449. if( pc_isridingwug(sd) ) {
  15450. if(!inf2[INF2_ALLOWONWARG])
  15451. return false; // in official there is no message.
  15452. }
  15453. if( pc_ismadogear(sd) ) {
  15454. // Skills that are unusable when Mado is equipped. [Jobbie]
  15455. if(!inf2[INF2_ALLOWONMADO]){
  15456. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  15457. return false;
  15458. }
  15459. }
  15460. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15461. // return false;
  15462. require = skill_get_requirement(sd,skill_id,skill_lv);
  15463. //Can only update state when weapon/arrow info is checked.
  15464. sd->state.arrow_atk = require.ammo?1:0;
  15465. // perform skill-group checks
  15466. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15467. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15468. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15469. return false;
  15470. }
  15471. }
  15472. else if(inf2[INF2_ISENSEMBLE]) {
  15473. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15474. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15475. return false;
  15476. }
  15477. }
  15478. // perform skill-specific checks (and actions)
  15479. switch( skill_id ) {
  15480. case RG_GRAFFITI:
  15481. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15482. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15483. return false;
  15484. }
  15485. break;
  15486. case SO_SPELLFIST:
  15487. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  15488. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15489. return false;
  15490. }
  15491. case SA_CASTCANCEL:
  15492. if(sd->ud.skilltimer == INVALID_TIMER) {
  15493. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15494. return false;
  15495. }
  15496. break;
  15497. case AS_CLOAKING:
  15498. {
  15499. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15500. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15501. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15502. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15503. int di;
  15504. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  15505. if( di == 8 ) {
  15506. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15507. return false;
  15508. }
  15509. }
  15510. break;
  15511. }
  15512. case AL_WARP:
  15513. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  15514. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  15515. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  15516. return false;
  15517. }
  15518. break;
  15519. case AL_HOLYWATER:
  15520. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15521. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15522. return false;
  15523. }
  15524. break;
  15525. case MO_CALLSPIRITS:
  15526. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15527. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15528. if(sd->spiritball >= skill_lv) {
  15529. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15530. return false;
  15531. }
  15532. break;
  15533. case MO_FINGEROFFENSIVE:
  15534. case GS_FLING:
  15535. case SR_RIDEINLIGHTNING:
  15536. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  15537. sd->spiritball_old = require.spiritball = sd->spiritball;
  15538. else
  15539. sd->spiritball_old = require.spiritball;
  15540. break;
  15541. case MO_CHAINCOMBO:
  15542. if(!sc)
  15543. return false;
  15544. if(sc->getSCE(SC_BLADESTOP))
  15545. break;
  15546. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15547. break;
  15548. return false;
  15549. case MO_COMBOFINISH:
  15550. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15551. return false;
  15552. break;
  15553. case CH_TIGERFIST:
  15554. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15555. return false;
  15556. break;
  15557. case CH_CHAINCRUSH:
  15558. if(!(sc && sc->getSCE(SC_COMBO)))
  15559. return false;
  15560. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15561. return false;
  15562. break;
  15563. case SJ_SOLARBURST:
  15564. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15565. return 0;
  15566. break;
  15567. case MO_EXTREMITYFIST:
  15568. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15569. // return false;
  15570. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15571. break;
  15572. if( sc && sc->getSCE(SC_COMBO) ) {
  15573. switch(sc->getSCE(SC_COMBO)->val1) {
  15574. case MO_COMBOFINISH:
  15575. case CH_TIGERFIST:
  15576. case CH_CHAINCRUSH:
  15577. break;
  15578. default:
  15579. return false;
  15580. }
  15581. }
  15582. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15583. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15584. return false;
  15585. }
  15586. #ifdef RENEWAL
  15587. sd->spiritball_old = sd->spiritball;
  15588. #endif
  15589. break;
  15590. case TK_MISSION:
  15591. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15592. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15593. return false;
  15594. }
  15595. break;
  15596. case ASC_EDP:
  15597. #ifdef RENEWAL
  15598. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15599. #else
  15600. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15601. #endif
  15602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15603. return false;
  15604. }
  15605. break;
  15606. case TK_READYCOUNTER:
  15607. case TK_READYDOWN:
  15608. case TK_READYSTORM:
  15609. case TK_READYTURN:
  15610. case TK_JUMPKICK:
  15611. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15612. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15613. return false;
  15614. }
  15615. break;
  15616. case TK_TURNKICK:
  15617. case TK_STORMKICK:
  15618. case TK_DOWNKICK:
  15619. case TK_COUNTER:
  15620. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15621. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15622. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15623. return false; //Combo needs to be ready
  15624. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15625. //Do not repeat a kick.
  15626. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15627. break;
  15628. status_change_end(&sd->bl, SC_COMBO);
  15629. return false;
  15630. }
  15631. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  15632. unit_cancel_combo(&sd->bl);
  15633. return false;
  15634. }
  15635. break; //Combo ready.
  15636. #ifndef RENEWAL
  15637. case BD_ADAPTATION:
  15638. {
  15639. int time;
  15640. if(!(sc && sc->getSCE(SC_DANCING))) {
  15641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15642. return false;
  15643. }
  15644. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15645. if (skill_get_time(
  15646. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15647. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15648. - time < skill_get_time2(skill_id,skill_lv))
  15649. {
  15650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15651. return false;
  15652. }
  15653. }
  15654. break;
  15655. #endif
  15656. case PR_BENEDICTIO:
  15657. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  15658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15659. return false;
  15660. }
  15661. break;
  15662. case SL_SMA:
  15663. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  15664. return false;
  15665. break;
  15666. case HT_POWER:
  15667. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  15668. return false;
  15669. break;
  15670. #ifndef RENEWAL
  15671. case CG_HERMODE:
  15672. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  15673. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15674. return false;
  15675. }
  15676. break;
  15677. #endif
  15678. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  15679. {
  15680. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  15681. int size = range*2+1;
  15682. for (s=0;s<size*size;s++) {
  15683. int x = sd->bl.x+(s%size-range);
  15684. int y = sd->bl.y+(s/size-range);
  15685. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  15686. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15687. return false;
  15688. }
  15689. }
  15690. }
  15691. break;
  15692. #ifndef RENEWAL
  15693. case PR_REDEMPTIO:
  15694. {
  15695. t_exp exp = pc_nextbaseexp(sd);
  15696. uint32 exp_needp = battle_config.exp_cost_redemptio;
  15697. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  15698. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  15699. return false;
  15700. }
  15701. break;
  15702. }
  15703. case HP_BASILICA:
  15704. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  15705. if( sd ) {
  15706. // When castbegin, needs 7x7 clear area
  15707. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  15708. int size = range*2+1;
  15709. for( s=0;s<size*size;s++ ) {
  15710. int x = sd->bl.x+(s%size-range);
  15711. int y = sd->bl.y+(s/size-range);
  15712. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  15713. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15714. return false;
  15715. }
  15716. }
  15717. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  15718. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15719. return false;
  15720. }
  15721. }
  15722. }
  15723. break;
  15724. #endif
  15725. case AM_TWILIGHT2:
  15726. case AM_TWILIGHT3:
  15727. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  15728. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15729. return false;
  15730. }
  15731. break;
  15732. case SG_SUN_WARM:
  15733. case SG_MOON_WARM:
  15734. case SG_STAR_WARM:
  15735. if (sc && sc->getSCE(SC_MIRACLE))
  15736. break;
  15737. i = skill_id-SG_SUN_WARM;
  15738. if (sd->bl.m == sd->feel_map[i].m)
  15739. break;
  15740. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15741. return false;
  15742. break;
  15743. case SG_SUN_COMFORT:
  15744. case SG_MOON_COMFORT:
  15745. case SG_STAR_COMFORT:
  15746. if (sc && sc->getSCE(SC_MIRACLE))
  15747. break;
  15748. i = skill_id-SG_SUN_COMFORT;
  15749. if (sd->bl.m == sd->feel_map[i].m &&
  15750. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  15751. break;
  15752. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15753. return false;
  15754. case SG_FUSION:
  15755. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  15756. break;
  15757. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  15758. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  15759. if( require.sp > 0 ) {
  15760. if (status->sp < (unsigned int)require.sp)
  15761. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15762. else
  15763. status_zap(&sd->bl, 0, require.sp);
  15764. }
  15765. return false;
  15766. case GD_BATTLEORDER:
  15767. case GD_REGENERATION:
  15768. case GD_RESTORE:
  15769. case GD_CHARGESHOUT_FLAG:
  15770. case GD_CHARGESHOUT_BEATING:
  15771. case GD_EMERGENCY_MOVE:
  15772. if (!map_flag_gvg2(sd->bl.m)) {
  15773. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15774. return false;
  15775. }
  15776. case GD_EMERGENCYCALL:
  15777. case GD_ITEMEMERGENCYCALL:
  15778. // other checks were already done in skill_isNotOk()
  15779. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  15780. return false;
  15781. break;
  15782. case GS_GLITTERING:
  15783. case RL_RICHS_COIN:
  15784. if(sd->spiritball >= 10) {
  15785. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15786. return false;
  15787. }
  15788. break;
  15789. case NJ_ISSEN:
  15790. #ifdef RENEWAL
  15791. if (status->hp < (status->hp/100)) {
  15792. #else
  15793. if (status->hp < 2) {
  15794. #endif
  15795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15796. return false;
  15797. }
  15798. case NJ_BUNSINJYUTSU:
  15799. if (!(sc && sc->getSCE(SC_NEN))) {
  15800. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15801. return false;
  15802. }
  15803. break;
  15804. case NJ_ZENYNAGE:
  15805. case KO_MUCHANAGE:
  15806. if(sd->status.zeny < require.zeny) {
  15807. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15808. return false;
  15809. }
  15810. break;
  15811. case PF_HPCONVERSION:
  15812. if (status->sp == status->max_sp)
  15813. return false; //Unusable when at full SP.
  15814. break;
  15815. case SP_KAUTE: // Fail if below 30% MaxHP.
  15816. if (status->hp < 30 * status->max_hp / 100) {
  15817. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15818. return false;
  15819. }
  15820. break;
  15821. case AM_CALLHOMUN: //Can't summon if a hom is already out
  15822. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  15823. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15824. return false;
  15825. }
  15826. break;
  15827. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  15828. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  15829. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15830. return false;
  15831. }
  15832. break;
  15833. case AB_ANCILLA: {
  15834. int count = 0;
  15835. for( i = 0; i < MAX_INVENTORY; i++ )
  15836. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  15837. count += sd->inventory.u.items_inventory[i].amount;
  15838. if( count >= 3 ) {
  15839. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  15840. return false;
  15841. }
  15842. }
  15843. break;
  15844. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  15845. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  15846. && sd->special_state.no_gemstone == 0
  15847. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  15848. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15849. return false;
  15850. }
  15851. break;
  15852. case WL_SUMMONFB:
  15853. case WL_SUMMONBL:
  15854. case WL_SUMMONWB:
  15855. case WL_SUMMONSTONE:
  15856. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  15857. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  15858. if (i == SC_SPHERE_5 + 1) { // No more free slots
  15859. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  15860. return false;
  15861. }
  15862. }
  15863. break;
  15864. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  15865. case WL_RELEASE: {
  15866. int active_spheres = 0, req_spheres = 0;
  15867. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  15868. if (sc && sc->getSCE(i))
  15869. active_spheres++;
  15870. }
  15871. // Cast requirement
  15872. if (skill_id == WL_TETRAVORTEX)
  15873. req_spheres = 4;
  15874. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  15875. req_spheres = 1;
  15876. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  15877. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  15878. return false;
  15879. }
  15880. }
  15881. break;
  15882. case GC_HALLUCINATIONWALK:
  15883. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  15884. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15885. return false;
  15886. }
  15887. break;
  15888. case NPC_HALLUCINATIONWALK:
  15889. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  15890. return false;
  15891. }
  15892. break;
  15893. case RA_WUGMASTERY:
  15894. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.getSCE(SC__GROOMY)) {
  15895. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15896. return false;
  15897. }
  15898. break;
  15899. case RA_WUGSTRIKE:
  15900. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  15901. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15902. return false;
  15903. }
  15904. break;
  15905. case RA_WUGRIDER:
  15906. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  15907. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15908. return false;
  15909. }
  15910. break;
  15911. case RA_WUGDASH:
  15912. if(!pc_isridingwug(sd)) {
  15913. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15914. return false;
  15915. }
  15916. else {
  15917. int16 sx = sd->bl.x;
  15918. int16 sy = sd->bl.y;
  15919. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  15920. switch (dir) {
  15921. case 0: case 8: sy++; break;
  15922. case 1: sx--; sy++; break;
  15923. case 2: sx--; break;
  15924. case 3: sx--; sy--; break;
  15925. case 4: sy--; break;
  15926. case 5: sx++; sy--; break;
  15927. case 6: sx++; break;
  15928. case 7: sx++; sy++; break;
  15929. }
  15930. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  15931. return false;
  15932. }
  15933. }
  15934. break;
  15935. case LG_RAYOFGENESIS:
  15936. case LG_BANDING:
  15937. if( sc && sc->getSCE(SC_INSPIRATION) )
  15938. return true; // Don't check for partner.
  15939. break;
  15940. case LG_PRESTIGE:
  15941. if( sc && sc->getSCE(SC_INSPIRATION) )
  15942. return true; // Don't check for partner.
  15943. if( sc && sc->getSCE(SC_BANDING) ) {
  15944. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15945. return false;
  15946. }
  15947. break;
  15948. case LG_RAGEBURST:
  15949. if( sd->spiritball == 0 ) {
  15950. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  15951. return false;
  15952. }
  15953. sd->spiritball_old = require.spiritball = sd->spiritball;
  15954. break;
  15955. case SR_FALLENEMPIRE:
  15956. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  15957. return false;
  15958. break;
  15959. case SR_CRESCENTELBOW:
  15960. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  15961. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  15962. return false;
  15963. }
  15964. break;
  15965. case SR_CURSEDCIRCLE:
  15966. if (map_flag_gvg2(sd->bl.m)) {
  15967. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  15968. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  15969. char output[128];
  15970. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  15971. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  15972. return false;
  15973. }
  15974. }
  15975. if( sd->spiritball > 0 )
  15976. sd->spiritball_old = require.spiritball = sd->spiritball;
  15977. else {
  15978. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15979. return false;
  15980. }
  15981. break;
  15982. case SR_GATEOFHELL:
  15983. if( sd->spiritball > 0 )
  15984. sd->spiritball_old = require.spiritball;
  15985. break;
  15986. case SC_MANHOLE:
  15987. case SC_DIMENSIONDOOR:
  15988. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  15989. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15990. return false;
  15991. }
  15992. break;
  15993. case SC_FEINTBOMB:
  15994. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  15995. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15996. return false;
  15997. }
  15998. break;
  15999. case WM_GREAT_ECHO: {
  16000. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  16001. if (count > 0)
  16002. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  16003. }
  16004. break;
  16005. case SO_FIREWALK:
  16006. case SO_ELECTRICWALK:
  16007. case NPC_FIREWALK:
  16008. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  16009. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  16010. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  16011. if( sd )
  16012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16013. return false;
  16014. }
  16015. break;
  16016. case SO_EL_CONTROL:
  16017. if( !sd->status.ele_id || !sd->ed ) {
  16018. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16019. return false;
  16020. }
  16021. break;
  16022. case KO_JYUMONJIKIRI:
  16023. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  16024. return true;
  16025. else {
  16026. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16027. return false;
  16028. }
  16029. break;
  16030. case KO_KAHU_ENTEN:
  16031. case KO_HYOUHU_HUBUKI:
  16032. case KO_KAZEHU_SEIRAN:
  16033. case KO_DOHU_KOUKAI:
  16034. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  16035. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  16036. return false;
  16037. }
  16038. break;
  16039. case KO_KAIHOU:
  16040. case KO_ZENKAI:
  16041. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  16042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  16043. return false;
  16044. }
  16045. break;
  16046. case SJ_FULLMOONKICK:
  16047. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16048. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16049. return false;
  16050. }
  16051. break;
  16052. case SJ_STAREMPEROR:
  16053. case SJ_NOVAEXPLOSING:
  16054. case SJ_GRAVITYCONTROL:
  16055. case SJ_BOOKOFDIMENSION:
  16056. case SJ_BOOKOFCREATINGSTAR:
  16057. case SP_SOULDIVISION:
  16058. case SP_SOULEXPLOSION:
  16059. if (!map_flag_vs(sd->bl.m)) {
  16060. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16061. return false;
  16062. }
  16063. break;
  16064. case SP_SWHOO:
  16065. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16066. return false;
  16067. break;
  16068. case DK_SERVANT_W_PHANTOM:
  16069. case DK_SERVANT_W_DEMOL:
  16070. if (sd->servantball > 0 && sd->servantball < require.spiritball)
  16071. sd->servantball_old = require.spiritball = sd->servantball;
  16072. else
  16073. sd->servantball_old = require.spiritball;
  16074. break;
  16075. case IQ_SECOND_FAITH:
  16076. case IQ_THIRD_PUNISH:
  16077. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16078. return false;
  16079. break;
  16080. case IQ_SECOND_JUDGEMENT:
  16081. case IQ_THIRD_CONSECRATION:
  16082. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16083. return false;
  16084. break;
  16085. case IQ_SECOND_FLAME:
  16086. case IQ_THIRD_FLAME_BOMB:
  16087. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16088. return false;
  16089. break;
  16090. }
  16091. /* check state required */
  16092. switch (require.state) {
  16093. case ST_HIDDEN:
  16094. if(!pc_ishiding(sd)) {
  16095. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16096. return false;
  16097. }
  16098. break;
  16099. case ST_RIDING:
  16100. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  16101. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16102. return false;
  16103. }
  16104. break;
  16105. case ST_FALCON:
  16106. if(!pc_isfalcon(sd)) {
  16107. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16108. return false;
  16109. }
  16110. break;
  16111. case ST_CART:
  16112. if(!pc_iscarton(sd)) {
  16113. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  16114. return false;
  16115. }
  16116. break;
  16117. case ST_SHIELD:
  16118. if(sd->status.shield <= 0) {
  16119. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16120. return false;
  16121. }
  16122. break;
  16123. case ST_RECOVER_WEIGHT_RATE:
  16124. #ifdef RENEWAL
  16125. if(pc_is70overweight(sd)) {
  16126. #else
  16127. if(pc_is50overweight(sd)) {
  16128. #endif
  16129. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16130. return false;
  16131. }
  16132. break;
  16133. case ST_MOVE_ENABLE:
  16134. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16135. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16136. if (!unit_can_move(&sd->bl)) {
  16137. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16138. return false;
  16139. }
  16140. break;
  16141. case ST_WATER:
  16142. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16143. break;
  16144. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  16145. break;
  16146. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16147. return false;
  16148. case ST_RIDINGDRAGON:
  16149. if( !pc_isridingdragon(sd) ) {
  16150. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  16151. return false;
  16152. }
  16153. break;
  16154. case ST_WUG:
  16155. if( !pc_iswug(sd) ) {
  16156. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16157. return false;
  16158. }
  16159. break;
  16160. case ST_RIDINGWUG:
  16161. if( !pc_isridingwug(sd) ) {
  16162. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16163. return false;
  16164. }
  16165. break;
  16166. case ST_MADO:
  16167. if( !pc_ismadogear(sd) ) {
  16168. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  16169. return false;
  16170. }
  16171. break;
  16172. case ST_ELEMENTALSPIRIT:
  16173. case ST_ELEMENTALSPIRIT2:
  16174. if(!sd->ed) {
  16175. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  16176. return false;
  16177. }
  16178. break;
  16179. case ST_PECO:
  16180. if(!pc_isriding(sd)) {
  16181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16182. return false;
  16183. }
  16184. break;
  16185. case ST_SUNSTANCE:
  16186. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16187. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16188. return false;
  16189. }
  16190. break;
  16191. case ST_MOONSTANCE:
  16192. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16193. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16194. return false;
  16195. }
  16196. break;
  16197. case ST_STARSTANCE:
  16198. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16199. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16200. return false;
  16201. }
  16202. break;
  16203. case ST_UNIVERSESTANCE:
  16204. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16205. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16206. return false;
  16207. }
  16208. break;
  16209. }
  16210. /* check the status required */
  16211. if (!require.status.empty()) {
  16212. switch (skill_id) {
  16213. // Being checked later in skill_check_condition_castend()
  16214. case WZ_SIGHTRASHER:
  16215. break;
  16216. default:
  16217. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16218. return false;
  16219. break;
  16220. }
  16221. }
  16222. // Check for equipped item(s)
  16223. if (!require.eqItem.empty()) {
  16224. size_t count = require.eqItem.size();
  16225. for (const auto &it : require.eqItem) {
  16226. t_itemid reqeqit = it;
  16227. if (!reqeqit)
  16228. break; // Skill has no required item(s); get out of here
  16229. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16230. case NC_PILEBUNKER:
  16231. case RL_P_ALTER:
  16232. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16233. count--;
  16234. if (!count) {
  16235. if( skill_id == RL_P_ALTER ){
  16236. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  16237. }else{
  16238. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16239. }
  16240. return false;
  16241. } else
  16242. continue;
  16243. }
  16244. break;
  16245. case NC_ACCELERATION:
  16246. case NC_SELFDESTRUCTION:
  16247. case NC_SHAPESHIFT:
  16248. case NC_EMERGENCYCOOL:
  16249. case NC_MAGNETICFIELD:
  16250. case NC_NEUTRALBARRIER:
  16251. case NC_STEALTHFIELD:
  16252. if (pc_search_inventory(sd, reqeqit) == -1) {
  16253. count--;
  16254. if (!count) {
  16255. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  16256. return false;
  16257. } else
  16258. continue;
  16259. }
  16260. break;
  16261. default:
  16262. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16263. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  16264. return false;
  16265. }
  16266. break;
  16267. }
  16268. }
  16269. }
  16270. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16271. //mhp is the max-hp-requirement, that is,
  16272. //you must have this % or less of HP to cast it.
  16273. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16274. return false;
  16275. }
  16276. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16277. switch(skill_id) {
  16278. case RA_AIMEDBOLT:
  16279. break;
  16280. default:
  16281. switch((unsigned int)log2(require.weapon)) {
  16282. case W_REVOLVER:
  16283. clif_msg(sd, SKILL_NEED_REVOLVER);
  16284. break;
  16285. case W_RIFLE:
  16286. clif_msg(sd, SKILL_NEED_RIFLE);
  16287. break;
  16288. case W_GATLING:
  16289. clif_msg(sd, SKILL_NEED_GATLING);
  16290. break;
  16291. case W_SHOTGUN:
  16292. clif_msg(sd, SKILL_NEED_SHOTGUN);
  16293. break;
  16294. case W_GRENADE:
  16295. clif_msg(sd, SKILL_NEED_GRENADE);
  16296. break;
  16297. default:
  16298. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  16299. break;
  16300. }
  16301. return false;
  16302. }
  16303. }
  16304. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16305. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  16306. return false;
  16307. }
  16308. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
  16310. return false;
  16311. }
  16312. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  16313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  16314. return false;
  16315. }
  16316. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16317. switch (skill_id) { // Skills that require soul spheres.
  16318. case SP_SOULGOLEM:
  16319. case SP_SOULSHADOW:
  16320. case SP_SOULFALCON:
  16321. case SP_SOULFAIRY:
  16322. case SP_SOULCURSE:
  16323. case SP_SPA:
  16324. case SP_SHA:
  16325. case SP_SWHOO:
  16326. case SP_SOULUNITY:
  16327. case SP_SOULDIVISION:
  16328. case SP_SOULREAPER:
  16329. case SP_SOULEXPLOSION:
  16330. case SP_KAUTE:
  16331. if (sd->soulball < require.spiritball) {
  16332. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16333. return false;
  16334. }
  16335. break;
  16336. // Skills that requires servants.
  16337. case DK_SERVANT_W_SIGN:
  16338. case DK_SERVANT_W_PHANTOM:
  16339. case DK_SERVANT_W_DEMOL:
  16340. if (sd->servantball < require.spiritball) {
  16341. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16342. return false;
  16343. }
  16344. break;
  16345. default: // Skills that require spirit/coin spheres.
  16346. if (sd->spiritball < require.spiritball) {
  16347. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16348. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  16349. else
  16350. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  16351. return false;
  16352. }
  16353. break;
  16354. }
  16355. }
  16356. return true;
  16357. }
  16358. /**
  16359. * Check skill condition when cast end.
  16360. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16361. * @param sd Player who uses skill
  16362. * @param skill_id ID of used skill
  16363. * @param skill_lv Level of used skill
  16364. * @return true: All condition passed, false: Failed
  16365. */
  16366. bool skill_check_condition_castend(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16367. {
  16368. struct s_skill_condition require;
  16369. struct status_data *status;
  16370. int i;
  16371. short index[MAX_SKILL_ITEM_REQUIRE];
  16372. nullpo_retr(false,sd);
  16373. if( sd->chatID )
  16374. return false;
  16375. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  16376. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16377. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16378. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  16379. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  16380. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  16381. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  16382. return true;
  16383. }
  16384. switch( sd->menuskill_id ) { // Cast start or cast end??
  16385. case AM_PHARMACY:
  16386. switch( skill_id ) {
  16387. case AM_PHARMACY:
  16388. case AC_MAKINGARROW:
  16389. case BS_REPAIRWEAPON:
  16390. case AM_TWILIGHT1:
  16391. case AM_TWILIGHT2:
  16392. case AM_TWILIGHT3:
  16393. return false;
  16394. }
  16395. break;
  16396. case GN_MIX_COOKING:
  16397. case GN_MAKEBOMB:
  16398. case GN_S_PHARMACY:
  16399. case GN_CHANGEMATERIAL:
  16400. case MT_M_MACHINE:
  16401. case BO_BIONIC_PHARMACY:
  16402. if( sd->menuskill_id != skill_id )
  16403. return false;
  16404. break;
  16405. }
  16406. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16407. return true;
  16408. if( pc_is90overweight(sd) ) {
  16409. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  16410. return false;
  16411. }
  16412. // perform skill-specific checks (and actions)
  16413. switch( skill_id ) {
  16414. case PR_BENEDICTIO:
  16415. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  16416. break;
  16417. case AM_CANNIBALIZE:
  16418. case AM_SPHEREMINE: {
  16419. int c=0;
  16420. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16421. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16422. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16423. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16424. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16425. if(c >= maxcount ||
  16426. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16427. { //Fails when: exceed max limit. There are other plant types already out.
  16428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16429. return false;
  16430. }
  16431. }
  16432. break;
  16433. }
  16434. case NC_SILVERSNIPER:
  16435. case NC_MAGICDECOY: {
  16436. int c = 0;
  16437. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16438. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16439. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16440. if( skill_id == NC_MAGICDECOY ) {
  16441. int j;
  16442. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16443. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  16444. } else
  16445. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16446. if( c >= maxcount ) {
  16447. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16448. return false;
  16449. }
  16450. }
  16451. }
  16452. break;
  16453. case KO_ZANZOU: {
  16454. int c = 0;
  16455. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  16456. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16457. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16458. return false;
  16459. }
  16460. }
  16461. break;
  16462. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16463. case MT_SUMMON_ABR_DUAL_CANNON:
  16464. case MT_SUMMON_ABR_MOTHER_NET:
  16465. case MT_SUMMON_ABR_INFINITY: {
  16466. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16467. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16468. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16469. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16470. if (c >= maxcount) {
  16471. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16472. return false;
  16473. }
  16474. }
  16475. break;
  16476. }
  16477. case BO_WOODENWARRIOR:
  16478. case BO_WOODEN_FAIRY:
  16479. case BO_CREEPER:
  16480. case BO_HELLTREE: {
  16481. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16482. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16483. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16484. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16485. if (c >= maxcount) {
  16486. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16487. return false;
  16488. }
  16489. }
  16490. break;
  16491. }
  16492. #ifdef RENEWAL
  16493. case ASC_EDP:
  16494. if(sd) {
  16495. int16 item_edp = itemdb_group.item_exists_pc(sd, IG_EDP);
  16496. if (item_edp < 0) {
  16497. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16498. return false;
  16499. } else
  16500. pc_delitem(sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16501. }
  16502. break;
  16503. #endif
  16504. }
  16505. status = &sd->battle_status;
  16506. require = skill_get_requirement(sd,skill_id,skill_lv);
  16507. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16508. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16509. return false;
  16510. }
  16511. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16512. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16513. return false;
  16514. }
  16515. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16516. uint8 extra_ammo = 0;
  16517. #ifdef RENEWAL
  16518. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16519. case WM_SEVERE_RAINSTORM:
  16520. case RL_FIREDANCE:
  16521. case RL_R_TRIP:
  16522. case RL_FIRE_RAIN:
  16523. extra_ammo = 1;
  16524. break;
  16525. default:
  16526. break;
  16527. }
  16528. #endif
  16529. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  16530. clif_arrow_fail(sd,0);
  16531. return false;
  16532. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16533. char e_msg[100];
  16534. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16535. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  16536. return false;
  16537. }
  16538. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  16540. return false;
  16541. }
  16542. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  16543. skill_get_desc(skill_id),
  16544. require.ammo_qty,
  16545. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  16546. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  16547. return false;
  16548. }
  16549. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16550. //which is the closest we have to wrong ammo type. [Skotlex]
  16551. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16552. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16553. return false;
  16554. }
  16555. }
  16556. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16557. if( !require.itemid[i] )
  16558. continue;
  16559. index[i] = pc_search_inventory(sd,require.itemid[i]);
  16560. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16561. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16562. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  16563. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16564. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  16565. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  16567. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16568. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  16569. else if( require.itemid[i] == ITEMID_ANCILLA )
  16570. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  16571. else
  16572. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16573. return false;
  16574. }
  16575. }
  16576. /* check the status required */
  16577. if (!require.status.empty()) {
  16578. switch (skill_id) {
  16579. case WZ_SIGHTRASHER:
  16580. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16581. return false;
  16582. break;
  16583. default:
  16584. break;
  16585. }
  16586. }
  16587. return true;
  16588. }
  16589. /** Consume skill requirement
  16590. * @param sd Player who uses the skill
  16591. * @param skill_id ID of used skill
  16592. * @param skill_lv Level of used skill
  16593. * @param type Consume type
  16594. * type&1: consume the others (before skill was used);
  16595. * type&2: consume items (after skill was used)
  16596. */
  16597. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16598. {
  16599. struct s_skill_condition require;
  16600. nullpo_retv(sd);
  16601. require = skill_get_requirement(sd,skill_id,skill_lv);
  16602. if( type&1 ) {
  16603. switch( skill_id ) {
  16604. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16605. case MC_IDENTIFY:
  16606. require.sp = 0;
  16607. break;
  16608. case MO_KITRANSLATION:
  16609. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16610. require.spiritball = 0;
  16611. //Fall through
  16612. default:
  16613. if(sd->state.autocast)
  16614. require.sp = 0;
  16615. break;
  16616. }
  16617. if(require.hp || require.sp || require.ap)
  16618. status_zap(&sd->bl, require.hp, require.sp, require.ap);
  16619. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16620. switch (skill_id) { // Skills that require soul spheres.
  16621. case SP_SOULGOLEM:
  16622. case SP_SOULSHADOW:
  16623. case SP_SOULFALCON:
  16624. case SP_SOULFAIRY:
  16625. case SP_SOULCURSE:
  16626. case SP_SPA:
  16627. case SP_SHA:
  16628. case SP_SWHOO:
  16629. case SP_SOULUNITY:
  16630. case SP_SOULDIVISION:
  16631. case SP_SOULREAPER:
  16632. case SP_SOULEXPLOSION:
  16633. case SP_KAUTE:
  16634. pc_delsoulball(sd, require.spiritball, false);
  16635. break;
  16636. // Skills that require servants.
  16637. // Note: We don't update the servants display here
  16638. // since using these skills auto trigger an animation
  16639. // with them in unique ways that makes them vanish.
  16640. case DK_SERVANT_W_SIGN:
  16641. case DK_SERVANT_W_PHANTOM:
  16642. case DK_SERVANT_W_DEMOL:
  16643. pc_delservantball( *sd, require.spiritball );
  16644. break;
  16645. default: // Skills that require spirit/coin spheres.
  16646. pc_delspiritball(sd, require.spiritball, 0);
  16647. break;
  16648. }
  16649. }
  16650. else if(require.spiritball == -1) {
  16651. sd->spiritball_old = sd->spiritball;
  16652. pc_delspiritball(sd,sd->spiritball,0);
  16653. }
  16654. if(require.zeny > 0)
  16655. {
  16656. if( skill_id == NJ_ZENYNAGE )
  16657. require.zeny = 0; //Zeny is reduced on skill_attack.
  16658. if( sd->status.zeny < require.zeny )
  16659. require.zeny = sd->status.zeny;
  16660. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  16661. }
  16662. }
  16663. if( type&2 ) {
  16664. status_change *sc = &sd->sc;
  16665. int n,i;
  16666. if( !sc->count )
  16667. sc = NULL;
  16668. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16669. {
  16670. if( !require.itemid[i] )
  16671. continue;
  16672. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  16673. continue; //Gemstones are checked, but not substracted from inventory.
  16674. switch( skill_id ){
  16675. case SA_SEISMICWEAPON:
  16676. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  16677. continue;
  16678. break;
  16679. case SA_FLAMELAUNCHER:
  16680. case SA_VOLCANO:
  16681. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  16682. continue;
  16683. break;
  16684. case SA_FROSTWEAPON:
  16685. case SA_DELUGE:
  16686. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  16687. continue;
  16688. break;
  16689. case SA_LIGHTNINGLOADER:
  16690. case SA_VIOLENTGALE:
  16691. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  16692. continue;
  16693. break;
  16694. }
  16695. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  16696. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  16697. }
  16698. }
  16699. }
  16700. /**
  16701. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  16702. * @param sd Player's that will be checked
  16703. * @param skill_id Skill that's being used
  16704. * @param skill_lv Skill level of used skill
  16705. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  16706. */
  16707. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16708. {
  16709. struct s_skill_condition req;
  16710. struct status_data *status;
  16711. status_change *sc;
  16712. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  16713. memset(&req,0,sizeof(req));
  16714. if( !sd )
  16715. return req;
  16716. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  16717. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  16718. sc = &sd->sc;
  16719. if( !sc->count )
  16720. sc = NULL;
  16721. //Checks if disabling skill - in which case no SP requirements are necessary
  16722. if( sc && skill_disable_check(*sc,skill_id) )
  16723. return req;
  16724. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  16725. status = &sd->battle_status;
  16726. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16727. req.hp = skill->require.hp[skill_lv - 1];
  16728. hp_rate = skill->require.hp_rate[skill_lv - 1];
  16729. if(hp_rate > 0)
  16730. req.hp += (status->hp * hp_rate)/100;
  16731. else
  16732. req.hp += (status->max_hp * (-hp_rate))/100;
  16733. req.sp = skill->require.sp[skill_lv-1];
  16734. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  16735. req.sp /= 2;
  16736. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  16737. req.sp -= req.sp * 30 / 100;
  16738. sp_rate = skill->require.sp_rate[skill_lv-1];
  16739. if(sp_rate > 0)
  16740. req.sp += (status->sp * sp_rate)/100;
  16741. else
  16742. req.sp += (status->max_sp * (-sp_rate))/100;
  16743. if( sd->dsprate != 100 )
  16744. req.sp = req.sp * sd->dsprate / 100;
  16745. for (auto &it : sd->skillusesprate) {
  16746. if (it.id == skill_id) {
  16747. sp_skill_rate_bonus -= it.val;
  16748. break;
  16749. }
  16750. }
  16751. for (auto &it : sd->skillusesp) {
  16752. if (it.id == skill_id) {
  16753. req.sp -= it.val;
  16754. break;
  16755. }
  16756. }
  16757. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  16758. req.sp += req.sp * 30 / 100;
  16759. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  16760. if( sc ) {
  16761. if( sc->getSCE(SC__LAZINESS) )
  16762. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  16763. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  16764. req.sp += req.sp / 4;
  16765. if( sc->getSCE(SC_OFFERTORIUM))
  16766. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  16767. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  16768. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  16769. #ifdef RENEWAL
  16770. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  16771. req.sp -= req.sp * 20 / 100;
  16772. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  16773. req.sp -= req.sp * 30 / 100;
  16774. #endif
  16775. if (sc->getSCE(SC_GLOOMYDAY))
  16776. req.sp += req.sp * (skill_lv * 10) / 100;
  16777. if (sc->getSCE(SC_CRESCIVEBOLT))
  16778. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  16779. }
  16780. req.ap = skill->require.ap[skill_lv - 1];
  16781. ap_rate = skill->require.ap_rate[skill_lv - 1];
  16782. if (ap_rate > 0)
  16783. req.ap += (status->ap * ap_rate) / 100;
  16784. else
  16785. req.ap += (status->max_ap * (-ap_rate)) / 100;
  16786. req.zeny = skill->require.zeny[skill_lv-1];
  16787. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  16788. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  16789. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  16790. else
  16791. req.zeny += 1000;
  16792. }
  16793. req.spiritball = skill->require.spiritball[skill_lv-1];
  16794. req.state = skill->require.state;
  16795. req.mhp = skill->require.mhp[skill_lv-1];
  16796. req.weapon = skill->require.weapon;
  16797. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  16798. if (req.ammo_qty)
  16799. req.ammo = skill->require.ammo;
  16800. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  16801. { //Assume this skill is using the weapon, therefore it requires arrows.
  16802. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  16803. req.ammo_qty = 1;
  16804. }
  16805. req.status = skill->require.status;
  16806. req.eqItem = skill->require.eqItem;
  16807. // Level dependence flag is determined based on the ItemCost Level label
  16808. bool level_dependent = skill->require.itemid_level_dependent;
  16809. switch( skill_id ) {
  16810. /* Skill level-dependent checks */
  16811. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  16812. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  16813. req.itemid[1] = skill->require.itemid[skill->max];
  16814. req.amount[1] = skill->require.amount[skill->max];
  16815. // Fall through
  16816. /* Normal skill requirements and gemstone checks */
  16817. default:
  16818. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  16819. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  16820. if (!level_dependent) {
  16821. switch( skill_id ) {
  16822. case AM_POTIONPITCHER:
  16823. case CR_SLIMPITCHER:
  16824. case CR_CULTIVATION:
  16825. if (i != skill_lv%11 - 1)
  16826. continue;
  16827. break;
  16828. #ifdef RENEWAL
  16829. case AM_CALLHOMUN:
  16830. // Player has no homunculus, only requires first item
  16831. if (i > 0 && sd->hd == nullptr) {
  16832. i = MAX_SKILL_ITEM_REQUIRE;
  16833. continue;
  16834. }
  16835. // Recalling from Rest state has a different consume item (stored as second item)
  16836. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  16837. req.itemid[0] = skill->require.itemid[1];
  16838. req.amount[0] = skill->require.amount[1];
  16839. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  16840. skill_area_temp[0] = 0;
  16841. i = MAX_SKILL_ITEM_REQUIRE;
  16842. continue;
  16843. }
  16844. break;
  16845. #else
  16846. case AM_CALLHOMUN:
  16847. if (sd->status.hom_id) //Don't delete items when hom is already out.
  16848. continue;
  16849. break;
  16850. #endif
  16851. case AB_ADORAMUS:
  16852. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  16853. continue;
  16854. break;
  16855. }
  16856. req.itemid[i] = skill->require.itemid[i];
  16857. req.amount[i] = skill->require.amount[i];
  16858. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  16859. int16 itIndex;
  16860. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  16861. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  16862. req.itemid[i] = ITEMID_TRAP;
  16863. else
  16864. req.itemid[i] = ITEMID_TRAP_ALLOY;
  16865. req.amount[i] = 1;
  16866. }
  16867. break;
  16868. }
  16869. }
  16870. else {
  16871. // Process level_dependent requirement
  16872. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  16873. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  16874. req.amount[0] = skill->require.amount[skill_lv - 1];
  16875. }
  16876. }
  16877. // Check requirement for gemstone.
  16878. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  16879. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  16880. req.itemid[i] = req.amount[i] = 0;
  16881. else {
  16882. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  16883. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  16884. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  16885. req.itemid[i] = req.amount[i] = 0;
  16886. else if( --req.amount[i] < 1 )
  16887. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  16888. }
  16889. }
  16890. }
  16891. // Check requirement for Magic Gear Fuel
  16892. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  16893. req.itemid[i] = req.amount[i] = 0;
  16894. }
  16895. break;
  16896. }
  16897. // Check for cost reductions due to skills & SCs
  16898. switch(skill_id) {
  16899. case MC_MAMMONITE:
  16900. #ifdef RENEWAL
  16901. case WS_CARTTERMINATION:
  16902. #endif
  16903. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  16904. #ifdef RENEWAL
  16905. req.zeny -= req.zeny*20/100;
  16906. #else
  16907. req.zeny -= req.zeny*10/100;
  16908. #endif
  16909. break;
  16910. case AL_HOLYLIGHT:
  16911. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  16912. req.sp *= 5;
  16913. break;
  16914. case SL_SMA:
  16915. case SL_STUN:
  16916. case SL_STIN:
  16917. {
  16918. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  16919. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  16920. break;
  16921. if(sd->status.base_level>=90)
  16922. req.sp -= req.sp*7*kaina_lv/100;
  16923. else if(sd->status.base_level>=80)
  16924. req.sp -= req.sp*5*kaina_lv/100;
  16925. else if(sd->status.base_level>=70)
  16926. req.sp -= req.sp*3*kaina_lv/100;
  16927. }
  16928. break;
  16929. case MO_CHAINCOMBO:
  16930. case MO_COMBOFINISH:
  16931. case CH_TIGERFIST:
  16932. case CH_CHAINCRUSH:
  16933. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  16934. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  16935. break;
  16936. case MO_BODYRELOCATION:
  16937. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  16938. req.spiritball = 0;
  16939. break;
  16940. case MO_EXTREMITYFIST:
  16941. if( sc ) {
  16942. if( sc->getSCE(SC_BLADESTOP) )
  16943. req.spiritball--;
  16944. else if( sc->getSCE(SC_COMBO) ) {
  16945. #ifndef RENEWAL
  16946. switch( sc->getSCE(SC_COMBO)->val1 ) {
  16947. case MO_COMBOFINISH:
  16948. req.spiritball = 4;
  16949. break;
  16950. case CH_TIGERFIST:
  16951. req.spiritball = 3;
  16952. break;
  16953. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  16954. req.spiritball = sd->spiritball?sd->spiritball:1;
  16955. break;
  16956. }
  16957. #else
  16958. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  16959. #endif
  16960. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  16961. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  16962. }
  16963. break;
  16964. case LG_RAGEBURST:
  16965. req.spiritball = sd->spiritball?sd->spiritball:1;
  16966. break;
  16967. case SR_FALLENEMPIRE:
  16968. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16969. req.spiritball = 0;
  16970. break;
  16971. case SR_TIGERCANNON:
  16972. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  16973. req.spiritball = 0;
  16974. break;
  16975. case SR_RAMPAGEBLASTER:
  16976. case SR_RIDEINLIGHTNING:
  16977. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  16978. req.spiritball = 0;
  16979. break;
  16980. case SR_GATEOFHELL:
  16981. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  16982. req.sp -= req.sp * 10 / 100;
  16983. break;
  16984. case SR_FLASHCOMBO:
  16985. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16986. req.spiritball = 0;
  16987. break;
  16988. case SO_SUMMON_AGNI:
  16989. case SO_SUMMON_AQUA:
  16990. case SO_SUMMON_VENTUS:
  16991. case SO_SUMMON_TERA: {
  16992. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  16993. if( spirit_sympathy )
  16994. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  16995. }
  16996. break;
  16997. case NPC_PSYCHIC_WAVE:
  16998. case SO_PSYCHIC_WAVE:
  16999. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  17000. req.sp += req.sp / 2; // 1.5x SP cost
  17001. break;
  17002. }
  17003. //Check if player is using the copied skill [Cydh]
  17004. uint16 idx = skill_get_index(skill_id);
  17005. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  17006. uint16 req_opt = skill->copyable.req_opt;
  17007. if (req_opt & SKILL_REQ_HPCOST)
  17008. req.hp = 0;
  17009. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  17010. req.mhp = 0;
  17011. if (req_opt & SKILL_REQ_SPCOST)
  17012. req.sp = 0;
  17013. if (req_opt & SKILL_REQ_HPRATECOST)
  17014. req.hp_rate = 0;
  17015. if (req_opt & SKILL_REQ_SPRATECOST)
  17016. req.sp_rate = 0;
  17017. if (req_opt & SKILL_REQ_ZENYCOST)
  17018. req.zeny = 0;
  17019. if (req_opt & SKILL_REQ_WEAPON)
  17020. req.weapon = 0;
  17021. if (req_opt & SKILL_REQ_AMMO) {
  17022. req.ammo = 0;
  17023. req.ammo_qty = 0;
  17024. }
  17025. if (req_opt & SKILL_REQ_STATE)
  17026. req.state = ST_NONE;
  17027. if (req_opt & SKILL_REQ_STATUS) {
  17028. req.status.clear();
  17029. req.status.shrink_to_fit();
  17030. }
  17031. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  17032. req.spiritball = 0;
  17033. if (req_opt & SKILL_REQ_ITEMCOST) {
  17034. memset(req.itemid, 0, sizeof(req.itemid));
  17035. memset(req.amount, 0, sizeof(req.amount));
  17036. }
  17037. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17038. req.eqItem.clear();
  17039. req.eqItem.shrink_to_fit();
  17040. }
  17041. if (req_opt & SKILL_REQ_APCOST)
  17042. req.ap = 0;
  17043. if (req_opt & SKILL_REQ_APRATECOST)
  17044. req.ap_rate = 0;
  17045. }
  17046. return req;
  17047. }
  17048. /*==========================================
  17049. * Does cast-time reductions based on dex, item bonuses and config setting
  17050. *------------------------------------------*/
  17051. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17052. nullpo_ret(bl);
  17053. double time = skill_get_cast(skill_id, skill_lv);
  17054. #ifndef RENEWAL_CAST
  17055. {
  17056. map_session_data *sd = BL_CAST(BL_PC, bl);
  17057. status_change *sc = status_get_sc(bl);
  17058. int reduce_cast_rate = 0;
  17059. uint8 flag = skill_get_castnodex(skill_id);
  17060. // Calculate base cast time (reduced by dex)
  17061. if (!(flag&1)) {
  17062. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17063. if (scale > 0) // not instant cast
  17064. time = time * (float)scale / battle_config.castrate_dex_scale;
  17065. else
  17066. return 0; // instant cast
  17067. }
  17068. // Calculate cast time reduced by item/card bonuses
  17069. if (sd) {
  17070. if (!(flag&4)) {
  17071. if (sd->castrate != 100)
  17072. reduce_cast_rate += 100 - sd->castrate;
  17073. if (sd->bonus.add_varcast != 0)
  17074. time += sd->bonus.add_varcast; // bonus bVariableCast
  17075. }
  17076. // Skill-specific reductions work regardless of flag
  17077. for (const auto &it : sd->skillcastrate) {
  17078. if (it.id == skill_id) {
  17079. time += time * it.val / 100;
  17080. break;
  17081. }
  17082. }
  17083. for (const auto &it : sd->skillvarcast) {
  17084. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17085. time += it.val;
  17086. break;
  17087. }
  17088. }
  17089. }
  17090. // These cast time reductions are processed even if the skill fails
  17091. if (sc && sc->count) {
  17092. // Magic Strings stacks additively with item bonuses
  17093. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  17094. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17095. // Foresight halves the cast time, it does not stack additively
  17096. if (sc->getSCE(SC_MEMORIZE)) {
  17097. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17098. if(!(flag&2))
  17099. time -= time * 50 / 100;
  17100. // Foresight counter gets reduced even if the skill is not affected by it
  17101. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17102. status_change_end(bl, SC_MEMORIZE);
  17103. }
  17104. }
  17105. }
  17106. time = time * (1 - (float)reduce_cast_rate / 100);
  17107. }
  17108. #endif
  17109. // config cast time multiplier
  17110. if (battle_config.cast_rate != 100)
  17111. time = time * battle_config.cast_rate / 100;
  17112. // return final cast time
  17113. time = max((int)time, 0);
  17114. //ShowInfo("Castime castfix = %f\n",time);
  17115. return (int)time;
  17116. }
  17117. #ifndef RENEWAL_CAST
  17118. /**
  17119. * Get the skill cast time for Pre-Re cast
  17120. * @param bl: The caster
  17121. * @param time: Cast time before Status Change addition or reduction
  17122. * @return time: Modified castime after status change addition or reduction
  17123. */
  17124. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  17125. {
  17126. if (time < 0)
  17127. return 0;
  17128. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17129. return (int)time;
  17130. status_change *sc = status_get_sc(bl);
  17131. if (sc && sc->count) {
  17132. if (!(flag&2)) {
  17133. if (sc->getSCE(SC_SLOWCAST))
  17134. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17135. if (sc->getSCE(SC_PARALYSIS))
  17136. time += sc->getSCE(SC_PARALYSIS)->val3;
  17137. if (sc->getSCE(SC_IZAYOI))
  17138. time -= time * 50 / 100;
  17139. if (sc->getSCE(SC_2011RWC_SCROLL))
  17140. time -= time * 5 / 100;
  17141. }
  17142. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17143. if(!(flag&2))
  17144. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17145. //Suffragium ends even if the skill is not affected by it
  17146. status_change_end(bl, SC_SUFFRAGIUM);
  17147. }
  17148. }
  17149. time = std::max(time, 0.0);
  17150. //ShowInfo("Castime castfix_sc = %f\n",time);
  17151. return (int)time;
  17152. }
  17153. #else
  17154. /**
  17155. * Get the skill cast time for RENEWAL_CAST.
  17156. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17157. * Additive value:
  17158. * Variable CastTime : time += value
  17159. * Fixed CastTime : fixed += value
  17160. * Multipicative value
  17161. * Variable CastTime : VARCAST_REDUCTION(value)
  17162. * Fixed CastTime : FIXEDCASTRATE2(value)
  17163. * @param bl: The caster
  17164. * @param time: Cast time without reduction
  17165. * @param skill_id: Skill ID of the casted skill
  17166. * @param skill_lv: Skill level of the casted skill
  17167. * @return time: Modified castime after status and bonus addition or reduction
  17168. */
  17169. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17170. {
  17171. nullpo_ret(bl);
  17172. if (time < 0)
  17173. return 0;
  17174. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17175. return (int)time;
  17176. status_change *sc = status_get_sc(bl);
  17177. map_session_data *sd = BL_CAST(BL_PC, bl);
  17178. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17179. uint8 flag = skill_get_castnodex(skill_id);
  17180. if (fixed < 0) {
  17181. if (battle_config.default_fixed_castrate > 0) {
  17182. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17183. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17184. } else
  17185. fixed = 0;
  17186. }
  17187. // Additive Variable Cast bonus adjustments by items
  17188. if (sd && !(flag&4)) {
  17189. if (sd->bonus.varcastrate != 0)
  17190. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17191. if (sd->bonus.fixcastrate != 0)
  17192. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17193. if (sd->bonus.add_varcast != 0)
  17194. time += sd->bonus.add_varcast; // bonus bVariableCast
  17195. if (sd->bonus.add_fixcast != 0)
  17196. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17197. for (const auto &it : sd->skillfixcast) {
  17198. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17199. fixed += it.val;
  17200. break;
  17201. }
  17202. }
  17203. for (const auto &it : sd->skillvarcast) {
  17204. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17205. time += it.val;
  17206. break;
  17207. }
  17208. }
  17209. for (const auto &it : sd->skillcastrate) {
  17210. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17211. reduce_cast_rate += it.val;
  17212. break;
  17213. }
  17214. }
  17215. for (const auto &it : sd->skillfixcastrate) {
  17216. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17217. fixcast_r = max(fixcast_r, it.val);
  17218. break;
  17219. }
  17220. }
  17221. }
  17222. // Adjusted by active statuses
  17223. if (sc && sc->count && !(flag&2)) {
  17224. // Multiplicative Variable CastTime values
  17225. if (sc->getSCE(SC_SLOWCAST))
  17226. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17227. if (sc->getSCE(SC__LAZINESS))
  17228. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17229. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17230. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17231. #ifndef RENEWAL
  17232. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17233. #endif
  17234. }
  17235. if (sc->getSCE(SC_MEMORIZE)) {
  17236. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17237. reduce_cast_rate += 50;
  17238. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17239. status_change_end(bl, SC_MEMORIZE);
  17240. }
  17241. }
  17242. if (sc->getSCE(SC_POEMBRAGI))
  17243. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17244. if (sc->getSCE(SC_IZAYOI))
  17245. VARCAST_REDUCTION(50);
  17246. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  17247. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17248. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17249. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17250. if (sc->getSCE(SC_SOULFAIRY))
  17251. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17252. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17253. VARCAST_REDUCTION(80);
  17254. // Multiplicative Fixed CastTime values
  17255. if (sc->getSCE(SC_SECRAMENT))
  17256. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17257. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17258. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17259. if (sc->getSCE(SC_DANCEWITHWUG))
  17260. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17261. if (sc->getSCE(SC_HEAT_BARREL))
  17262. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17263. if (sc->getSCE(SC_FREEZING))
  17264. fixcast_r -= 50;
  17265. if (sc->getSCE(SC_SWINGDANCE))
  17266. fixcast_r = max(fixcast_r, skill_lv * 6);
  17267. // Additive Fixed CastTime values
  17268. if (sc->getSCE(SC_MANDRAGORA))
  17269. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17270. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17271. fixed -= 1000;
  17272. if (sc->getSCE(SC_IZAYOI))
  17273. fixed = 0;
  17274. if (sc->getSCE(SC_GLOOMYDAY))
  17275. fixed += skill_lv * 500;
  17276. if (sc->getSCE(SC_2011RWC_SCROLL))
  17277. VARCAST_REDUCTION(5);
  17278. }
  17279. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17280. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17281. if (varcast_r < 0)
  17282. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17283. // Apply Variable CastTime calculation by INT & DEX
  17284. if (!(flag&1))
  17285. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17286. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17287. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17288. return (int)time;
  17289. }
  17290. #endif
  17291. /*==========================================
  17292. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17293. *------------------------------------------*/
  17294. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17295. {
  17296. nullpo_ret(bl);
  17297. if (skill_id == SA_ABRACADABRA)
  17298. return 0; //Will use picked skill's delay.
  17299. if (bl->type&battle_config.no_skill_delay)
  17300. return battle_config.min_skill_delay_limit;
  17301. int delaynodex = skill_get_delaynodex(skill_id);
  17302. double time = skill_get_delay(skill_id, skill_lv);
  17303. if (time < 0)
  17304. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17305. status_change* sc = status_get_sc(bl);
  17306. // Delay reductions
  17307. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17308. case MO_TRIPLEATTACK:
  17309. case MO_CHAINCOMBO:
  17310. case MO_COMBOFINISH:
  17311. case CH_TIGERFIST:
  17312. case CH_CHAINCRUSH:
  17313. case SR_DRAGONCOMBO:
  17314. case SR_FALLENEMPIRE:
  17315. case SJ_PROMINENCEKICK:
  17316. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17317. if (time == 0)
  17318. time = 1000;
  17319. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17320. break;
  17321. #ifndef RENEWAL
  17322. case HP_BASILICA:
  17323. if (sc && !sc->getSCE(SC_BASILICA))
  17324. time = 0; // There is no Delay on Basilica creation, only on cancel
  17325. break;
  17326. #endif
  17327. default:
  17328. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17329. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17330. if (scale > 0)
  17331. time = time * scale / battle_config.castrate_dex_scale;
  17332. else //To be capped later to minimum.
  17333. time = 0;
  17334. }
  17335. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17336. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17337. if (scale > 0)
  17338. time = time * scale / battle_config.castrate_dex_scale;
  17339. else //To be capped later to minimum.
  17340. time = 0;
  17341. }
  17342. }
  17343. if (sc && sc->count) {
  17344. if (sc->getSCE(SC_SPIRIT)) {
  17345. switch (skill_id) {
  17346. case CR_SHIELDBOOMERANG:
  17347. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17348. time /= 2;
  17349. break;
  17350. case AS_SONICBLOW:
  17351. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17352. time /= 2;
  17353. break;
  17354. }
  17355. }
  17356. }
  17357. int delay = 0;
  17358. if (!(delaynodex&2)) {
  17359. if (sc && sc->count) {
  17360. if (sc->getSCE(SC_POEMBRAGI))
  17361. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17362. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17363. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17364. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17365. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17366. }
  17367. }
  17368. if (!(delaynodex&4) && bl->type == BL_PC) {
  17369. map_session_data* sd = (map_session_data*)bl;
  17370. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17371. delay += sd->bonus.delayrate;
  17372. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17373. if (it.id == skill_id) {
  17374. time += it.val;
  17375. break;
  17376. }
  17377. }
  17378. }
  17379. if (delay != 0)
  17380. time = time * (1 - (float)min(delay, 100) / 100);
  17381. if (battle_config.delay_rate != 100)
  17382. time = time * battle_config.delay_rate / 100;
  17383. //ShowInfo("Delay delayfix = %f\n",time);
  17384. return max((int)time,0);
  17385. }
  17386. /*==========================================
  17387. * Weapon Repair [Celest/DracoRPG]
  17388. *------------------------------------------*/
  17389. void skill_repairweapon(map_session_data *sd, int idx) {
  17390. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17391. ITEMID_IRON_ORE,
  17392. ITEMID_IRON,
  17393. ITEMID_STEEL,
  17394. ITEMID_ORIDECON_STONE,
  17395. #ifdef RENEWAL
  17396. 0
  17397. #endif
  17398. };
  17399. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17400. ITEMID_STEEL,
  17401. #ifdef RENEWAL
  17402. 0
  17403. #endif
  17404. };
  17405. t_itemid material = 0;
  17406. struct item *item;
  17407. map_session_data *target_sd;
  17408. nullpo_retv(sd);
  17409. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  17410. return;
  17411. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17412. return;
  17413. if( idx < 0 || idx >= MAX_INVENTORY )
  17414. return; //Invalid index??
  17415. item = &target_sd->inventory.u.items_inventory[idx];
  17416. if( !item->nameid || !item->attribute )
  17417. return; //Again invalid item....
  17418. if (itemdb_ishatched_egg(item))
  17419. return;
  17420. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  17421. clif_item_repaireffect(sd, idx, 1);
  17422. return;
  17423. }
  17424. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17425. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17426. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17427. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17428. }
  17429. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  17430. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17431. return;
  17432. }
  17433. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  17434. item->attribute = 0;/* clear broken state */
  17435. clif_equiplist(target_sd);
  17436. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  17437. clif_item_repaireffect(sd,idx,0);
  17438. if( sd != target_sd )
  17439. clif_item_repaireffect(target_sd,idx,0);
  17440. }
  17441. /*==========================================
  17442. * Item Appraisal
  17443. *------------------------------------------*/
  17444. void skill_identify(map_session_data *sd, int idx)
  17445. {
  17446. int flag=1;
  17447. nullpo_retv(sd);
  17448. sd->state.workinprogress = WIP_DISABLE_NONE;
  17449. if(idx >= 0 && idx < MAX_INVENTORY) {
  17450. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17451. flag=0;
  17452. sd->inventory.u.items_inventory[idx].identify = 1;
  17453. }
  17454. }
  17455. clif_item_identified(sd,idx,flag);
  17456. }
  17457. /*==========================================
  17458. * Weapon Refine [Celest]
  17459. *------------------------------------------*/
  17460. void skill_weaponrefine(map_session_data *sd, int idx)
  17461. {
  17462. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17463. ITEMID_PHRACON,
  17464. ITEMID_EMVERETARCON,
  17465. ITEMID_ORIDECON,
  17466. ITEMID_ORIDECON,
  17467. #ifdef RENEWAL
  17468. 0
  17469. #endif
  17470. };
  17471. nullpo_retv(sd);
  17472. if (idx >= 0 && idx < MAX_INVENTORY)
  17473. {
  17474. struct item *item;
  17475. struct item_data *ditem = sd->inventory_data[idx];
  17476. item = &sd->inventory.u.items_inventory[idx];
  17477. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17478. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17479. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17480. return;
  17481. }
  17482. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  17483. clif_upgrademessage(sd, 2, item->nameid);
  17484. return;
  17485. }
  17486. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  17487. if( i < 0 ) {
  17488. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  17489. return;
  17490. }
  17491. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17492. if( info == nullptr ){
  17493. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17494. return;
  17495. }
  17496. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17497. if( cost == nullptr ){
  17498. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17499. return;
  17500. }
  17501. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17502. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  17503. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17504. return;
  17505. }
  17506. int per = ( cost->chance / 100 );
  17507. if( sd->class_&JOBL_THIRD )
  17508. per += 10;
  17509. else
  17510. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17511. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17512. if (per > rnd() % 100) {
  17513. int ep=0;
  17514. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  17515. item->refine++;
  17516. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  17517. if(item->equip) {
  17518. ep = item->equip;
  17519. pc_unequipitem(sd,idx,3);
  17520. }
  17521. clif_delitem(sd,idx,1,3);
  17522. clif_upgrademessage(sd, 0, item->nameid);
  17523. clif_inventorylist(sd);
  17524. clif_refine(sd->fd,0,idx,item->refine);
  17525. if( ditem->type == IT_WEAPON ){
  17526. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17527. }
  17528. if (ep)
  17529. pc_equipitem(sd,idx,ep);
  17530. clif_misceffect(&sd->bl,3);
  17531. if(item->refine == 10 &&
  17532. item->card[0] == CARD0_FORGE &&
  17533. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  17534. { // Fame point system [DracoRPG]
  17535. switch(ditem->weapon_level){
  17536. case 1:
  17537. pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17538. break;
  17539. case 2:
  17540. pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17541. break;
  17542. case 3:
  17543. pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17544. break;
  17545. }
  17546. }
  17547. } else {
  17548. item->refine = 0;
  17549. if(item->equip)
  17550. pc_unequipitem(sd,idx,3);
  17551. clif_upgrademessage(sd, 1, item->nameid);
  17552. clif_refine(sd->fd,1,idx,item->refine);
  17553. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  17554. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  17555. clif_misceffect(&sd->bl,2);
  17556. clif_emotion(&sd->bl, ET_HUK);
  17557. }
  17558. }
  17559. }
  17560. }
  17561. /*==========================================
  17562. *
  17563. *------------------------------------------*/
  17564. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17565. {
  17566. nullpo_ret(sd);
  17567. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17568. return 0;
  17569. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17570. uint16 maxlv = 1;
  17571. if (skill_lv == 0 || lv == 0)
  17572. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17573. #ifdef RENEWAL
  17574. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17575. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17576. else
  17577. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17578. #else
  17579. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17580. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17581. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17582. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17583. else if(skill_lv==2) maxlv=1;
  17584. else if(skill_lv==3) maxlv=2;
  17585. else if(skill_lv>=4) maxlv=3;
  17586. }
  17587. else if(skill_id==MG_SOULSTRIKE){
  17588. if(skill_lv==5) maxlv=1;
  17589. else if(skill_lv==6) maxlv=2;
  17590. else if(skill_lv>=7) maxlv=3;
  17591. }
  17592. else if(skill_id==MG_FIREBALL){
  17593. if(skill_lv==8) maxlv=1;
  17594. else if(skill_lv>=9) maxlv=2;
  17595. }
  17596. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17597. else return 0;
  17598. #endif
  17599. maxlv = min(lv, maxlv);
  17600. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17601. skill_get_time(SA_AUTOSPELL,skill_lv));
  17602. return 0;
  17603. }
  17604. /**
  17605. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17606. * @param bl: Player object
  17607. * @param ap: va_arg list
  17608. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17609. */
  17610. static int skill_sit_count(struct block_list *bl, va_list ap)
  17611. {
  17612. map_session_data *sd = (map_session_data*)bl;
  17613. int flag = va_arg(ap, int);
  17614. if (!pc_issit(sd))
  17615. return 0;
  17616. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17617. return 1;
  17618. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17619. return 1;
  17620. return 0;
  17621. }
  17622. /**
  17623. * Triggered when a player sits down to activate bonus states.
  17624. * @param bl: Player object
  17625. * @param ap: va_arg list
  17626. * @return 0
  17627. */
  17628. static int skill_sit_in(struct block_list *bl, va_list ap)
  17629. {
  17630. map_session_data *sd = (map_session_data*)bl;
  17631. int flag = va_arg(ap, int);
  17632. if (!pc_issit(sd))
  17633. return 0;
  17634. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17635. sd->state.gangsterparadise = 1;
  17636. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17637. sd->state.rest = 1;
  17638. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17639. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17640. }
  17641. return 0;
  17642. }
  17643. /**
  17644. * Triggered when a player stands up to deactivate bonus states.
  17645. * @param bl: Player object
  17646. * @param ap: va_arg list
  17647. * @return 0
  17648. */
  17649. static int skill_sit_out(struct block_list *bl, va_list ap)
  17650. {
  17651. map_session_data *sd = (map_session_data*)bl;
  17652. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17653. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17654. return 0;
  17655. if (flag&1 && sd->state.gangsterparadise)
  17656. sd->state.gangsterparadise = 0;
  17657. if (flag&2 && sd->state.rest) {
  17658. sd->state.rest = 0;
  17659. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17660. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17661. }
  17662. return 0;
  17663. }
  17664. /**
  17665. * Toggle Sit icon and player bonuses when sitting/standing.
  17666. * @param sd: Player data
  17667. * @param sitting: True when sitting or false when standing
  17668. * @return 0
  17669. */
  17670. int skill_sit(map_session_data *sd, bool sitting)
  17671. {
  17672. int flag = 0, range = 0, lv;
  17673. nullpo_ret(sd);
  17674. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17675. flag |= 1;
  17676. range = skill_get_splash(RG_GANGSTER, lv);
  17677. }
  17678. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17679. flag |= 2;
  17680. range = skill_get_splash(TK_HPTIME, lv);
  17681. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17682. flag |= 2;
  17683. range = skill_get_splash(TK_SPTIME, lv);
  17684. }
  17685. if (sitting)
  17686. clif_status_load(&sd->bl, EFST_SIT, 1);
  17687. else
  17688. clif_status_load(&sd->bl, EFST_SIT, 0);
  17689. if (!flag) // No need to count area if no skills are learned.
  17690. return 0;
  17691. if (sitting) {
  17692. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17693. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  17694. } else
  17695. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  17696. return 0;
  17697. }
  17698. /*==========================================
  17699. * Do Forstjoke/Scream effect
  17700. *------------------------------------------*/
  17701. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  17702. {
  17703. struct block_list *src;
  17704. uint16 skill_id,skill_lv;
  17705. t_tick tick;
  17706. nullpo_ret(bl);
  17707. nullpo_ret(src = va_arg(ap,struct block_list*));
  17708. skill_id = va_arg(ap,int);
  17709. skill_lv = va_arg(ap,int);
  17710. if(!skill_lv)
  17711. return 0;
  17712. tick = va_arg(ap,t_tick);
  17713. if (src == bl || status_isdead(bl))
  17714. return 0;
  17715. if (bl->type == BL_PC) {
  17716. map_session_data *sd = (map_session_data *)bl;
  17717. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  17718. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  17719. }
  17720. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  17721. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  17722. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17723. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  17724. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17725. return 0;
  17726. }
  17727. /**
  17728. * Set map cell flag as skill unit effect
  17729. * @param src Skill unit
  17730. * @param skill_id
  17731. * @param skill_lv
  17732. * @param cell Cell type cell_t
  17733. * @param flag 0/1
  17734. */
  17735. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  17736. {
  17737. int range = skill_get_unit_range(skill_id,skill_lv);
  17738. int x, y;
  17739. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  17740. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  17741. map_setcell(src->bl.m, x, y, cell, flag);
  17742. }
  17743. /**
  17744. * Do skill attack area (such splash effect) around the 'first' target.
  17745. * First target will skip skill condition, always receive damage. But,
  17746. * around it, still need target/condition validation by
  17747. * battle_check_target and status_check_skilluse
  17748. * @param bl
  17749. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  17750. */
  17751. int skill_attack_area(struct block_list *bl, va_list ap)
  17752. {
  17753. struct block_list *src,*dsrc;
  17754. int atk_type,skill_id,skill_lv,flag,type;
  17755. t_tick tick;
  17756. if(status_isdead(bl))
  17757. return 0;
  17758. atk_type = va_arg(ap,int);
  17759. src = va_arg(ap,struct block_list*);
  17760. dsrc = va_arg(ap,struct block_list*);
  17761. skill_id = va_arg(ap,int);
  17762. skill_lv = va_arg(ap,int);
  17763. tick = va_arg(ap,t_tick);
  17764. flag = va_arg(ap,int);
  17765. type = va_arg(ap,int);
  17766. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  17767. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17768. }
  17769. if(battle_check_target(dsrc,bl,type) <= 0 ||
  17770. !status_check_skilluse(NULL, bl, skill_id, 2))
  17771. return 0;
  17772. switch (skill_id) {
  17773. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  17774. if (src->x == bl->x && src->y == bl->y)
  17775. return 0; //Does not hit current cell
  17776. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  17777. return 0;
  17778. //Fall through
  17779. case NPC_ACIDBREATH:
  17780. case NPC_DARKNESSBREATH:
  17781. case NPC_FIREBREATH:
  17782. case NPC_ICEBREATH:
  17783. case NPC_ICEBREATH2:
  17784. case NPC_THUNDERBREATH:
  17785. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17786. default:
  17787. //Area-splash, disable skill animation.
  17788. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  17789. }
  17790. }
  17791. /**
  17792. * Clear skill unit group
  17793. * @param bl: Unit to check
  17794. * @param flag: Skill group to clear
  17795. */
  17796. int skill_clear_group(block_list *bl, uint8 flag)
  17797. {
  17798. nullpo_ret(bl);
  17799. unit_data *ud = unit_bl2ud(bl);
  17800. if (ud == nullptr)
  17801. return 0;
  17802. size_t count = 0;
  17803. bool deleted = false;
  17804. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17805. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  17806. switch ((*it)->skill_id) {
  17807. case SA_DELUGE:
  17808. case SA_VOLCANO:
  17809. case SA_VIOLENTGALE:
  17810. case SA_LANDPROTECTOR:
  17811. case NJ_SUITON:
  17812. case NJ_KAENSIN:
  17813. case SC_CHAOSPANIC:
  17814. case MH_POISON_MIST:
  17815. case MH_LAVA_SLIDE:
  17816. if (flag & 1) {
  17817. skill_delunitgroup(*it);
  17818. count++;
  17819. deleted = true;
  17820. }
  17821. break;
  17822. case SO_CLOUD_KILL:
  17823. case NPC_CLOUD_KILL:
  17824. if (flag & 4) {
  17825. skill_delunitgroup(*it);
  17826. count++;
  17827. deleted = true;
  17828. }
  17829. break;
  17830. case SO_WARMER:
  17831. if (flag & 8) {
  17832. skill_delunitgroup(*it);
  17833. count++;
  17834. deleted = true;
  17835. }
  17836. break;
  17837. default:
  17838. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  17839. skill_delunitgroup(*it);
  17840. count++;
  17841. deleted = true;
  17842. }
  17843. break;
  17844. }
  17845. }
  17846. return static_cast<int>(count);
  17847. }
  17848. /**
  17849. * Returns the first element field found [Skotlex]
  17850. * @param bl
  17851. * @return s_skill_unit_group
  17852. */
  17853. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  17854. {
  17855. nullpo_ret(bl);
  17856. unit_data *ud = unit_bl2ud(bl);
  17857. if (ud == nullptr)
  17858. return nullptr;
  17859. for (const auto su : ud->skillunits) {
  17860. switch (su->skill_id) {
  17861. case SA_DELUGE:
  17862. case SA_VOLCANO:
  17863. case SA_VIOLENTGALE:
  17864. case SA_LANDPROTECTOR:
  17865. case NJ_SUITON:
  17866. case SO_CLOUD_KILL:
  17867. case NPC_CLOUD_KILL:
  17868. case SO_WARMER:
  17869. case SC_CHAOSPANIC:
  17870. case MH_POISON_MIST:
  17871. case MH_LAVA_SLIDE:
  17872. return su;
  17873. }
  17874. }
  17875. return nullptr;
  17876. }
  17877. /// Graffiti cleaner [Valaris]
  17878. int skill_graffitiremover(struct block_list *bl, va_list ap)
  17879. {
  17880. struct skill_unit *unit = NULL;
  17881. int remove = va_arg(ap, int);
  17882. nullpo_retr(0, bl);
  17883. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  17884. return 0;
  17885. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  17886. if (remove == 1)
  17887. skill_delunit(unit);
  17888. return 1;
  17889. }
  17890. return 0;
  17891. }
  17892. /// Greed effect
  17893. int skill_greed(struct block_list *bl, va_list ap)
  17894. {
  17895. struct block_list *src;
  17896. map_session_data *sd = NULL;
  17897. struct flooritem_data *fitem = NULL;
  17898. nullpo_ret(bl);
  17899. nullpo_ret(src = va_arg(ap, struct block_list *));
  17900. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  17901. pc_takeitem(sd, fitem);
  17902. return 0;
  17903. }
  17904. /// Ranger's Detonator [Jobbie/3CeAM]
  17905. int skill_detonator(struct block_list *bl, va_list ap)
  17906. {
  17907. nullpo_ret(bl);
  17908. if (bl->type != BL_SKILL)
  17909. return 0;
  17910. block_list *src = va_arg(ap, block_list *);
  17911. skill_unit *unit = (skill_unit *)bl;
  17912. if (unit == nullptr)
  17913. return 0;
  17914. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17915. if (group == nullptr || group->src_id != src->id)
  17916. return 0;
  17917. int unit_id = group->unit_id;
  17918. switch( unit_id )
  17919. { //List of Hunter and Ranger Traps that can be detonate.
  17920. case UNT_BLASTMINE:
  17921. case UNT_SANDMAN:
  17922. case UNT_CLAYMORETRAP:
  17923. case UNT_TALKIEBOX:
  17924. case UNT_CLUSTERBOMB:
  17925. case UNT_FIRINGTRAP:
  17926. case UNT_ICEBOUNDTRAP:
  17927. switch(unit_id) {
  17928. case UNT_TALKIEBOX:
  17929. clif_talkiebox(bl,group->valstr);
  17930. group->val2 = -1;
  17931. break;
  17932. case UNT_CLAYMORETRAP:
  17933. case UNT_FIRINGTRAP:
  17934. case UNT_ICEBOUNDTRAP:
  17935. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  17936. break;
  17937. default:
  17938. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  17939. break;
  17940. }
  17941. if (unit->group == nullptr)
  17942. return 0;
  17943. clif_changetraplook(bl, UNT_USED_TRAPS);
  17944. group->unit_id = UNT_USED_TRAPS;
  17945. group->limit = DIFF_TICK(gettick(),group->tick) +
  17946. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  17947. break;
  17948. }
  17949. return 0;
  17950. }
  17951. /**
  17952. * Calculate Royal Guard's Banding bonus
  17953. * @param sd: Player data
  17954. * @return Number of Royal Guard
  17955. */
  17956. int skill_banding_count(map_session_data *sd)
  17957. {
  17958. nullpo_ret(sd);
  17959. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  17960. }
  17961. /**
  17962. * Rebellion's Bind Trap explosion
  17963. * @author [Cydh]
  17964. */
  17965. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  17966. struct skill_unit *su = NULL;
  17967. struct block_list *src = NULL;
  17968. nullpo_ret(bl);
  17969. src = va_arg(ap,struct block_list *);
  17970. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  17971. return 0;
  17972. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  17973. return 0;
  17974. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  17975. clif_changetraplook(bl, UNT_USED_TRAPS);
  17976. su->group->unit_id = UNT_USED_TRAPS;
  17977. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  17978. return 1;
  17979. }
  17980. /*==========================================
  17981. * Check new skill unit cell when overlapping in other skill unit cell.
  17982. * Catched skill in cell value pushed to *unit pointer.
  17983. * Set (*alive) to 0 will ends 'new unit' check
  17984. *------------------------------------------*/
  17985. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  17986. {
  17987. uint16 skill_id;
  17988. int *alive;
  17989. struct skill_unit *unit;
  17990. skill_id = va_arg(ap,int);
  17991. alive = va_arg(ap,int *);
  17992. unit = (struct skill_unit *)bl;
  17993. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  17994. return 0;
  17995. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  17996. return 0;
  17997. switch (skill_id) {
  17998. case SA_LANDPROTECTOR: {
  17999. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  18000. (*alive) = 0;
  18001. skill_delunit(unit);
  18002. return 1;
  18003. }
  18004. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  18005. //It deletes everything except traps and barriers
  18006. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  18007. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  18008. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18009. skill_delunitgroup(unit->group);
  18010. } else
  18011. skill_delunit(unit);
  18012. return 1;
  18013. }
  18014. }
  18015. break;
  18016. case GN_CRAZYWEED_ATK:
  18017. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  18018. break;
  18019. case HW_GANBANTEIN:
  18020. case LG_EARTHDRIVE:
  18021. // Officially songs/dances are removed
  18022. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  18023. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18024. skill_delunitgroup(unit->group);
  18025. } else
  18026. skill_delunit(unit);
  18027. return 1;
  18028. case SA_VOLCANO:
  18029. case SA_DELUGE:
  18030. case SA_VIOLENTGALE:
  18031. // The official implementation makes them fail to appear when casted on top of ANYTHING
  18032. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  18033. // hence, I leave the alternate implementation here, commented. [Skotlex]
  18034. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18035. {
  18036. (*alive) = 0;
  18037. return 1;
  18038. }
  18039. /*
  18040. switch (unit->group->skill_id)
  18041. { //These cannot override each other.
  18042. case SA_VOLCANO:
  18043. case SA_DELUGE:
  18044. case SA_VIOLENTGALE:
  18045. (*alive) = 0;
  18046. return 1;
  18047. }
  18048. */
  18049. break;
  18050. case PF_FOGWALL:
  18051. switch(unit->group->skill_id) {
  18052. case SA_VOLCANO: //Can't be placed on top of these
  18053. case SA_VIOLENTGALE:
  18054. (*alive) = 0;
  18055. return 1;
  18056. case SA_DELUGE:
  18057. case NJ_SUITON:
  18058. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18059. (*alive) = 2;
  18060. break;
  18061. }
  18062. break;
  18063. case WZ_WATERBALL:
  18064. switch (unit->group->skill_id) {
  18065. case SA_DELUGE:
  18066. case NJ_SUITON:
  18067. //Consumes deluge/suiton
  18068. skill_delunit(unit);
  18069. return 1;
  18070. }
  18071. break;
  18072. case WZ_ICEWALL:
  18073. #ifndef RENEWAL
  18074. case HP_BASILICA:
  18075. case HW_GRAVITATION:
  18076. #endif
  18077. //These can't be placed on top of themselves (duration can't be refreshed)
  18078. if (unit->group->skill_id == skill_id)
  18079. {
  18080. (*alive) = 0;
  18081. return 1;
  18082. }
  18083. break;
  18084. case RL_FIRE_RAIN: {
  18085. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  18086. if (uf[UF_REMOVEDBYFIRERAIN]) {
  18087. if (uf[UF_RANGEDSINGLEUNIT]) {
  18088. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18089. skill_delunitgroup(unit->group);
  18090. } else
  18091. skill_delunit(unit);
  18092. return 1;
  18093. }
  18094. }
  18095. break;
  18096. }
  18097. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  18098. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  18099. (*alive) = 0;
  18100. return 1;
  18101. }
  18102. return 0;
  18103. }
  18104. /*==========================================
  18105. * Splash effect for skill unit 'trap type'.
  18106. * Chance triggered when damaged, timeout, or char step on it.
  18107. *------------------------------------------*/
  18108. static int skill_trap_splash(struct block_list *bl, va_list ap)
  18109. {
  18110. struct block_list *src = va_arg(ap,struct block_list *);
  18111. struct skill_unit *unit = NULL;
  18112. t_tick tick = va_arg(ap,t_tick);
  18113. struct block_list *ss; //Skill src bl
  18114. nullpo_ret(src);
  18115. unit = (struct skill_unit *)src;
  18116. if (!unit || !unit->alive || bl->prev == NULL)
  18117. return 0;
  18118. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  18119. if (sg == nullptr)
  18120. return 0;
  18121. nullpo_ret(ss = map_id2bl(sg->src_id));
  18122. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  18123. return 0;
  18124. switch (sg->unit_id) {
  18125. case UNT_B_TRAP:
  18126. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  18127. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18128. break;
  18129. case UNT_SHOCKWAVE:
  18130. case UNT_SANDMAN:
  18131. case UNT_FLASHER:
  18132. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18133. break;
  18134. case UNT_GROUNDDRIFT_WIND:
  18135. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18136. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18137. break;
  18138. case UNT_GROUNDDRIFT_DARK:
  18139. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18140. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18141. break;
  18142. case UNT_GROUNDDRIFT_POISON:
  18143. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18144. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18145. break;
  18146. case UNT_GROUNDDRIFT_WATER:
  18147. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18148. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18149. break;
  18150. case UNT_GROUNDDRIFT_FIRE:
  18151. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18152. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18153. break;
  18154. case UNT_ELECTRICSHOCKER:
  18155. if (bl->id != ss->id) {
  18156. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18157. break;
  18158. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  18159. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18160. clif_fixpos(bl);
  18161. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18162. }
  18163. }
  18164. break;
  18165. case UNT_MAGENTATRAP:
  18166. case UNT_COBALTTRAP:
  18167. case UNT_MAIZETRAP:
  18168. case UNT_VERDURETRAP:
  18169. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18170. struct status_data *status = status_get_status_data(bl);
  18171. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18172. status->ele_lv = (unsigned char)sg->skill_lv;
  18173. }
  18174. break;
  18175. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18176. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18177. break;
  18178. case UNT_FIRINGTRAP:
  18179. case UNT_ICEBOUNDTRAP:
  18180. if( src->id == bl->id ) break;
  18181. if( bl->type == BL_SKILL ) {
  18182. struct skill_unit *su = (struct skill_unit *)bl;
  18183. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18184. break;
  18185. }
  18186. case UNT_CLUSTERBOMB:
  18187. if( ss != bl )
  18188. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18189. break;
  18190. case UNT_CLAYMORETRAP:
  18191. if( src->id == bl->id ) break;
  18192. if( bl->type == BL_SKILL ) {
  18193. struct skill_unit *su = (struct skill_unit *)bl;
  18194. if (!su)
  18195. return 0;
  18196. switch(su->group->unit_id) {
  18197. case UNT_CLAYMORETRAP:
  18198. case UNT_LANDMINE:
  18199. case UNT_BLASTMINE:
  18200. case UNT_SHOCKWAVE:
  18201. case UNT_SANDMAN:
  18202. case UNT_FLASHER:
  18203. case UNT_FREEZINGTRAP:
  18204. case UNT_FIRINGTRAP:
  18205. case UNT_ICEBOUNDTRAP:
  18206. clif_changetraplook(bl, UNT_USED_TRAPS);
  18207. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18208. su->group->unit_id = UNT_USED_TRAPS;
  18209. break;
  18210. }
  18211. }
  18212. default: {
  18213. int split_count = 0;
  18214. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18215. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  18216. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18217. }
  18218. break;
  18219. }
  18220. return 1;
  18221. }
  18222. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18223. {
  18224. uint16 skill_id, skill_lv;
  18225. struct skill_unit *unit;
  18226. nullpo_ret(bl);
  18227. skill_id = va_arg(ap,int);
  18228. skill_lv = va_arg(ap,int);
  18229. unit = (struct skill_unit *)bl;
  18230. if( unit == NULL || unit->group == NULL )
  18231. return 0;
  18232. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18233. return 0;
  18234. if( unit->group->skill_id == SC_MAELSTROM ) {
  18235. struct block_list *src;
  18236. if( (src = map_id2bl(unit->group->src_id)) ){
  18237. int sp = unit->group->skill_lv * skill_lv;
  18238. if( src->type == BL_PC )
  18239. sp += ((TBL_PC*)src)->status.job_level / 5;
  18240. status_heal(src, 0, sp/2, 1);
  18241. }
  18242. }
  18243. return 0;
  18244. }
  18245. /**
  18246. * Check cloaking condition
  18247. * @param bl
  18248. * @param sce
  18249. * @return True if near wall; False otherwise
  18250. */
  18251. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18252. {
  18253. bool wall = true;
  18254. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18255. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18256. { //Check for walls.
  18257. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18258. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18259. int i;
  18260. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18261. if( i == 8 )
  18262. wall = false;
  18263. }
  18264. if( sce ) {
  18265. if( !wall ) {
  18266. if( sce->val1 < 3 ) //End cloaking.
  18267. status_change_end(bl, SC_CLOAKING);
  18268. else if( sce->val4&1 ) { //Remove wall bonus
  18269. sce->val4&=~1;
  18270. status_calc_bl(bl, { SCB_SPEED });
  18271. }
  18272. } else {
  18273. if( !(sce->val4&1) ) { //Add wall speed bonus
  18274. sce->val4|=1;
  18275. status_calc_bl(bl, { SCB_SPEED });
  18276. }
  18277. }
  18278. }
  18279. return wall;
  18280. }
  18281. /** Check Shadow Form on the target
  18282. * @param bl: Target
  18283. * @param damage: Damage amount
  18284. * @param hit
  18285. * @return true - in Shadow Form state; false - otherwise
  18286. */
  18287. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18288. {
  18289. status_change *sc;
  18290. nullpo_retr(false,bl);
  18291. if (!damage)
  18292. return false;
  18293. sc = status_get_sc(bl);
  18294. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18295. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18296. if( !src || src->m != bl->m ) {
  18297. status_change_end(bl, SC__SHADOWFORM);
  18298. return false;
  18299. }
  18300. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18301. if( src->type == BL_PC )
  18302. ((TBL_PC*)src)->shadowform_id = 0;
  18303. status_change_end(bl, SC__SHADOWFORM);
  18304. return false;
  18305. }
  18306. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  18307. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18308. status_change_end(bl, SC__SHADOWFORM);
  18309. if( src->type == BL_PC )
  18310. ((TBL_PC*)src)->shadowform_id = 0;
  18311. }
  18312. return true;
  18313. }
  18314. return false;
  18315. }
  18316. /**
  18317. * Check camouflage condition
  18318. * @param bl
  18319. * @param sce
  18320. * @return True if near wall; False otherwise
  18321. * @TODO: Seems wrong
  18322. */
  18323. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18324. {
  18325. bool wall = true;
  18326. if( bl->type == BL_PC ) { //Check for walls.
  18327. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18328. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18329. int i;
  18330. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18331. if( i == 8 )
  18332. wall = false;
  18333. }
  18334. if( sce ) {
  18335. if( !wall && sce->val1 < 3 ) //End camouflage.
  18336. status_change_end(bl, SC_CAMOUFLAGE);
  18337. status_calc_bl(bl, { SCB_SPEED });
  18338. }
  18339. return wall;
  18340. }
  18341. /**
  18342. * Process skill unit visibilty for single BL in area
  18343. * @param bl
  18344. * @param ap
  18345. * @author [Cydh]
  18346. **/
  18347. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18348. struct skill_unit *su = NULL;
  18349. struct block_list *src = NULL;
  18350. unsigned int party1 = 0;
  18351. bool visible = true;
  18352. nullpo_ret(bl);
  18353. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18354. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18355. party1 = va_arg(ap, unsigned int);
  18356. if (src != bl) {
  18357. unsigned int party2 = status_get_party_id(bl);
  18358. if (!party1 || !party2 || party1 != party2)
  18359. visible = false;
  18360. }
  18361. clif_getareachar_skillunit(bl, su, SELF, visible);
  18362. return 1;
  18363. }
  18364. /**
  18365. * Check for skill unit visibilty in area on
  18366. * - skill first placement
  18367. * - skill moved (knocked back, moved dance)
  18368. * @param su Skill unit
  18369. * @param target Affected target for this visibility @see enum send_target
  18370. * @author [Cydh]
  18371. **/
  18372. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18373. nullpo_retv(su);
  18374. if (!su->hidden) // It's not hidden, just do this!
  18375. clif_getareachar_skillunit(&su->bl, su, target, true);
  18376. else {
  18377. struct block_list *src = battle_get_master(&su->bl);
  18378. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18379. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18380. }
  18381. }
  18382. /**
  18383. * Check for skill unit visibilty on single BL on insight/spawn action
  18384. * @param su Skill unit
  18385. * @param bl Block list
  18386. * @author [Cydh]
  18387. **/
  18388. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18389. bool visible = true;
  18390. struct block_list *src = NULL;
  18391. nullpo_retv(bl);
  18392. nullpo_retv(su);
  18393. nullpo_retv((src = battle_get_master(&su->bl)));
  18394. if (su->hidden && src != bl) {
  18395. unsigned int party1 = status_get_party_id(src);
  18396. unsigned int party2 = status_get_party_id(bl);
  18397. if (!party1 || !party2 || party1 != party2)
  18398. visible = false;
  18399. }
  18400. clif_getareachar_skillunit(bl, su, SELF, visible);
  18401. }
  18402. /**
  18403. * Initialize new skill unit for skill unit group.
  18404. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18405. * @param group Skill unit group
  18406. * @param idx
  18407. * @param x
  18408. * @param y
  18409. * @param val1
  18410. * @param val2
  18411. */
  18412. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  18413. {
  18414. if (group == nullptr || group->unit == nullptr)
  18415. return nullptr;
  18416. skill_unit *unit = &group->unit[idx];
  18417. if (unit == nullptr)
  18418. return nullptr;
  18419. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18420. return unit;
  18421. if(!unit->alive)
  18422. group->alive_count++;
  18423. unit->bl.id = map_get_new_object_id();
  18424. unit->bl.type = BL_SKILL;
  18425. unit->bl.m = group->map;
  18426. unit->bl.x = x;
  18427. unit->bl.y = y;
  18428. unit->group = group;
  18429. unit->alive = 1;
  18430. unit->val1 = val1;
  18431. unit->val2 = val2;
  18432. unit->hidden = hidden;
  18433. // Stores new skill unit
  18434. idb_put(skillunit_db, unit->bl.id, unit);
  18435. map_addiddb(&unit->bl);
  18436. if(map_addblock(&unit->bl))
  18437. return NULL;
  18438. // Perform oninit actions
  18439. switch (group->skill_id) {
  18440. case WZ_ICEWALL:
  18441. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18442. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18443. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18444. break;
  18445. case SA_LANDPROTECTOR:
  18446. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18447. break;
  18448. #ifndef RENEWAL
  18449. case HP_BASILICA:
  18450. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18451. break;
  18452. #endif
  18453. case SC_MAELSTROM:
  18454. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18455. break;
  18456. default:
  18457. if (group->state.song_dance&0x1) //Check for dissonance.
  18458. skill_dance_overlap(unit, 1);
  18459. break;
  18460. }
  18461. skill_getareachar_skillunit_visibilty(unit, AREA);
  18462. return unit;
  18463. }
  18464. /**
  18465. * Remove unit
  18466. * @param unit
  18467. */
  18468. int skill_delunit(struct skill_unit* unit)
  18469. {
  18470. nullpo_ret(unit);
  18471. if( !unit->alive )
  18472. return 0;
  18473. unit->alive = 0;
  18474. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18475. if (group == nullptr)
  18476. return 0;
  18477. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18478. skill_dance_overlap(unit, 0);
  18479. // invoke onout event
  18480. if( !unit->range )
  18481. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18482. // perform ondelete actions
  18483. switch (group->skill_id) {
  18484. case HT_ANKLESNARE:
  18485. case SC_ESCAPE:
  18486. {
  18487. struct block_list* target = map_id2bl(group->val2);
  18488. if( target )
  18489. status_change_end(target, SC_ANKLE);
  18490. }
  18491. break;
  18492. case WZ_ICEWALL:
  18493. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18494. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18495. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18496. break;
  18497. case SA_LANDPROTECTOR:
  18498. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18499. break;
  18500. #ifndef RENEWAL
  18501. case HP_BASILICA:
  18502. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18503. break;
  18504. #endif
  18505. case RA_ELECTRICSHOCKER: {
  18506. struct block_list* target = map_id2bl(group->val2);
  18507. if( target )
  18508. status_change_end(target, SC_ELECTRICSHOCKER);
  18509. }
  18510. break;
  18511. case SC_MAELSTROM:
  18512. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18513. break;
  18514. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18515. if( group->val2 ) { // Someone Traped
  18516. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18517. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18518. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18519. }
  18520. break;
  18521. }
  18522. clif_skill_delunit(unit);
  18523. unit->group=NULL;
  18524. map_delblock(&unit->bl); // don't free yet
  18525. map_deliddb(&unit->bl);
  18526. idb_remove(skillunit_db, unit->bl.id);
  18527. if(--group->alive_count==0)
  18528. skill_delunitgroup(group);
  18529. return 0;
  18530. }
  18531. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  18532. /// Returns the target s_skill_unit_group or nullptr if not found.
  18533. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18534. return util::umap_find(skillunit_group_db, group_id);
  18535. }
  18536. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18537. /**
  18538. * Returns a new group_id that isn't being used in skillunit_group_db.
  18539. * Fatal error if nothing is available.
  18540. */
  18541. static int skill_get_new_group_id(void)
  18542. {
  18543. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  18544. return skill_unit_group_newid++;// available
  18545. {// find next id
  18546. int base_id = skill_unit_group_newid;
  18547. while( base_id != ++skill_unit_group_newid )
  18548. {
  18549. if( skill_unit_group_newid < MAX_SKILL )
  18550. skill_unit_group_newid = MAX_SKILL;
  18551. if( skill_id2group(skill_unit_group_newid) == NULL )
  18552. return skill_unit_group_newid++;// available
  18553. }
  18554. // full loop, nothing available
  18555. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18556. exit(1);
  18557. }
  18558. }
  18559. /**
  18560. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18561. * @param src Object that cast the skill
  18562. * @param count How many 'cells' used that needed. Related with skill layout
  18563. * @param skill_id ID of used skill
  18564. * @param skill_lv Skill level of used skill
  18565. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18566. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18567. * @param interval Time interval
  18568. * @return s_skill_unit_group
  18569. */
  18570. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  18571. {
  18572. nullpo_retr(nullptr, src);
  18573. unit_data *ud = unit_bl2ud(src);
  18574. nullpo_retr(nullptr, ud);
  18575. if (skill_id == 0 || skill_lv == 0)
  18576. return 0;
  18577. auto group = std::make_shared<s_skill_unit_group>();
  18578. group->src_id = src->id;
  18579. group->party_id = status_get_party_id(src);
  18580. group->guild_id = status_get_guild_id(src);
  18581. group->bg_id = bg_team_get_id(src);
  18582. group->group_id = skill_get_new_group_id();
  18583. group->link_group_id = 0;
  18584. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18585. group->unit_count = count;
  18586. group->alive_count = 0;
  18587. group->val1 = 0;
  18588. group->val2 = 0;
  18589. group->val3 = 0;
  18590. group->skill_id = skill_id;
  18591. group->skill_lv = skill_lv;
  18592. group->unit_id = unit_id;
  18593. group->map = src->m;
  18594. group->limit = limit;
  18595. group->interval = interval;
  18596. group->tick = gettick();
  18597. group->valstr = nullptr;
  18598. ud->skillunits.push_back(group);
  18599. // Stores this new group
  18600. skillunit_group_db.insert({ group->group_id, group });
  18601. return group;
  18602. }
  18603. /**
  18604. * Remove skill unit group
  18605. * @param group
  18606. * @param file
  18607. * @param line
  18608. * @param *func
  18609. */
  18610. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18611. {
  18612. struct block_list* src;
  18613. struct unit_data *ud;
  18614. short i;
  18615. int link_group_id;
  18616. if( group == nullptr ) {
  18617. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18618. return 0;
  18619. }
  18620. src = map_id2bl(group->src_id);
  18621. ud = unit_bl2ud(src);
  18622. if (!src || !ud) {
  18623. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18624. return 0;
  18625. }
  18626. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18627. switch( group->skill_id ) {
  18628. case BA_DISSONANCE:
  18629. case BA_POEMBRAGI:
  18630. case BA_WHISTLE:
  18631. case BA_ASSASSINCROSS:
  18632. case BA_APPLEIDUN:
  18633. case DC_UGLYDANCE:
  18634. case DC_HUMMING:
  18635. case DC_DONTFORGETME:
  18636. case DC_FORTUNEKISS:
  18637. case DC_SERVICEFORYOU:
  18638. case NC_NEUTRALBARRIER:
  18639. case NC_STEALTHFIELD:
  18640. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18641. break;
  18642. }
  18643. }
  18644. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18645. status_change* sc = status_get_sc(src);
  18646. if (sc && sc->getSCE(SC_DANCING)) {
  18647. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18648. status_change_end(src, SC_DANCING);
  18649. }
  18650. }
  18651. // End SC from the master when the skill group is deleted
  18652. i = SC_NONE;
  18653. switch (group->unit_id) {
  18654. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18655. #ifndef RENEWAL
  18656. case UNT_BASILICA: i = SC_BASILICA; break;
  18657. #endif
  18658. }
  18659. if (i != SC_NONE) {
  18660. status_change *sc = status_get_sc(src);
  18661. if (sc && sc->getSCE(i)) {
  18662. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18663. status_change_end(src, (sc_type)i);
  18664. }
  18665. }
  18666. switch( group->skill_id ) {
  18667. case PF_SPIDERWEB:
  18668. {
  18669. struct block_list* target = map_id2bl(group->val2);
  18670. status_change *sc;
  18671. bool removed = true;
  18672. //Clear group id from status change
  18673. if (target && (sc = status_get_sc(target)) != NULL && sc->getSCE(SC_SPIDERWEB)) {
  18674. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  18675. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  18676. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  18677. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  18678. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  18679. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  18680. else //Group was already removed in status_change_end, don't call it again!
  18681. removed = false;
  18682. //The last group was cleared, end status change
  18683. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  18684. status_change_end(target, SC_SPIDERWEB);
  18685. }
  18686. }
  18687. break;
  18688. case SG_SUN_WARM:
  18689. case SG_MOON_WARM:
  18690. case SG_STAR_WARM: {
  18691. status_change *sc = status_get_sc(src);
  18692. if (sc && sc->getSCE(SC_WARM)) {
  18693. sc->getSCE(SC_WARM)->val4 = 0;
  18694. status_change_end(src, SC_WARM);
  18695. }
  18696. }
  18697. break;
  18698. case LG_BANDING: {
  18699. status_change *sc = status_get_sc(src);
  18700. if (sc && sc->getSCE(SC_BANDING)) {
  18701. sc->getSCE(SC_BANDING)->val4 = 0;
  18702. status_change_end(src, SC_BANDING);
  18703. }
  18704. }
  18705. break;
  18706. case NC_NEUTRALBARRIER:
  18707. {
  18708. status_change *sc = NULL;
  18709. if( (sc = status_get_sc(src)) != NULL ) {
  18710. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  18711. {
  18712. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  18713. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  18714. }
  18715. status_change_end(src,SC_NEUTRALBARRIER);
  18716. }
  18717. }
  18718. break;
  18719. case NC_STEALTHFIELD:
  18720. {
  18721. status_change *sc = NULL;
  18722. if( (sc = status_get_sc(src)) != NULL && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  18723. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  18724. status_change_end(src,SC_STEALTHFIELD_MASTER);
  18725. }
  18726. }
  18727. break;
  18728. }
  18729. if (src->type==BL_PC && group->state.ammo_consume)
  18730. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  18731. group->alive_count=0;
  18732. // remove all unit cells
  18733. if(group->unit != NULL)
  18734. for( int j = 0; j < group->unit_count; j++ )
  18735. skill_delunit(&group->unit[j]);
  18736. // clear Talkie-box string
  18737. if( group->valstr != NULL ) {
  18738. aFree(group->valstr);
  18739. group->valstr = NULL;
  18740. }
  18741. link_group_id = group->link_group_id;
  18742. if (skillunit_group_db.erase(group->group_id) != 1)
  18743. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18744. util::vector_erase_if_exists(ud->skillunits, group);
  18745. if(link_group_id) {
  18746. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  18747. if(group_cur)
  18748. skill_delunitgroup(group_cur);
  18749. }
  18750. return 1;
  18751. }
  18752. /**
  18753. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  18754. * @param src
  18755. */
  18756. void skill_clear_unitgroup(struct block_list *src)
  18757. {
  18758. nullpo_retv(src);
  18759. unit_data *ud = unit_bl2ud(src);
  18760. nullpo_retv(ud);
  18761. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18762. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  18763. skill_delunitgroup(*it);
  18764. }
  18765. }
  18766. /**
  18767. * Search tickset for skill unit in skill unit group
  18768. * @param bl Block List for skill_unit
  18769. * @param group Skill unit group
  18770. * @param tick
  18771. * @return skill_unit_group_tickset if found
  18772. */
  18773. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  18774. {
  18775. int i, j = -1, s, id;
  18776. struct unit_data *ud;
  18777. struct skill_unit_group_tickset *set;
  18778. nullpo_ret(bl);
  18779. if (group->interval == -1)
  18780. return NULL;
  18781. ud = unit_bl2ud(bl);
  18782. if (!ud)
  18783. return NULL;
  18784. set = ud->skillunittick;
  18785. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  18786. id = s = group->skill_id;
  18787. else
  18788. id = s = group->group_id;
  18789. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  18790. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  18791. if (set[k].id == id)
  18792. return &set[k];
  18793. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  18794. j=k;
  18795. }
  18796. if (j == -1) {
  18797. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  18798. j = id % MAX_SKILLUNITGROUPTICKSET;
  18799. }
  18800. set[j].id = id;
  18801. set[j].tick = tick;
  18802. return &set[j];
  18803. }
  18804. /*==========================================
  18805. * Check for validity skill unit that triggered by skill_unit_timer_sub
  18806. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  18807. *------------------------------------------*/
  18808. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  18809. {
  18810. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  18811. t_tick tick = va_arg(ap,t_tick);
  18812. nullpo_ret(unit);
  18813. if( !unit->alive || bl->prev == NULL )
  18814. return 0;
  18815. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18816. if (group == nullptr)
  18817. return 0;
  18818. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  18819. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  18820. return 0; //AoE skills are ineffective. [Skotlex]
  18821. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  18822. return 0;
  18823. skill_unit_onplace_timer(unit,bl,tick);
  18824. return 1;
  18825. }
  18826. /**
  18827. * @see DBApply
  18828. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  18829. */
  18830. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  18831. {
  18832. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  18833. t_tick tick = va_arg(ap,t_tick);
  18834. bool dissonance;
  18835. struct block_list* bl = &unit->bl;
  18836. nullpo_ret(unit);
  18837. if( !unit->alive )
  18838. return 0;
  18839. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18840. if (group == nullptr)
  18841. return 0;
  18842. // Check for expiration
  18843. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  18844. {// skill unit expired (inlined from skill_unit_onlimit())
  18845. switch( group->unit_id ) {
  18846. case UNT_ICEWALL:
  18847. unit->val1 -= 50; // icewall loses 50 hp every second
  18848. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  18849. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  18850. if( unit->val1 <= 0 )
  18851. skill_delunit(unit);
  18852. break;
  18853. case UNT_BLASTMINE:
  18854. #ifdef RENEWAL
  18855. case UNT_CLAYMORETRAP:
  18856. #endif
  18857. case UNT_GROUNDDRIFT_WIND:
  18858. case UNT_GROUNDDRIFT_DARK:
  18859. case UNT_GROUNDDRIFT_POISON:
  18860. case UNT_GROUNDDRIFT_WATER:
  18861. case UNT_GROUNDDRIFT_FIRE:
  18862. group->unit_id = UNT_USED_TRAPS;
  18863. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  18864. group->limit=DIFF_TICK(tick+1500,group->tick);
  18865. unit->limit=DIFF_TICK(tick+1500,group->tick);
  18866. break;
  18867. case UNT_ANKLESNARE:
  18868. case UNT_ELECTRICSHOCKER:
  18869. if (group->val2 > 0) { //Used Trap doesn't return back to item
  18870. skill_delunit(unit);
  18871. break;
  18872. }
  18873. case UNT_SKIDTRAP:
  18874. case UNT_LANDMINE:
  18875. case UNT_SHOCKWAVE:
  18876. case UNT_SANDMAN:
  18877. case UNT_FLASHER:
  18878. case UNT_FREEZINGTRAP:
  18879. #ifndef RENEWAL
  18880. case UNT_CLAYMORETRAP:
  18881. #endif
  18882. case UNT_TALKIEBOX:
  18883. case UNT_CLUSTERBOMB:
  18884. case UNT_MAGENTATRAP:
  18885. case UNT_COBALTTRAP:
  18886. case UNT_MAIZETRAP:
  18887. case UNT_VERDURETRAP:
  18888. case UNT_FIRINGTRAP:
  18889. case UNT_ICEBOUNDTRAP:
  18890. {
  18891. struct block_list* src;
  18892. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  18893. { // revert unit back into a trap
  18894. struct item item_tmp;
  18895. memset(&item_tmp,0,sizeof(item_tmp));
  18896. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  18897. item_tmp.identify = 1;
  18898. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  18899. }
  18900. skill_delunit(unit);
  18901. }
  18902. break;
  18903. case UNT_WARP_ACTIVE:
  18904. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  18905. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  18906. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  18907. // restart timers
  18908. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  18909. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  18910. // apply effect to all units standing on it
  18911. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  18912. break;
  18913. case UNT_CALLFAMILY:
  18914. {
  18915. map_session_data *sd = NULL;
  18916. if(group->val1) {
  18917. sd = map_charid2sd(group->val1);
  18918. group->val1 = 0;
  18919. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  18920. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18921. }
  18922. if(group->val2) {
  18923. sd = map_charid2sd(group->val2);
  18924. group->val2 = 0;
  18925. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  18926. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18927. }
  18928. skill_delunit(unit);
  18929. }
  18930. break;
  18931. case UNT_REVERBERATION:
  18932. case UNT_NETHERWORLD:
  18933. if( unit->val1 <= 0 ) { // If it was deactivated.
  18934. skill_delunit(unit);
  18935. break;
  18936. }
  18937. clif_changetraplook(bl,UNT_USED_TRAPS);
  18938. if (group->unit_id == UNT_REVERBERATION)
  18939. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18940. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18941. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18942. group->unit_id = UNT_USED_TRAPS;
  18943. break;
  18944. case UNT_FEINTBOMB: {
  18945. struct block_list *src = map_id2bl(group->src_id);
  18946. if (src)
  18947. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  18948. skill_delunit(unit);
  18949. }
  18950. break;
  18951. case UNT_BANDING:
  18952. {
  18953. struct block_list *src = map_id2bl(group->src_id);
  18954. status_change *sc;
  18955. if( !src || (sc = status_get_sc(src)) == NULL || !sc->getSCE(SC_BANDING) ) {
  18956. skill_delunit(unit);
  18957. break;
  18958. }
  18959. // This unit isn't removed while SC_BANDING is active.
  18960. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  18961. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  18962. }
  18963. break;
  18964. case UNT_B_TRAP:
  18965. {
  18966. struct block_list* src;
  18967. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  18968. struct item item_tmp;
  18969. memset(&item_tmp, 0, sizeof(item_tmp));
  18970. item_tmp.nameid = group->item_id;
  18971. item_tmp.identify = 1;
  18972. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  18973. }
  18974. skill_delunit(unit);
  18975. }
  18976. break;
  18977. default:
  18978. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18979. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR)) {
  18980. // Deal damage before expiration
  18981. break;
  18982. }
  18983. skill_delunit(unit);
  18984. break;
  18985. }
  18986. } else {// skill unit is still active
  18987. switch( group->unit_id ) {
  18988. case UNT_BLASTMINE:
  18989. case UNT_SKIDTRAP:
  18990. case UNT_LANDMINE:
  18991. case UNT_SHOCKWAVE:
  18992. case UNT_SANDMAN:
  18993. case UNT_FLASHER:
  18994. case UNT_CLAYMORETRAP:
  18995. case UNT_FREEZINGTRAP:
  18996. case UNT_TALKIEBOX:
  18997. case UNT_ANKLESNARE:
  18998. case UNT_B_TRAP:
  18999. if( unit->val1 <= 0 ) {
  19000. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  19001. skill_delunit(unit);
  19002. else {
  19003. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  19004. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  19005. group->unit_id = UNT_USED_TRAPS;
  19006. }
  19007. }
  19008. break;
  19009. case UNT_REVERBERATION:
  19010. case UNT_NETHERWORLD:
  19011. if (unit->val1 <= 0) {
  19012. clif_changetraplook(bl,UNT_USED_TRAPS);
  19013. if (group->unit_id == UNT_REVERBERATION)
  19014. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19015. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19016. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19017. group->unit_id = UNT_USED_TRAPS;
  19018. }
  19019. break;
  19020. case UNT_WALLOFTHORN:
  19021. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  19022. skill_delunitgroup(group);
  19023. break;
  19024. }
  19025. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  19026. skill_delunit(unit);
  19027. break;
  19028. case UNT_SANCTUARY:
  19029. if (group->val1 <= 0) {
  19030. skill_delunitgroup(group);
  19031. }
  19032. break;
  19033. default:
  19034. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19035. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR) {
  19036. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19037. // Unit will expire the next interval, start dropping Meteor
  19038. block_list *src = map_id2bl(group->src_id);
  19039. if (src != nullptr) {
  19040. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19041. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  19042. else
  19043. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  19044. group->val2 = 1;
  19045. }
  19046. }
  19047. // No damage until expiration
  19048. return 0;
  19049. }
  19050. break;
  19051. }
  19052. }
  19053. //Don't continue if unit or even group is expired and has been deleted.
  19054. if( !group || !unit->alive )
  19055. return 0;
  19056. dissonance = skill_dance_switch(unit, 0);
  19057. if( unit->range >= 0 && group->interval != -1 )
  19058. {
  19059. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19060. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19061. group->unit_id = UNT_USED_TRAPS;
  19062. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19063. unit->range = -1; //Disable processed cell.
  19064. if (--group->val1 <= 0) { // number of live cells
  19065. //All tiles were processed, disable skill.
  19066. group->target_flag=BCT_NOONE;
  19067. group->bl_flag= BL_NUL;
  19068. }
  19069. }
  19070. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19071. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19072. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  19073. skill_delunit(unit);
  19074. return 0;
  19075. }
  19076. }
  19077. if( dissonance )
  19078. skill_dance_switch(unit, 1);
  19079. return 0;
  19080. }
  19081. /*==========================================
  19082. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  19083. *------------------------------------------*/
  19084. TIMER_FUNC(skill_unit_timer){
  19085. map_freeblock_lock();
  19086. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  19087. map_freeblock_unlock();
  19088. return 0;
  19089. }
  19090. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  19091. /*==========================================
  19092. * flag :
  19093. * 1 : store that skill_unit in array
  19094. * 2 : clear that skill_unit
  19095. * 4 : call_on_left
  19096. *------------------------------------------*/
  19097. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  19098. {
  19099. struct skill_unit* unit = (struct skill_unit *)bl;
  19100. struct block_list* target = va_arg(ap,struct block_list*);
  19101. t_tick tick = va_arg(ap,t_tick);
  19102. int flag = va_arg(ap,int);
  19103. bool dissonance;
  19104. uint16 skill_id;
  19105. nullpo_ret(unit);
  19106. nullpo_ret(target);
  19107. if( !unit->alive || target->prev == NULL )
  19108. return 0;
  19109. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19110. if (group == nullptr)
  19111. return 0;
  19112. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  19113. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  19114. dissonance = skill_dance_switch(unit, 0);
  19115. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  19116. skill_id = group->skill_id;
  19117. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  19118. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  19119. if( dissonance ) {
  19120. skill_dance_switch(unit, 1);
  19121. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  19122. }
  19123. return 0;
  19124. }
  19125. //Target-type check.
  19126. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19127. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19128. if( flag&1 ) {
  19129. if( flag&2 ) { //Clear this skill id.
  19130. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  19131. }
  19132. } else {
  19133. if( flag&2 ) { //Store this skill id.
  19134. skill_unit_cell.push_back(skill_id);
  19135. }
  19136. }
  19137. if( flag&4 )
  19138. skill_unit_onleft(skill_id,target,tick);
  19139. }
  19140. if( dissonance )
  19141. skill_dance_switch(unit, 1);
  19142. return 0;
  19143. } else {
  19144. if( flag&1 ) {
  19145. int result = skill_unit_onplace(unit,target,tick);
  19146. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  19147. util::vector_erase_if_exists(skill_unit_cell, result);
  19148. }
  19149. } else {
  19150. int result = skill_unit_onout(unit,target,tick);
  19151. if( flag&2 && result > 0 ) { //Store this unit id.
  19152. skill_unit_cell.push_back(skill_id);
  19153. }
  19154. }
  19155. //TODO: Normally, this is dangerous since the unit and group could be freed
  19156. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19157. //cells do not get deleted within them. [Skotlex]
  19158. if( dissonance )
  19159. skill_dance_switch(unit, 1);
  19160. if( flag&4 )
  19161. skill_unit_onleft(skill_id,target,tick);
  19162. return 1;
  19163. }
  19164. }
  19165. /*==========================================
  19166. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19167. * Flag values:
  19168. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19169. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19170. * units to figure out when they have left a group.
  19171. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19172. *------------------------------------------*/
  19173. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19174. {
  19175. nullpo_ret(bl);
  19176. if( bl->prev == NULL )
  19177. return 0;
  19178. if( flag&2 && !(flag&1) ) //Onout, clear data
  19179. skill_unit_cell.clear();
  19180. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19181. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19182. for (const auto &it : skill_unit_cell) {
  19183. skill_unit_onleft(it, bl, tick);
  19184. }
  19185. }
  19186. return 0;
  19187. }
  19188. /*==========================================
  19189. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19190. * @param bl Skill unit
  19191. * @param m Map
  19192. * @param dx
  19193. * @param dy
  19194. *------------------------------------------*/
  19195. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19196. t_tick tick = gettick();
  19197. struct skill_unit *su;
  19198. if (bl->type != BL_SKILL)
  19199. return;
  19200. if (!(su = (struct skill_unit *)bl))
  19201. return;
  19202. if (!su->alive)
  19203. return;
  19204. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19205. return; //Ensembles may not be moved around.
  19206. if (!bl->prev) {
  19207. bl->x = dx;
  19208. bl->y = dy;
  19209. return;
  19210. }
  19211. map_moveblock(bl, dx, dy, tick);
  19212. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19213. skill_getareachar_skillunit_visibilty(su, AREA);
  19214. return;
  19215. }
  19216. /**
  19217. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19218. * @param group Skill Group
  19219. * @param m Map
  19220. * @param dx
  19221. * @param dy
  19222. */
  19223. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19224. {
  19225. int i, j;
  19226. t_tick tick = gettick();
  19227. int *m_flag;
  19228. struct skill_unit *unit1;
  19229. struct skill_unit *unit2;
  19230. if (group == NULL)
  19231. return;
  19232. if (group->unit_count <= 0)
  19233. return;
  19234. if (group->unit == NULL)
  19235. return;
  19236. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19237. return; //Ensembles may not be moved around.
  19238. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19239. // m_flag
  19240. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19241. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19242. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19243. // 3: Both 1+2.
  19244. for(i = 0; i < group->unit_count; i++) {
  19245. unit1 =& group->unit[i];
  19246. if (!unit1->alive || unit1->bl.m != m)
  19247. continue;
  19248. for(j = 0; j < group->unit_count; j++) {
  19249. unit2 = &group->unit[j];
  19250. if (!unit2->alive)
  19251. continue;
  19252. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19253. m_flag[i] |= 0x1;
  19254. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19255. m_flag[i] |= 0x2;
  19256. }
  19257. }
  19258. j = 0;
  19259. for (i = 0; i < group->unit_count; i++) {
  19260. unit1 = &group->unit[i];
  19261. if (!unit1->alive)
  19262. continue;
  19263. if (!(m_flag[i]&0x2)) {
  19264. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19265. skill_dance_overlap(unit1, 0);
  19266. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19267. }
  19268. //Move Cell using "smart" criteria (avoid useless moving around)
  19269. switch(m_flag[i]) {
  19270. case 0:
  19271. //Cell moves independently, safely move it.
  19272. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19273. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19274. break;
  19275. case 1:
  19276. //Cell moves unto another cell, look for a replacement cell that won't collide
  19277. //and has no cell moving into it (flag == 2)
  19278. for(; j < group->unit_count; j++) {
  19279. int dx2, dy2;
  19280. if(m_flag[j] != 2 || !group->unit[j].alive)
  19281. continue;
  19282. //Move to where this cell would had moved.
  19283. unit2 = &group->unit[j];
  19284. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19285. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19286. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19287. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19288. j++; //Skip this cell as we have used it.
  19289. break;
  19290. }
  19291. break;
  19292. case 2:
  19293. case 3:
  19294. break; //Don't move the cell as a cell will end on this tile anyway.
  19295. }
  19296. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19297. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19298. skill_dance_overlap(unit1, 1);
  19299. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19300. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19301. }
  19302. }
  19303. aFree(m_flag);
  19304. }
  19305. /**
  19306. * Checking product requirement in player's inventory.
  19307. * Checking if player has the item or not, the amount, and the weight limit.
  19308. * @param sd Player
  19309. * @param nameid Product requested
  19310. * @param trigger Trigger criteria to match will 'ItemLv'
  19311. * @param qty Amount of item will be created
  19312. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19313. */
  19314. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19315. {
  19316. nullpo_ret(sd);
  19317. if (!item_db.exists(nameid))
  19318. return 0;
  19319. short i, j;
  19320. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19321. if (skill_produce_db[i].nameid == nameid) {
  19322. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19323. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19324. continue; // must iterate again to check other skills that produce it. [malufett]
  19325. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19326. continue; // special case
  19327. break;
  19328. }
  19329. }
  19330. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19331. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19332. return 0;
  19333. }
  19334. if (i >= MAX_SKILL_PRODUCE_DB)
  19335. return 0;
  19336. // Cannot carry the produced stuff
  19337. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19338. return 0;
  19339. // Matching the requested produce list
  19340. if (trigger >= 0) {
  19341. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19342. if (skill_produce_db[i].itemlv != trigger)
  19343. return 0;
  19344. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19345. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19346. return 0;
  19347. } else { // Weapon (itemlv must be higher or equal)
  19348. if (skill_produce_db[i].itemlv > trigger)
  19349. return 0;
  19350. }
  19351. }
  19352. // Check on player's inventory
  19353. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19354. t_itemid nameid_produce;
  19355. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19356. continue;
  19357. if (skill_produce_db[i].mat_amount[j] == 0) {
  19358. if (pc_search_inventory(sd,nameid_produce) < 0)
  19359. return 0;
  19360. } else {
  19361. unsigned short idx, amt;
  19362. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19363. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19364. amt += sd->inventory.u.items_inventory[idx].amount;
  19365. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19366. return 0;
  19367. }
  19368. }
  19369. return i + 1;
  19370. }
  19371. /**
  19372. * Attempt to produce an item
  19373. * @param sd Player
  19374. * @param skill_id Skill used
  19375. * @param nameid Requested product
  19376. * @param slot1
  19377. * @param slot2
  19378. * @param slot3
  19379. * @param qty Amount of requested item
  19380. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19381. * @return True is success, False if failed
  19382. */
  19383. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19384. {
  19385. int slot[3];
  19386. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19387. int num = -1; // exclude the recipe
  19388. struct status_data *status;
  19389. nullpo_ret(sd);
  19390. status = status_get_status_data(&sd->bl);
  19391. if( sd->skill_id_old == skill_id )
  19392. skill_lv = sd->skill_lv_old;
  19393. if (produce_idx == -1) {
  19394. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19395. return false;
  19396. idx--;
  19397. }
  19398. else
  19399. idx = produce_idx;
  19400. if (qty < 1)
  19401. qty = 1;
  19402. if (!skill_id) //A skill can be specified for some override cases.
  19403. skill_id = skill_produce_db[idx].req_skill;
  19404. if( skill_id == GC_RESEARCHNEWPOISON )
  19405. skill_id = GC_CREATENEWPOISON;
  19406. slot[0] = slot1;
  19407. slot[1] = slot2;
  19408. slot[2] = slot3;
  19409. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19410. short j;
  19411. if (slot[i] <= 0)
  19412. continue;
  19413. j = pc_search_inventory(sd,slot[i]);
  19414. if (j < 0)
  19415. continue;
  19416. if (slot[i] == ITEMID_STAR_CRUMB) {
  19417. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19418. sc++;
  19419. }
  19420. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19421. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19422. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19423. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19424. }
  19425. }
  19426. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19427. short x, j;
  19428. t_itemid id = skill_produce_db[idx].mat_id[i];
  19429. if (!item_db.exists(id))
  19430. continue;
  19431. num++;
  19432. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19433. do {
  19434. int y = 0;
  19435. j = pc_search_inventory(sd,id);
  19436. if (j >= 0) {
  19437. y = sd->inventory.u.items_inventory[j].amount;
  19438. if (y > x)
  19439. y = x;
  19440. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19441. } else {
  19442. ShowError("skill_produce_mix: material item error\n");
  19443. return false;
  19444. }
  19445. x -= y;
  19446. } while( j >= 0 && x > 0 );
  19447. }
  19448. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19449. wlv = itemdb_wlv(nameid);
  19450. else
  19451. wlv = 0;
  19452. if (!equip) {
  19453. switch (skill_id) {
  19454. case BS_IRON:
  19455. case BS_STEEL:
  19456. case BS_ENCHANTEDSTONE:
  19457. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19458. i = pc_checkskill(sd,skill_id);
  19459. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19460. switch (nameid) {
  19461. case ITEMID_IRON:
  19462. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19463. break;
  19464. case ITEMID_STEEL:
  19465. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19466. break;
  19467. case ITEMID_STAR_CRUMB:
  19468. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19469. break;
  19470. default: // Enchanted Stones
  19471. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19472. break;
  19473. }
  19474. break;
  19475. case ASC_CDP:
  19476. make_per = (2000 + 40*status->dex + 20*status->luk);
  19477. break;
  19478. case AL_HOLYWATER:
  19479. case AB_ANCILLA:
  19480. make_per = 100000; //100% success
  19481. break;
  19482. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19483. case AM_TWILIGHT1:
  19484. case AM_TWILIGHT2:
  19485. case AM_TWILIGHT3:
  19486. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19487. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19488. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19489. if (hom_is_active(sd->hd)) {//Player got a homun
  19490. int skill;
  19491. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19492. make_per += skill*100; //+1% bonus per level
  19493. }
  19494. switch(nameid){
  19495. case ITEMID_RED_POTION:
  19496. case ITEMID_YELLOW_POTION:
  19497. case ITEMID_WHITE_POTION:
  19498. make_per += (1+rnd()%100)*10 + 2000;
  19499. break;
  19500. case ITEMID_ALCOHOL:
  19501. make_per += (1+rnd()%100)*10 + 1000;
  19502. break;
  19503. case ITEMID_FIRE_BOTTLE:
  19504. case ITEMID_ACID_BOTTLE:
  19505. case ITEMID_MAN_EATER_BOTTLE:
  19506. case ITEMID_MINI_BOTTLE:
  19507. make_per += (1+rnd()%100)*10;
  19508. break;
  19509. case ITEMID_YELLOW_SLIM_POTION:
  19510. make_per -= (1+rnd()%50)*10;
  19511. break;
  19512. case ITEMID_WHITE_SLIM_POTION:
  19513. case ITEMID_COATING_BOTTLE:
  19514. make_per -= (1+rnd()%100)*10;
  19515. break;
  19516. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19517. case ITEMID_BLUE_POTION:
  19518. case ITEMID_RED_SLIM_POTION:
  19519. case ITEMID_ANODYNE:
  19520. case ITEMID_ALOEBERA:
  19521. default:
  19522. break;
  19523. }
  19524. if (battle_config.pp_rate != 100)
  19525. make_per = make_per * battle_config.pp_rate / 100;
  19526. break;
  19527. case SA_CREATECON: // Elemental Converter Creation
  19528. make_per = 100000; // should be 100% success rate
  19529. break;
  19530. case RK_RUNEMASTERY: {
  19531. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19532. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19533. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19534. int D = 0;
  19535. switch (nameid) { //rune rank it_diff 9 craftable rune
  19536. case ITEMID_BERKANA:
  19537. D = -2000;
  19538. break; //Rank S
  19539. case ITEMID_NAUTHIZ:
  19540. case ITEMID_URUZ:
  19541. D = -1500;
  19542. break; //Rank A
  19543. case ITEMID_ISA:
  19544. case ITEMID_WYRD:
  19545. D = -1000;
  19546. break; //Rank B
  19547. case ITEMID_RAIDO:
  19548. case ITEMID_THURISAZ:
  19549. case ITEMID_HAGALAZ:
  19550. case ITEMID_OTHILA:
  19551. D = -500;
  19552. break; //Rank C
  19553. default:
  19554. D = -1500;
  19555. break; //not specified =-15%
  19556. }
  19557. make_per = A + B + C + D;
  19558. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19559. if (runemastery_skill_lv > 9)
  19560. qty = 2 + rnd() % 5; // 2~6
  19561. else if (runemastery_skill_lv > 4)
  19562. qty = 2 + rnd() % 3; // 2~4
  19563. else
  19564. qty = 2;
  19565. }
  19566. break;
  19567. case GC_CREATENEWPOISON:
  19568. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19569. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19570. break;
  19571. case GN_CHANGEMATERIAL:
  19572. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19573. if (skill_changematerial_db[i].nameid == nameid) {
  19574. make_per = skill_changematerial_db[i].rate * 10;
  19575. break;
  19576. }
  19577. }
  19578. break;
  19579. case GN_S_PHARMACY:
  19580. {
  19581. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19582. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19583. switch (nameid) { // Item difficulty factor
  19584. case ITEMID_HP_INCREASE_POTION_SMALL:
  19585. case ITEMID_SP_INCREASE_POTION_SMALL:
  19586. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19587. difficulty += 10;
  19588. break;
  19589. case ITEMID_BOMB_MUSHROOM_SPORE:
  19590. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19591. difficulty += 15;
  19592. break;
  19593. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19594. case ITEMID_SP_INCREASE_POTION_LARGE:
  19595. case ITEMID_VITATA500:
  19596. difficulty += 20;
  19597. break;
  19598. case ITEMID_SEED_OF_HORNY_PLANT:
  19599. case ITEMID_BLOODSUCK_PLANT_SEED:
  19600. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19601. difficulty += 30;
  19602. break;
  19603. case ITEMID_HP_INCREASE_POTION_LARGE:
  19604. case ITEMID_CURE_FREE:
  19605. difficulty += 40;
  19606. break;
  19607. }
  19608. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  19609. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  19610. make_per -= difficulty;
  19611. qty = production_count[skill_lv - 1];
  19612. // Determine quantity from difficulty
  19613. if (make_per < 1)
  19614. qty -= 6;
  19615. else if (make_per < 100)
  19616. qty -= 5;
  19617. else if (make_per < 300)
  19618. qty -= 4;
  19619. else if (make_per < 400)
  19620. qty -= 3;
  19621. make_per = 100000; // Adjust success back to 100% for crafting
  19622. }
  19623. break;
  19624. case GN_MAKEBOMB:
  19625. case GN_MIX_COOKING:
  19626. {
  19627. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19628. switch (nameid) { // Item difficulty factor
  19629. // GN_MAKEBOMB
  19630. case ITEMID_APPLE_BOMB:
  19631. difficulty += 5;
  19632. break;
  19633. case ITEMID_COCONUT_BOMB:
  19634. case ITEMID_MELON_BOMB:
  19635. difficulty += 10;
  19636. break;
  19637. case ITEMID_PINEAPPLE_BOMB:
  19638. difficulty += 15;
  19639. break;
  19640. case ITEMID_BANANA_BOMB:
  19641. difficulty += 20;
  19642. break;
  19643. // GN_MIX_COOKING
  19644. case ITEMID_SAVAGE_FULL_ROAST:
  19645. case ITEMID_COCKTAIL_WARG_BLOOD:
  19646. case ITEMID_MINOR_STEW:
  19647. case ITEMID_SIROMA_ICED_TEA:
  19648. case ITEMID_DROSERA_HERB_SALAD:
  19649. case ITEMID_PETITE_TAIL_NOODLES:
  19650. difficulty += 15;
  19651. break;
  19652. }
  19653. 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)
  19654. if (skill_lv > 1) {
  19655. make_per -= difficulty;
  19656. // Determine quantity from difficulty
  19657. if (make_per >= 30)
  19658. qty = 10 + rnd() % 2;
  19659. else if (make_per >= 10)
  19660. qty = 10;
  19661. else if (make_per >= -10)
  19662. qty = 8;
  19663. else if (make_per >= -30)
  19664. qty = 5;
  19665. else
  19666. qty = 0;
  19667. } else {
  19668. if (make_per < difficulty)
  19669. qty = 0;
  19670. }
  19671. make_per = 100000; // Adjust success back to 100% for crafting
  19672. }
  19673. break;
  19674. case MT_M_MACHINE:
  19675. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  19676. if (skill_id == MT_M_MACHINE)
  19677. qty = 7 + skill_lv;
  19678. else // BO_BIONIC_PHARMACY
  19679. qty = 10 + skill_lv;
  19680. make_per = 100000;
  19681. break;
  19682. default:
  19683. if (sd->menuskill_id == AM_PHARMACY &&
  19684. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  19685. { //Assume Cooking Dish
  19686. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  19687. make_per = 10000; //100% Success
  19688. else
  19689. make_per = 1200 * (sd->menuskill_val - 10)
  19690. + 20 * (sd->status.base_level + 1)
  19691. + 20 * (status->dex + 1)
  19692. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  19693. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  19694. - 10 * (100 - status->luk + 1)
  19695. - 500 * (num - 1)
  19696. - 100 * (rnd()%4 + 1);
  19697. break;
  19698. }
  19699. make_per = 5000;
  19700. break;
  19701. }
  19702. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  19703. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  19704. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  19705. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  19706. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  19707. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  19708. if( wlv >= 3 ){
  19709. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  19710. }
  19711. // Element Stone: -20%
  19712. if( ele ){
  19713. make_per -= 2000;
  19714. }
  19715. // Star Crumb: -15% each
  19716. make_per -= sc * 1500;
  19717. // Weapon level malus: -0/-10/-20/-30
  19718. if( wlv > 1 ){
  19719. make_per -= ( wlv * 1000 );
  19720. }
  19721. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  19722. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  19723. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  19724. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  19725. if (battle_config.wp_rate != 100)
  19726. make_per = make_per * battle_config.wp_rate / 100;
  19727. }
  19728. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  19729. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  19730. if (make_per < 1) make_per = 1;
  19731. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  19732. struct item tmp_item;
  19733. memset(&tmp_item,0,sizeof(tmp_item));
  19734. tmp_item.nameid = nameid;
  19735. tmp_item.amount = 1;
  19736. tmp_item.identify = 1;
  19737. if (equip) {
  19738. tmp_item.card[0] = CARD0_FORGE;
  19739. tmp_item.card[1] = ((sc*5)<<8)+ele;
  19740. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19741. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19742. } else {
  19743. //Flag is only used on the end, so it can be used here. [Skotlex]
  19744. switch (skill_id) {
  19745. case BS_DAGGER:
  19746. case BS_SWORD:
  19747. case BS_TWOHANDSWORD:
  19748. case BS_AXE:
  19749. case BS_MACE:
  19750. case BS_KNUCKLE:
  19751. case BS_SPEAR:
  19752. flag = battle_config.produce_item_name_input&0x1;
  19753. break;
  19754. case AM_PHARMACY:
  19755. case AM_TWILIGHT1:
  19756. case AM_TWILIGHT2:
  19757. case AM_TWILIGHT3:
  19758. flag = battle_config.produce_item_name_input&0x2;
  19759. break;
  19760. case AL_HOLYWATER:
  19761. case AB_ANCILLA:
  19762. flag = battle_config.produce_item_name_input&0x8;
  19763. break;
  19764. case ASC_CDP:
  19765. flag = battle_config.produce_item_name_input&0x10;
  19766. break;
  19767. default:
  19768. flag = battle_config.produce_item_name_input&0x80;
  19769. break;
  19770. }
  19771. if (flag) {
  19772. tmp_item.card[0] = CARD0_CREATE;
  19773. tmp_item.card[1] = 0;
  19774. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19775. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19776. }
  19777. }
  19778. // if(log_config.produce > 0)
  19779. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  19780. //TODO update PICKLOG
  19781. if (equip) {
  19782. clif_produceeffect(sd,0,nameid);
  19783. clif_misceffect(&sd->bl,3);
  19784. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  19785. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  19786. } else {
  19787. int fame = 0;
  19788. tmp_item.amount = 0;
  19789. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  19790. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  19791. tmp_item.amount = qty;
  19792. break;
  19793. }
  19794. if (qty == 1 || rnd()%10000 < make_per) { //Success
  19795. tmp_item.amount++;
  19796. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  19797. continue;
  19798. if (skill_id != AM_PHARMACY &&
  19799. skill_id != AM_TWILIGHT1 &&
  19800. skill_id != AM_TWILIGHT2 &&
  19801. skill_id != AM_TWILIGHT3)
  19802. continue;
  19803. //Add fame as needed.
  19804. switch(++sd->potion_success_counter) {
  19805. case 3:
  19806. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  19807. break;
  19808. case 5:
  19809. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  19810. break;
  19811. case 7:
  19812. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  19813. break;
  19814. case 10:
  19815. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  19816. sd->potion_success_counter = 0;
  19817. break;
  19818. }
  19819. } else //Failure
  19820. sd->potion_success_counter = 0;
  19821. }
  19822. if (fame)
  19823. pc_addfame(*sd, fame);
  19824. //Visual effects and the like.
  19825. switch (skill_id) {
  19826. case AM_PHARMACY:
  19827. case AM_TWILIGHT1:
  19828. case AM_TWILIGHT2:
  19829. case AM_TWILIGHT3:
  19830. case ASC_CDP:
  19831. case GC_CREATENEWPOISON:
  19832. clif_produceeffect(sd,2,nameid);
  19833. clif_misceffect(&sd->bl,5);
  19834. break;
  19835. case BS_IRON:
  19836. case BS_STEEL:
  19837. case BS_ENCHANTEDSTONE:
  19838. clif_produceeffect(sd,0,nameid);
  19839. clif_misceffect(&sd->bl,3);
  19840. break;
  19841. default: //Those that don't require a skill?
  19842. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  19843. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  19844. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  19845. }
  19846. break;
  19847. }
  19848. }
  19849. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  19850. int j, k = 0, l;
  19851. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  19852. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19853. if (skill_changematerial_db[i].nameid == nameid){
  19854. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  19855. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  19856. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  19857. tmp_item.amount = (isStackable ? total_qty : 1);
  19858. for (l = 0; l < total_qty; l += tmp_item.amount) {
  19859. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19860. clif_additem(sd,0,0,flag);
  19861. if( battle_config.skill_drop_items_full ){
  19862. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19863. }
  19864. }
  19865. }
  19866. k++;
  19867. }
  19868. }
  19869. break;
  19870. }
  19871. }
  19872. if (k) {
  19873. clif_produceeffect(sd,6,nameid);
  19874. clif_misceffect(&sd->bl,5);
  19875. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  19876. return true;
  19877. }
  19878. } else if (tmp_item.amount) { //Success
  19879. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19880. clif_additem(sd,0,0,flag);
  19881. if( battle_config.skill_drop_items_full ){
  19882. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19883. }
  19884. }
  19885. switch (skill_id) {
  19886. case RK_RUNEMASTERY:
  19887. clif_produceeffect(sd, 4, nameid);
  19888. clif_misceffect(&sd->bl, 5);
  19889. break;
  19890. case GN_MIX_COOKING:
  19891. case GN_MAKEBOMB:
  19892. case GN_S_PHARMACY:
  19893. clif_produceeffect(sd, 6, nameid);
  19894. clif_misceffect(&sd->bl, 5);
  19895. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19896. break;
  19897. case MT_M_MACHINE:
  19898. clif_produceeffect(sd, 0, nameid);
  19899. clif_misceffect(&sd->bl, 3);
  19900. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19901. break;
  19902. case BO_BIONIC_PHARMACY:
  19903. clif_produceeffect(sd, 2, nameid);
  19904. clif_misceffect(&sd->bl, 5);
  19905. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19906. break;
  19907. }
  19908. return true;
  19909. }
  19910. }
  19911. //Failure
  19912. // if(log_config.produce)
  19913. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  19914. //TODO update PICKLOG
  19915. if (equip) {
  19916. clif_produceeffect(sd,1,nameid);
  19917. clif_misceffect(&sd->bl,2);
  19918. } else {
  19919. switch (skill_id) {
  19920. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  19921. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  19922. case AM_PHARMACY:
  19923. case AM_TWILIGHT1:
  19924. case AM_TWILIGHT2:
  19925. case AM_TWILIGHT3:
  19926. case GC_CREATENEWPOISON:
  19927. clif_produceeffect(sd,3,nameid);
  19928. clif_misceffect(&sd->bl,6);
  19929. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  19930. break;
  19931. case BS_IRON:
  19932. case BS_STEEL:
  19933. case BS_ENCHANTEDSTONE:
  19934. clif_produceeffect(sd,1,nameid);
  19935. clif_misceffect(&sd->bl,2);
  19936. break;
  19937. case RK_RUNEMASTERY:
  19938. clif_produceeffect(sd,5,nameid);
  19939. clif_misceffect(&sd->bl,6);
  19940. break;
  19941. case GN_MIX_COOKING:
  19942. if (qty == 0) {
  19943. item tmp_item;
  19944. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  19945. int rate = rnd() % 1000 + 1;
  19946. memset(&tmp_item, 0, sizeof(tmp_item));
  19947. if (rate < 500)
  19948. i = 0;
  19949. else if (rate < 750)
  19950. i = 1;
  19951. else if (rate < 850)
  19952. i = 2;
  19953. else if (rate < 950)
  19954. i = 3;
  19955. else
  19956. i = 4;
  19957. tmp_item.nameid = compensation[i];
  19958. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  19959. tmp_item.identify = 1;
  19960. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19961. clif_additem(sd,0,0,flag);
  19962. if( battle_config.skill_drop_items_full ){
  19963. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19964. }
  19965. }
  19966. clif_produceeffect(sd,7,nameid);
  19967. clif_misceffect(&sd->bl,6);
  19968. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19969. }
  19970. break;
  19971. case GN_MAKEBOMB:
  19972. case GN_S_PHARMACY:
  19973. case GN_CHANGEMATERIAL:
  19974. clif_produceeffect(sd,7,nameid);
  19975. clif_misceffect(&sd->bl,6);
  19976. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19977. break;
  19978. case MT_M_MACHINE:
  19979. clif_produceeffect(sd, 1, nameid);
  19980. clif_misceffect(&sd->bl, 2);
  19981. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19982. break;
  19983. case BO_BIONIC_PHARMACY:
  19984. clif_produceeffect(sd, 3, nameid);
  19985. clif_misceffect(&sd->bl, 6);
  19986. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19987. break;
  19988. default:
  19989. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  19990. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  19991. // todo: What in the world is this calculation
  19992. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  19993. }
  19994. break;
  19995. }
  19996. }
  19997. return false;
  19998. }
  19999. /**
  20000. * Attempt to create arrow by specified material
  20001. * @param sd Player
  20002. * @param nameid Item ID of material
  20003. * @return True if created, False is failed
  20004. */
  20005. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  20006. {
  20007. nullpo_ret(sd);
  20008. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  20009. return false;
  20010. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  20011. for (const auto &it : skill_arrow_db) {
  20012. if (nameid == it.second->nameid) {
  20013. arrow = it.second;
  20014. break;
  20015. }
  20016. }
  20017. short j;
  20018. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  20019. return false;
  20020. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  20021. for (const auto &it : arrow->created) {
  20022. char flag = 0;
  20023. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20024. continue;
  20025. struct item tmp_item = { 0 };
  20026. tmp_item.identify = 1;
  20027. tmp_item.nameid = it.first;
  20028. tmp_item.amount = it.second;
  20029. if (battle_config.produce_item_name_input&0x4) {
  20030. tmp_item.card[0] = CARD0_CREATE;
  20031. tmp_item.card[1] = 0;
  20032. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20033. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20034. }
  20035. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20036. clif_additem(sd,0,0,flag);
  20037. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20038. }
  20039. }
  20040. return true;
  20041. }
  20042. /**
  20043. * Enchant weapon with poison
  20044. * @param sd Player
  20045. * @nameid Item ID of poison type
  20046. */
  20047. int skill_poisoningweapon(map_session_data *sd, t_itemid nameid)
  20048. {
  20049. nullpo_ret(sd);
  20050. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20051. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  20052. return 0;
  20053. }
  20054. sc_type type;
  20055. int chance;
  20056. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20057. char output[CHAT_SIZE_MAX];
  20058. const char *msg;
  20059. switch( nameid ) {
  20060. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20061. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20062. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20063. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20064. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20065. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20066. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20067. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20068. default:
  20069. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  20070. return 0;
  20071. }
  20072. status_change_end(&sd->bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  20073. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  20074. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  20075. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  20076. status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  20077. sprintf(output, msg_txt(sd,721), msg);
  20078. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  20079. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  20080. clif_msg(sd,msg);
  20081. #endif*/
  20082. return 0;
  20083. }
  20084. /**
  20085. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  20086. * @param bl: Object
  20087. * @param skill_id: Skill invoking to determine if Magic type
  20088. */
  20089. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  20090. {
  20091. status_change *sc = status_get_sc(bl);
  20092. // non-offensive and non-magic skills do not affect the status
  20093. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  20094. return;
  20095. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  20096. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  20097. status_change_end(bl, SC_MAGICPOWER);
  20098. } else {
  20099. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  20100. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  20101. if(bl->type == BL_PC){// update current display.
  20102. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  20103. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  20104. }
  20105. }
  20106. }
  20107. }
  20108. int skill_magicdecoy(map_session_data *sd, t_itemid nameid) {
  20109. int x, y, i, class_, skill;
  20110. struct mob_data *md;
  20111. nullpo_ret(sd);
  20112. skill = sd->menuskill_val;
  20113. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  20114. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20115. return 0;
  20116. }
  20117. // Spawn Position
  20118. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  20119. x = sd->sc.comet_x;
  20120. y = sd->sc.comet_y;
  20121. sd->sc.comet_x = 0;
  20122. sd->sc.comet_y = 0;
  20123. sd->menuskill_val = 0;
  20124. // Item picked decides the mob class
  20125. switch(nameid) {
  20126. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20127. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20128. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20129. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20130. default:
  20131. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20132. return 0;
  20133. }
  20134. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  20135. if( md ) {
  20136. struct unit_data *ud = unit_bl2ud(&md->bl);
  20137. md->master_id = sd->bl.id;
  20138. md->special_state.ai = AI_FAW;
  20139. if(ud) {
  20140. ud->skill_id = NC_MAGICDECOY;
  20141. ud->skill_lv = skill;
  20142. }
  20143. if( md->deletetimer != INVALID_TIMER )
  20144. delete_timer(md->deletetimer, mob_timer_delete);
  20145. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20146. mob_spawn(md);
  20147. }
  20148. return 0;
  20149. }
  20150. /**
  20151. * Process Warlock Spellbooks
  20152. * @param sd: Player data
  20153. * @param nameid: Spellbook item used
  20154. */
  20155. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20156. if (reading_spellbook_db.empty())
  20157. return;
  20158. status_change *sc = status_get_sc(&sd.bl);
  20159. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20160. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20161. break;
  20162. if (i == SC_MAXSPELLBOOK) {
  20163. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  20164. return;
  20165. }
  20166. }
  20167. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20168. if (spell == nullptr)
  20169. return;
  20170. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20171. if (skill_lv == 0) { // Caster hasn't learned the skill
  20172. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20173. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  20174. return;
  20175. }
  20176. uint16 points = spell->points;
  20177. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20178. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  20179. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  20180. return;
  20181. }
  20182. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20183. if (!sc->getSCE(i)) {
  20184. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20185. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20186. break;
  20187. }
  20188. }
  20189. } else {
  20190. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20191. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20192. }
  20193. // Reading Spell Book SP cost same as the sealed spell.
  20194. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20195. }
  20196. int skill_select_menu(map_session_data *sd,uint16 skill_id) {
  20197. int lv, prob, aslvl = 0;
  20198. uint16 id, sk_idx = 0;
  20199. nullpo_ret(sd);
  20200. if (sd->sc.getSCE(SC_STOP)) {
  20201. aslvl = sd->sc.getSCE(SC_STOP)->val1;
  20202. status_change_end(&sd->bl,SC_STOP);
  20203. }
  20204. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20205. return 0;
  20206. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  20207. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  20208. return 0;
  20209. }
  20210. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20211. lv = min(lv,sd->status.skill[sk_idx].lv);
  20212. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20213. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20214. return 0;
  20215. }
  20216. int skill_elementalanalysis(map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  20217. int i;
  20218. nullpo_ret(sd);
  20219. nullpo_ret(item_list);
  20220. if( n <= 0 )
  20221. return 1;
  20222. for( i = 0; i < n; i++ ) {
  20223. t_itemid nameid, product;
  20224. int add_amount, del_amount, idx;
  20225. struct item tmp_item;
  20226. idx = item_list[i*2+0]-2;
  20227. if( idx < 0 || idx >= MAX_INVENTORY ){
  20228. return 1;
  20229. }
  20230. del_amount = item_list[i*2+1];
  20231. if( skill_lv == 2 )
  20232. del_amount -= (del_amount % 10);
  20233. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20234. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  20235. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20236. return 1;
  20237. }
  20238. switch( nameid ) {
  20239. // Level 1
  20240. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20241. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20242. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20243. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20244. // Level 2
  20245. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20246. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20247. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20248. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20249. default:
  20250. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20251. return 1;
  20252. }
  20253. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20254. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20255. return 1;
  20256. }
  20257. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20258. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20259. return 1;
  20260. }
  20261. memset(&tmp_item,0,sizeof(tmp_item));
  20262. tmp_item.nameid = product;
  20263. tmp_item.amount = add_amount;
  20264. tmp_item.identify = 1;
  20265. if( tmp_item.amount ) {
  20266. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20267. if( flag != 0 ) {
  20268. clif_additem(sd,0,0,flag);
  20269. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20270. }
  20271. }
  20272. }
  20273. return 0;
  20274. }
  20275. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20276. int i, j, k, c, p = 0, amount;
  20277. t_itemid nameid;
  20278. nullpo_ret(sd);
  20279. nullpo_ret(item_list);
  20280. // Search for objects that can be created.
  20281. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20282. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20283. p = 0;
  20284. do {
  20285. c = 0;
  20286. // Verification of overlap between the objects required and the list submitted.
  20287. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20288. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20289. for( k = 0; k < n; k++ ) {
  20290. int idx = item_list[k*2+0]-2;
  20291. if( idx < 0 || idx >= MAX_INVENTORY ){
  20292. return 0;
  20293. }
  20294. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20295. amount = item_list[k*2+1];
  20296. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20297. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  20298. return 0;
  20299. }
  20300. 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]
  20301. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20302. c++; // match
  20303. }
  20304. }
  20305. else
  20306. break; // No more items required
  20307. }
  20308. p++;
  20309. } while(n == j && c == n);
  20310. p--;
  20311. if ( p > 0 ) {
  20312. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20313. return 1;
  20314. }
  20315. }
  20316. }
  20317. if( p == 0)
  20318. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  20319. return 0;
  20320. }
  20321. /**
  20322. * For Royal Guard's LG_TRAMPLE
  20323. */
  20324. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20325. {
  20326. skill_unit *su = (struct skill_unit *)bl;
  20327. nullpo_ret(su);
  20328. std::shared_ptr<s_skill_unit_group> sg;
  20329. t_tick tick = va_arg(ap, t_tick);
  20330. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20331. switch( sg->unit_id ) {
  20332. case UNT_CLAYMORETRAP:
  20333. case UNT_FIRINGTRAP:
  20334. case UNT_ICEBOUNDTRAP:
  20335. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  20336. break;
  20337. case UNT_LANDMINE:
  20338. case UNT_BLASTMINE:
  20339. case UNT_SHOCKWAVE:
  20340. case UNT_SANDMAN:
  20341. case UNT_FLASHER:
  20342. case UNT_FREEZINGTRAP:
  20343. case UNT_CLUSTERBOMB:
  20344. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20345. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20346. else
  20347. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20348. break;
  20349. }
  20350. // Traps aren't recovered.
  20351. skill_delunit(su);
  20352. }
  20353. return 0;
  20354. }
  20355. /*==========================================
  20356. *
  20357. *------------------------------------------*/
  20358. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20359. int i;
  20360. nullpo_retr(-1, sd);
  20361. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20362. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20363. }
  20364. TIMER_FUNC(skill_blockpc_end){
  20365. map_session_data *sd = map_id2sd(id);
  20366. int i = (int)data;
  20367. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20368. return 0;
  20369. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20370. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20371. return 0;
  20372. }
  20373. aFree(sd->scd[i]);
  20374. sd->scd[i] = NULL;
  20375. return 1;
  20376. }
  20377. /**
  20378. * Flags a singular skill as being blocked from persistent usage.
  20379. * @param sd the player the skill delay affects
  20380. * @param skill_id the skill which should be delayed
  20381. * @param tick the length of time the delay should last
  20382. * @param load whether this assignment is being loaded upon player login
  20383. * @return 0 if successful, -1 otherwise
  20384. */
  20385. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20386. int i;
  20387. nullpo_retr(-1, sd);
  20388. if (!skill_id || tick < 1)
  20389. return -1;
  20390. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20391. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20392. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20393. aFree(sd->scd[i]);
  20394. sd->scd[i] = NULL;
  20395. }
  20396. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20397. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20398. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20399. sd->scd[i]->skill_id = skill_id;
  20400. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20401. if (battle_config.display_status_timers)
  20402. clif_skill_cooldown(sd, skill_id, tick);
  20403. return 1;
  20404. } else {
  20405. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20406. return 0;
  20407. }
  20408. }
  20409. int skill_blockpc_clear(map_session_data *sd) {
  20410. int i;
  20411. nullpo_ret(sd);
  20412. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20413. if (!sd->scd[i])
  20414. continue;
  20415. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20416. aFree(sd->scd[i]);
  20417. sd->scd[i] = NULL;
  20418. }
  20419. return 1;
  20420. }
  20421. TIMER_FUNC(skill_blockhomun_end){
  20422. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20423. if (hd) {
  20424. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20425. if (skill != hd->blockskill.end())
  20426. hd->blockskill.erase(skill);
  20427. }
  20428. return 1;
  20429. }
  20430. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20431. {
  20432. nullpo_retr(-1, hd);
  20433. if (!skill_db.exists(skill_id))
  20434. return -1;
  20435. auto skill = util::vector_get(hd->blockskill, skill_id);
  20436. if (tick < 1 && skill != hd->blockskill.end()) {
  20437. hd->blockskill.erase(skill);
  20438. return -1;
  20439. }
  20440. hd->blockskill.push_back(skill_id);
  20441. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20442. }
  20443. TIMER_FUNC(skill_blockmerc_end){
  20444. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20445. if (md) {
  20446. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20447. if (skill != md->blockskill.end())
  20448. md->blockskill.erase(skill);
  20449. }
  20450. return 1;
  20451. }
  20452. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20453. {
  20454. nullpo_retr(-1, md);
  20455. if (!skill_db.exists(skill_id))
  20456. return -1;
  20457. auto skill = util::vector_get(md->blockskill, skill_id);
  20458. if (tick < 1 && skill != md->blockskill.end()) {
  20459. md->blockskill.erase(skill);
  20460. return -1;
  20461. }
  20462. md->blockskill.push_back(skill_id);
  20463. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20464. }
  20465. /**
  20466. * Adds a new skill unit entry for this player to recast after map load
  20467. * @param sd: Player
  20468. * @param skill_id: Skill ID to save
  20469. * @param skill_lv: Skill level to save
  20470. */
  20471. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20472. {
  20473. struct skill_usave *sus = NULL;
  20474. if (idb_exists(skillusave_db,sd->status.char_id))
  20475. idb_remove(skillusave_db,sd->status.char_id);
  20476. CREATE(sus, struct skill_usave, 1);
  20477. idb_put(skillusave_db, sd->status.char_id, sus);
  20478. sus->skill_id = skill_id;
  20479. sus->skill_lv = skill_lv;
  20480. }
  20481. /**
  20482. * Loads saved skill unit entries for this player after map load
  20483. * @param sd: Player
  20484. */
  20485. void skill_usave_trigger(map_session_data *sd)
  20486. {
  20487. skill_usave *sus;
  20488. std::shared_ptr<s_skill_unit_group> group;
  20489. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20490. return;
  20491. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20492. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20493. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  20494. idb_remove(skillusave_db, sd->status.char_id);
  20495. }
  20496. /*
  20497. *
  20498. */
  20499. int skill_split_str (char *str, char **val, int num)
  20500. {
  20501. int i;
  20502. for( i = 0; i < num && str; i++ ) {
  20503. val[i] = str;
  20504. str = strchr(str,',');
  20505. if( str )
  20506. *str++ = 0;
  20507. }
  20508. return i;
  20509. }
  20510. /*
  20511. *
  20512. */
  20513. void skill_init_unit_layout (void) {
  20514. int i,j,pos = 0;
  20515. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20516. // standard square layouts go first
  20517. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20518. int size = i*2+1;
  20519. skill_unit_layout[i].count = size*size;
  20520. for (j=0; j<size*size; j++) {
  20521. skill_unit_layout[i].dx[j] = (j%size-i);
  20522. skill_unit_layout[i].dy[j] = (j/size-i);
  20523. }
  20524. }
  20525. // afterwards add special ones
  20526. pos = i;
  20527. for (const auto &it : skill_db) {
  20528. std::shared_ptr<s_skill_db> skill = it.second;
  20529. uint16 skill_id = skill->nameid;
  20530. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20531. continue;
  20532. if( skill_id == EL_FIRE_MANTLE ) {
  20533. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20534. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20535. skill_unit_layout[pos].count = 8;
  20536. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20537. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20538. } else {
  20539. switch (skill_id) {
  20540. case MG_FIREWALL:
  20541. case WZ_ICEWALL:
  20542. case WL_EARTHSTRAIN:
  20543. case RL_FIRE_RAIN:
  20544. // these will be handled later
  20545. break;
  20546. case PR_SANCTUARY:
  20547. case NPC_EVILLAND: {
  20548. static const int dx[] = {
  20549. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20550. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20551. static const int dy[]={
  20552. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20553. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20554. skill_unit_layout[pos].count = 21;
  20555. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20556. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20557. }
  20558. break;
  20559. case PR_MAGNUS: {
  20560. static const int dx[] = {
  20561. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20562. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20563. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20564. static const int dy[] = {
  20565. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20566. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20567. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20568. skill_unit_layout[pos].count = 33;
  20569. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20570. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20571. }
  20572. break;
  20573. case AS_VENOMDUST: {
  20574. static const int dx[] = {-1, 0, 0, 0, 1};
  20575. static const int dy[] = { 0,-1, 0, 1, 0};
  20576. skill_unit_layout[pos].count = 5;
  20577. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20578. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20579. }
  20580. break;
  20581. case CR_GRANDCROSS:
  20582. case NPC_GRANDDARKNESS: {
  20583. static const int dx[] = {
  20584. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20585. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20586. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20587. static const int dy[] = {
  20588. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20589. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20590. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20591. skill_unit_layout[pos].count = 29;
  20592. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20593. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20594. }
  20595. break;
  20596. case PF_FOGWALL: {
  20597. static const int dx[] = {
  20598. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20599. static const int dy[] = {
  20600. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20601. skill_unit_layout[pos].count = 15;
  20602. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20603. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20604. }
  20605. break;
  20606. case PA_GOSPEL: {
  20607. static const int dx[] = {
  20608. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20609. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20610. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20611. -1, 0, 1};
  20612. static const int dy[] = {
  20613. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20614. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20615. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20616. 3, 3, 3};
  20617. skill_unit_layout[pos].count = 33;
  20618. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20619. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20620. }
  20621. break;
  20622. case NJ_KAENSIN: {
  20623. 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};
  20624. 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};
  20625. skill_unit_layout[pos].count = 24;
  20626. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20627. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20628. }
  20629. break;
  20630. case NJ_TATAMIGAESHI: {
  20631. //Level 1 (count 4, cross of 3x3)
  20632. static const int dx1[] = {-1, 1, 0, 0};
  20633. static const int dy1[] = { 0, 0,-1, 1};
  20634. //Level 2-3 (count 8, cross of 5x5)
  20635. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20636. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20637. //Level 4-5 (count 12, cross of 7x7
  20638. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20639. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20640. //lv1
  20641. j = 0;
  20642. skill_unit_layout[pos].count = 4;
  20643. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20644. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20645. skill->unit_layout_type[j] = pos;
  20646. //lv2/3
  20647. j++;
  20648. pos++;
  20649. skill_unit_layout[pos].count = 8;
  20650. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20651. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20652. skill->unit_layout_type[j] = pos;
  20653. skill->unit_layout_type[++j] = pos;
  20654. //lv4/5
  20655. j++;
  20656. pos++;
  20657. skill_unit_layout[pos].count = 12;
  20658. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20659. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20660. skill->unit_layout_type[j] = pos;
  20661. skill->unit_layout_type[++j] = pos;
  20662. //Fill in the rest using lv 5.
  20663. for (;j<MAX_SKILL_LEVEL;j++)
  20664. skill->unit_layout_type[j] = pos;
  20665. //Skip, this way the check below will fail and continue to the next skill.
  20666. pos++;
  20667. }
  20668. break;
  20669. case GN_WALLOFTHORN: {
  20670. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20671. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20672. skill_unit_layout[pos].count = 16;
  20673. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20674. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20675. }
  20676. break;
  20677. case NPC_FLAMECROSS: {
  20678. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20679. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20680. skill_unit_layout[pos].count = 8;
  20681. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20682. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20683. }
  20684. break;
  20685. default:
  20686. ShowError("unknown unit layout at skill %d\n",i);
  20687. break;
  20688. }
  20689. }
  20690. if (!skill_unit_layout[pos].count)
  20691. continue;
  20692. for (j=0;j<MAX_SKILL_LEVEL;j++)
  20693. skill->unit_layout_type[j] = pos;
  20694. pos++;
  20695. }
  20696. // firewall and icewall have 8 layouts (direction-dependent)
  20697. firewall_unit_pos = pos;
  20698. for (i=0;i<8;i++) {
  20699. if (i&1) {
  20700. skill_unit_layout[pos].count = 5;
  20701. if (i&0x2) {
  20702. int dx[] = {-1,-1, 0, 0, 1};
  20703. int dy[] = { 1, 0, 0,-1,-1};
  20704. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20705. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20706. } else {
  20707. int dx[] = { 1, 1 ,0, 0,-1};
  20708. int dy[] = { 1, 0, 0,-1,-1};
  20709. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20710. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20711. }
  20712. } else {
  20713. skill_unit_layout[pos].count = 3;
  20714. if (i%4==0) {
  20715. int dx[] = {-1, 0, 1};
  20716. int dy[] = { 0, 0, 0};
  20717. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20718. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20719. } else {
  20720. int dx[] = { 0, 0, 0};
  20721. int dy[] = {-1, 0, 1};
  20722. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20723. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20724. }
  20725. }
  20726. pos++;
  20727. }
  20728. icewall_unit_pos = pos;
  20729. for (i=0;i<8;i++) {
  20730. skill_unit_layout[pos].count = 5;
  20731. if (i&1) {
  20732. if (i&0x2) {
  20733. int dx[] = {-2,-1, 0, 1, 2};
  20734. int dy[] = { 2, 1, 0,-1,-2};
  20735. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20736. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20737. } else {
  20738. int dx[] = { 2, 1 ,0,-1,-2};
  20739. int dy[] = { 2, 1, 0,-1,-2};
  20740. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20741. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20742. }
  20743. } else {
  20744. if (i%4==0) {
  20745. int dx[] = {-2,-1, 0, 1, 2};
  20746. int dy[] = { 0, 0, 0, 0, 0};
  20747. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20748. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20749. } else {
  20750. int dx[] = { 0, 0, 0, 0, 0};
  20751. int dy[] = {-2,-1, 0, 1, 2};
  20752. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20753. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20754. }
  20755. }
  20756. pos++;
  20757. }
  20758. earthstrain_unit_pos = pos;
  20759. for( i = 0; i < 8; i++ )
  20760. { // For each Direction
  20761. skill_unit_layout[pos].count = 15;
  20762. switch( i )
  20763. {
  20764. case 0: case 1: case 3: case 4: case 5: case 7:
  20765. {
  20766. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20767. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20768. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20769. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20770. }
  20771. break;
  20772. case 2:
  20773. case 6:
  20774. {
  20775. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20776. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20777. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20778. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20779. }
  20780. break;
  20781. }
  20782. pos++;
  20783. }
  20784. firerain_unit_pos = pos;
  20785. for( i = 0; i < 8; i++ ) {
  20786. skill_unit_layout[pos].count = 3;
  20787. switch( i ) {
  20788. case 0: case 1: case 3: case 4: case 5: case 7:
  20789. {
  20790. static const int dx[] = {-1, 0, 1};
  20791. static const int dy[] = { 0, 0, 0};
  20792. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20793. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20794. }
  20795. break;
  20796. case 2:
  20797. case 6:
  20798. {
  20799. static const int dx[] = { 0, 0, 0};
  20800. static const int dy[] = {-1, 0, 1};
  20801. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20802. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20803. }
  20804. break;
  20805. }
  20806. pos++;
  20807. }
  20808. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  20809. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20810. }
  20811. void skill_init_nounit_layout (void) {
  20812. int i, pos = 0;
  20813. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  20814. for( i = 0; i < 8; i++ ) {
  20815. if( i&1 ) {
  20816. skill_nounit_layout[pos].count = 33;
  20817. if( i&2 ) {
  20818. if( i&4 ) { // 7
  20819. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  20820. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  20821. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20822. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20823. } else { // 3
  20824. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  20825. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  20826. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20827. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20828. }
  20829. } else {
  20830. if( i&4 ) { // 5
  20831. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  20832. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  20833. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20834. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20835. } else { // 1
  20836. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  20837. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  20838. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20839. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20840. }
  20841. }
  20842. } else {
  20843. skill_nounit_layout[pos].count = 21;
  20844. if( i&2 ) {
  20845. if( i&4 ) { // 6
  20846. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  20847. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20848. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20849. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20850. } else { // 2
  20851. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  20852. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20853. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20854. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20855. }
  20856. } else {
  20857. if( i&4 ) { // 4
  20858. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20859. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  20860. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20861. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20862. } else { // 0
  20863. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20864. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  20865. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20866. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20867. }
  20868. }
  20869. }
  20870. pos++;
  20871. }
  20872. for( i = 0; i < 8; i++ ) {
  20873. if( i&1 ) {
  20874. skill_nounit_layout[pos].count = 74;
  20875. if( i&2 ) {
  20876. if( i&4 ) { // 7
  20877. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20878. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  20879. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  20880. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20881. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20882. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20883. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20884. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20885. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20886. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20887. } else { // 3
  20888. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20889. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20890. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20891. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20892. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20893. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20894. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20895. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20896. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20897. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20898. }
  20899. } else {
  20900. if( i&4 ) { // 5
  20901. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20902. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20903. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20904. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20905. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20906. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20907. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20908. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20909. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20910. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20911. } else { // 1
  20912. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20913. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20914. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20915. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20916. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20917. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  20918. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  20919. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20920. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20921. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20922. }
  20923. }
  20924. } else {
  20925. skill_nounit_layout[pos].count = 44;
  20926. if( i&2 ) {
  20927. if( i&4 ) { // 6
  20928. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  20929. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  20930. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20931. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20932. } else { // 2
  20933. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  20934. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  20935. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20936. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20937. }
  20938. } else {
  20939. if( i&4 ) { // 4
  20940. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20941. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20942. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20943. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20944. } else { // 0
  20945. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20946. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20947. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20948. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20949. }
  20950. }
  20951. }
  20952. pos++;
  20953. }
  20954. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  20955. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20956. }
  20957. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  20958. status_change *sc = status_get_sc(bl);
  20959. if( !sc || !bl || !skill_id )
  20960. return 0; // Can do it
  20961. switch (type) {
  20962. case SC_ANKLE:
  20963. if (skill_id == AL_TELEPORT)
  20964. return 1;
  20965. break;
  20966. case SC_STASIS:
  20967. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  20968. return 1; // Can't do it.
  20969. break;
  20970. case SC_KAGEHUMI:
  20971. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  20972. return 1;
  20973. case SC_BITE:
  20974. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  20975. return 1;
  20976. break;
  20977. }
  20978. return 0;
  20979. }
  20980. /**
  20981. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  20982. * @param sc: Status changes active on target
  20983. * @param skill_id: Skill to toggle
  20984. * @return True on success or false otherwise
  20985. */
  20986. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  20987. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  20988. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  20989. return false;
  20990. if (skill->inf2[INF2_TOGGLEABLE]) {
  20991. if (sc.getSCE(skill->sc))
  20992. return true;
  20993. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  20994. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  20995. return true;
  20996. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  20997. return true;
  20998. }
  20999. return false;
  21000. }
  21001. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  21002. int type = 0;
  21003. switch( skill_id ) {
  21004. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  21005. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  21006. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  21007. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  21008. }
  21009. type += skill_lv - 1;
  21010. return type;
  21011. }
  21012. /**
  21013. * Check before do `unit_movepos` call
  21014. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  21015. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  21016. **/
  21017. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  21018. status_change *sc;
  21019. nullpo_retr(false, bl);
  21020. struct map_data *mapdata = map_getmapdata(bl->m);
  21021. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  21022. return false;
  21023. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21024. return false;
  21025. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21026. return false;
  21027. sc = status_get_sc(bl);
  21028. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21029. return false;
  21030. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21031. }
  21032. /**
  21033. * Get skill duration after adjustments by skill_duration mapflag
  21034. * @param mapdata: Source map data
  21035. * @param skill_id: Skill ID
  21036. * @param skill_lv: Skill level
  21037. * @return Adjusted skill duration
  21038. */
  21039. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21040. int time = 0;
  21041. if (!(time = skill_get_time(skill_id, skill_lv)))
  21042. return 0;
  21043. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21044. return time / 100 * mapdata->skill_duration[skill_id];
  21045. return time;
  21046. }
  21047. const std::string SkillDatabase::getDefaultLocation() {
  21048. return std::string(db_path) + "/skill_db.yml";
  21049. }
  21050. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21051. int32 value;
  21052. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21053. if (!skNode.is_seq()) {
  21054. if (!this->asInt32(node, nodeName, value))
  21055. return false;
  21056. for (size_t i = 0; i < S; i++)
  21057. arr[i] = value;
  21058. } else {
  21059. uint16 max_level = 0;
  21060. for (const auto& it : skNode) {
  21061. uint16 skill_lv;
  21062. if (!this->asUInt16(it, "Level", skill_lv))
  21063. continue;
  21064. if (skill_lv > MAX_SKILL_LEVEL) {
  21065. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  21066. return false;
  21067. }
  21068. if (!this->asInt32(it, subNodeName, value))
  21069. continue;
  21070. arr[skill_lv - 1] = value;
  21071. max_level = max(max_level, skill_lv);
  21072. }
  21073. size_t i = max_level, j;
  21074. // Check for linear change with increasing steps until we reach half of the data acquired.
  21075. for (size_t step = 1; step <= i / 2; step++) {
  21076. int diff = arr[i - 1] - arr[i - step - 1];
  21077. for (j = i - 1; j >= step; j--) {
  21078. if ((arr[j] - arr[j - step]) != diff)
  21079. break;
  21080. }
  21081. if (j >= step) // No match, try next step.
  21082. continue;
  21083. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  21084. arr[i] = arr[i - step] + diff;
  21085. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  21086. arr[i] = 1;
  21087. diff = 0;
  21088. step = 1;
  21089. }
  21090. }
  21091. return true;
  21092. }
  21093. // Unable to determine linear trend, fill remaining array values with last value
  21094. for (; i < S; i++)
  21095. arr[i] = arr[max_level - 1];
  21096. }
  21097. return true;
  21098. }
  21099. /**
  21100. * Reads and parses an entry from the skill_db.
  21101. * @param node: YAML node containing the entry.
  21102. * @return count of successfully parsed rows
  21103. */
  21104. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21105. uint16 skill_id;
  21106. if (!this->asUInt16(node, "Id", skill_id))
  21107. return 0;
  21108. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  21109. bool exists = skill != nullptr;
  21110. if (!exists) {
  21111. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  21112. return 0;
  21113. skill = std::make_shared<s_skill_db>();
  21114. skill->nameid = skill_id;
  21115. }
  21116. if (this->nodeExists(node, "Name")) {
  21117. std::string name;
  21118. if (!this->asString(node, "Name", name))
  21119. return 0;
  21120. name.resize(SKILL_NAME_LENGTH);
  21121. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21122. }
  21123. if (this->nodeExists(node, "Description")) {
  21124. std::string name;
  21125. if (!this->asString(node, "Description", name))
  21126. return 0;
  21127. name.resize(SKILL_DESC_LENGTH);
  21128. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21129. }
  21130. if (this->nodeExists(node, "MaxLevel")) {
  21131. uint16 skill_lv;
  21132. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21133. return 0;
  21134. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21135. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21136. return 0;
  21137. }
  21138. skill->max = skill_lv;
  21139. }
  21140. if (this->nodeExists(node, "Type")) {
  21141. std::string type;
  21142. if (!this->asString(node, "Type", type))
  21143. return 0;
  21144. std::string type_constant = "BF_" + type;
  21145. int64 constant;
  21146. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21147. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21148. return 0;
  21149. }
  21150. if (constant < BF_NONE || constant > BF_MISC) {
  21151. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21152. return 0;
  21153. }
  21154. skill->skill_type = static_cast<e_battle_flag>(constant);
  21155. } else {
  21156. if (!exists)
  21157. skill->skill_type = BF_NONE;
  21158. }
  21159. if (this->nodeExists(node, "TargetType")) {
  21160. std::string inf;
  21161. if (!this->asString(node, "TargetType", inf))
  21162. return 0;
  21163. std::string inf_constant = "INF_" + inf + "_SKILL";
  21164. int64 constant;
  21165. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21166. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21167. return 0;
  21168. }
  21169. skill->inf = static_cast<uint16>(constant);
  21170. }
  21171. if (this->nodeExists(node, "DamageFlags")) {
  21172. const auto& damageNode = node["DamageFlags"];
  21173. for (const auto& it : damageNode) {
  21174. std::string nk;
  21175. c4::from_chars(it.key(), &nk);
  21176. std::string nk_constant = "NK_" + nk;
  21177. int64 constant;
  21178. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21179. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21180. return 0;
  21181. }
  21182. bool active;
  21183. if (!this->asBool(damageNode, nk, active))
  21184. return 0;
  21185. if (active)
  21186. skill->nk.set(static_cast<uint8>(constant));
  21187. else
  21188. skill->nk.reset(static_cast<uint8>(constant));
  21189. }
  21190. }
  21191. if (this->nodeExists(node, "Flags")) {
  21192. const auto& infoNode = node["Flags"];
  21193. for (const auto& it : infoNode) {
  21194. std::string inf2;
  21195. c4::from_chars(it.key(), &inf2);
  21196. std::string inf2_constant = "INF2_" + inf2;
  21197. int64 constant;
  21198. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21199. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21200. continue;
  21201. }
  21202. bool active;
  21203. if (!this->asBool(infoNode, inf2, active))
  21204. return 0;
  21205. if (active)
  21206. skill->inf2.set(static_cast<uint8>(constant));
  21207. else
  21208. skill->inf2.reset(static_cast<uint8>(constant));
  21209. }
  21210. }
  21211. if (this->nodeExists(node, "Range")) {
  21212. if (!this->parseNode("Range", "Size", node, skill->range))
  21213. return 0;
  21214. } else {
  21215. if (!exists)
  21216. memset(skill->range, 0, sizeof(skill->range));
  21217. }
  21218. if (this->nodeExists(node, "Hit")) {
  21219. std::string hit;
  21220. if (!this->asString(node, "Hit", hit))
  21221. return 0;
  21222. std::string hit_constant = "DMG_" + hit;
  21223. int64 constant;
  21224. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21225. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21226. return 0;
  21227. }
  21228. skill->hit = static_cast<e_damage_type>(constant);
  21229. } else {
  21230. if (!exists)
  21231. skill->hit = DMG_NORMAL;
  21232. }
  21233. if (this->nodeExists(node, "HitCount")) {
  21234. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21235. return 0;
  21236. } else {
  21237. if (!exists)
  21238. memset(skill->num, 0, sizeof(skill->num));
  21239. }
  21240. if (this->nodeExists(node, "Element")) {
  21241. const auto elementNode = node["Element"];
  21242. std::string element;
  21243. if (!elementNode.is_seq()) {
  21244. if (!this->asString(node, "Element", element))
  21245. return 0;
  21246. std::string element_constant = "ELE_" + element;
  21247. int64 constant;
  21248. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21249. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21250. return 0;
  21251. }
  21252. if (constant == ELE_NONE) {
  21253. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21254. return 0;
  21255. }
  21256. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21257. } else {
  21258. for (const auto& it : elementNode) {
  21259. uint16 skill_lv;
  21260. if (!this->asUInt16(it, "Level", skill_lv))
  21261. continue;
  21262. if (skill_lv > MAX_SKILL_LEVEL) {
  21263. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21264. return false;
  21265. }
  21266. if (!this->asString(it, "Element", element))
  21267. continue;
  21268. std::string element_constant = "ELE_" + element;
  21269. int64 constant;
  21270. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21271. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21272. return 0;
  21273. }
  21274. if (constant == ELE_NONE) {
  21275. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21276. return 0;
  21277. }
  21278. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21279. }
  21280. }
  21281. } else {
  21282. if (!exists)
  21283. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21284. }
  21285. if (this->nodeExists(node, "SplashArea")) {
  21286. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21287. return 0;
  21288. } else {
  21289. if (!exists)
  21290. memset(skill->splash, 0, sizeof(skill->splash));
  21291. }
  21292. if (this->nodeExists(node, "ActiveInstance")) {
  21293. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21294. return 0;
  21295. } else {
  21296. if (!exists)
  21297. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21298. }
  21299. if (this->nodeExists(node, "Knockback")) {
  21300. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21301. return 0;
  21302. } else {
  21303. if (!exists)
  21304. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21305. }
  21306. if (this->nodeExists(node, "CopyFlags")) {
  21307. const auto& copyNode = node["CopyFlags"];
  21308. if (this->nodeExists(copyNode, "Skill")) {
  21309. const auto& copyskillNode = copyNode["Skill"];
  21310. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21311. bool active;
  21312. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21313. return 0;
  21314. if (active)
  21315. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21316. else
  21317. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21318. }
  21319. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21320. bool active;
  21321. if (!this->asBool(copyskillNode, "Reproduce", active))
  21322. return 0;
  21323. if (active)
  21324. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21325. else
  21326. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21327. }
  21328. } else {
  21329. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21330. return 0;
  21331. }
  21332. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21333. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21334. for (const auto& it : copyreqNode) {
  21335. std::string req;
  21336. c4::from_chars(it.key(), &req);
  21337. std::string req_constant = "SKILL_REQ_" + req;
  21338. int64 constant;
  21339. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21340. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21341. return 0;
  21342. }
  21343. skill->copyable.req_opt |= constant;
  21344. }
  21345. } else {
  21346. if (!exists)
  21347. skill->copyable.req_opt = 0;
  21348. }
  21349. }
  21350. if (this->nodeExists(node, "NoNearNpc")) {
  21351. const auto& npcNode = node["NoNearNpc"];
  21352. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21353. uint16 range;
  21354. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21355. return 0;
  21356. skill->unit_nonearnpc_range = range;
  21357. } else {
  21358. if (!exists)
  21359. skill->unit_nonearnpc_range = 0;
  21360. }
  21361. if (this->nodeExists(npcNode, "Type")) {
  21362. const auto& npctypeNode = npcNode["Type"];
  21363. for (const auto& it : npctypeNode) {
  21364. std::string type;
  21365. c4::from_chars(it.key(), &type);
  21366. std::string type_constant = "SKILL_NONEAR_" + type;
  21367. int64 constant;
  21368. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21369. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21370. return 0;
  21371. }
  21372. bool active;
  21373. if (!this->asBool(npctypeNode, type, active))
  21374. return 0;
  21375. if (active)
  21376. skill->unit_nonearnpc_type |= constant;
  21377. else
  21378. skill->unit_nonearnpc_type &= ~constant;
  21379. }
  21380. } else {
  21381. if (!exists)
  21382. skill->unit_nonearnpc_type = 0;
  21383. }
  21384. }
  21385. if (this->nodeExists(node, "CastCancel")) {
  21386. bool active;
  21387. if (!this->asBool(node, "CastCancel", active))
  21388. return 0;
  21389. skill->castcancel = active;
  21390. } else {
  21391. if (!exists)
  21392. skill->castcancel = false;
  21393. }
  21394. if (this->nodeExists(node, "CastDefenseReduction")) {
  21395. uint16 reduction;
  21396. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21397. return 0;
  21398. skill->cast_def_rate = reduction;
  21399. } else {
  21400. if (!exists)
  21401. skill->cast_def_rate = 0;
  21402. }
  21403. if (this->nodeExists(node, "CastTime")) {
  21404. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21405. return 0;
  21406. } else {
  21407. if (!exists)
  21408. memset(skill->cast, 0, sizeof(skill->cast));
  21409. }
  21410. if (this->nodeExists(node, "AfterCastActDelay")) {
  21411. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21412. return 0;
  21413. } else {
  21414. if (!exists)
  21415. memset(skill->delay, 0, sizeof(skill->delay));
  21416. }
  21417. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21418. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21419. return 0;
  21420. } else {
  21421. if (!exists)
  21422. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21423. }
  21424. if (this->nodeExists(node, "Duration1")) {
  21425. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21426. return 0;
  21427. } else {
  21428. if (!exists)
  21429. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21430. }
  21431. if (this->nodeExists(node, "Duration2")) {
  21432. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21433. return 0;
  21434. } else {
  21435. if (!exists)
  21436. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21437. }
  21438. if (this->nodeExists(node, "Cooldown")) {
  21439. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21440. return 0;
  21441. } else {
  21442. if (!exists)
  21443. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21444. }
  21445. #ifdef RENEWAL_CAST
  21446. if (this->nodeExists(node, "FixedCastTime")) {
  21447. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21448. return 0;
  21449. } else {
  21450. if (!exists)
  21451. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21452. }
  21453. #endif
  21454. if (this->nodeExists(node, "CastTimeFlags")) {
  21455. const auto& castNode = node["CastTimeFlags"];
  21456. for (const auto& it : castNode) {
  21457. std::string flag;
  21458. c4::from_chars(it.key(), &flag);
  21459. std::string flag_constant = "SKILL_CAST_" + flag;
  21460. int64 constant;
  21461. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21462. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21463. return 0;
  21464. }
  21465. bool active;
  21466. if (!this->asBool(castNode, flag, active))
  21467. return 0;
  21468. if (active)
  21469. skill->castnodex |= constant;
  21470. else
  21471. skill->castnodex &= ~constant;
  21472. }
  21473. }
  21474. if (this->nodeExists(node, "CastDelayFlags")) {
  21475. const auto& castNode = node["CastDelayFlags"];
  21476. for (const auto& it : castNode) {
  21477. std::string flag;
  21478. c4::from_chars(it.key(), &flag);
  21479. std::string flag_constant = "SKILL_CAST_" + flag;
  21480. int64 constant;
  21481. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21482. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21483. return 0;
  21484. }
  21485. bool active;
  21486. if (!this->asBool(castNode, flag, active))
  21487. return 0;
  21488. if (active)
  21489. skill->delaynodex |= constant;
  21490. else
  21491. skill->delaynodex &= ~constant;
  21492. }
  21493. }
  21494. if (this->nodeExists(node, "Requires")) {
  21495. const auto& requireNode = node["Requires"];
  21496. if (this->nodeExists(requireNode, "HpCost")) {
  21497. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21498. return 0;
  21499. } else {
  21500. if (!exists)
  21501. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21502. }
  21503. if (this->nodeExists(requireNode, "SpCost")) {
  21504. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21505. return 0;
  21506. } else {
  21507. if (!exists)
  21508. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21509. }
  21510. if (this->nodeExists(requireNode, "ApCost")) {
  21511. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21512. return 0;
  21513. } else {
  21514. if (!exists)
  21515. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21516. }
  21517. if (this->nodeExists(requireNode, "HpRateCost")) {
  21518. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21519. return 0;
  21520. } else {
  21521. if (!exists)
  21522. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21523. }
  21524. if (this->nodeExists(requireNode, "SpRateCost")) {
  21525. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21526. return 0;
  21527. } else {
  21528. if (!exists)
  21529. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21530. }
  21531. if (this->nodeExists(requireNode, "ApRateCost")) {
  21532. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21533. return 0;
  21534. } else {
  21535. if (!exists)
  21536. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21537. }
  21538. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21539. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21540. return 0;
  21541. } else {
  21542. if (!exists)
  21543. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21544. }
  21545. if (this->nodeExists(requireNode, "ZenyCost")) {
  21546. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21547. return 0;
  21548. } else {
  21549. if (!exists)
  21550. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21551. }
  21552. if (this->nodeExists(requireNode, "Weapon")) {
  21553. const auto& weaponNode = requireNode["Weapon"];
  21554. if (this->nodeExists(weaponNode, "All")) {
  21555. bool active;
  21556. if (!this->asBool(weaponNode, "All", active))
  21557. return 0;
  21558. if (active)
  21559. skill->require.weapon = 0;
  21560. } else {
  21561. for (const auto& it : weaponNode) {
  21562. std::string weapon;
  21563. c4::from_chars(it.key(), &weapon);
  21564. std::string weapon_constant = "W_" + weapon;
  21565. int64 constant;
  21566. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21567. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21568. return 0;
  21569. }
  21570. bool active;
  21571. if (!this->asBool(weaponNode, weapon, active))
  21572. return 0;
  21573. if (active)
  21574. skill->require.weapon |= 1 << constant;
  21575. else
  21576. skill->require.weapon &= ~(1 << constant);
  21577. }
  21578. }
  21579. } else {
  21580. if (!exists)
  21581. skill->require.weapon = 0;
  21582. }
  21583. if (this->nodeExists(requireNode, "Ammo")) {
  21584. const auto& ammoNode = requireNode["Ammo"];
  21585. if (this->nodeExists(ammoNode, "None")) {
  21586. bool active;
  21587. if (!this->asBool(ammoNode, "None", active))
  21588. return 0;
  21589. if (active)
  21590. skill->require.ammo = 0;
  21591. } else {
  21592. for (const auto& it : ammoNode) {
  21593. std::string ammo;
  21594. c4::from_chars(it.key(), &ammo);
  21595. std::string ammo_constant = "AMMO_" + ammo;
  21596. int64 constant;
  21597. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21598. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21599. return 0;
  21600. }
  21601. bool active;
  21602. if (!this->asBool(ammoNode, ammo, active))
  21603. return 0;
  21604. if (active)
  21605. skill->require.ammo |= 1 << constant;
  21606. else
  21607. skill->require.ammo &= ~(1 << constant);
  21608. }
  21609. }
  21610. } else {
  21611. if (!exists)
  21612. skill->require.ammo = 0;
  21613. }
  21614. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21615. if (skill->require.ammo == 0) {
  21616. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21617. return 0;
  21618. }
  21619. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21620. return 0;
  21621. } else {
  21622. if (!exists)
  21623. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21624. }
  21625. if (this->nodeExists(requireNode, "State")) {
  21626. std::string state;
  21627. if (!this->asString(requireNode, "State", state))
  21628. return 0;
  21629. std::string state_constant = "ST_" + state;
  21630. int64 constant;
  21631. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21632. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21633. return 0;
  21634. }
  21635. skill->require.state = static_cast<int32>(constant);
  21636. }
  21637. if (this->nodeExists(requireNode, "Status")) {
  21638. const auto& statusNode = requireNode["Status"];
  21639. for (const auto& it : statusNode) {
  21640. std::string status;
  21641. c4::from_chars(it.key(), &status);
  21642. std::string status_constant = "SC_" + status;
  21643. int64 constant;
  21644. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21645. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21646. return 0;
  21647. }
  21648. bool active;
  21649. if (!this->asBool(statusNode, status, active))
  21650. return 0;
  21651. auto status_exists = util::vector_get(skill->require.status, constant);
  21652. if (active && status_exists == skill->require.status.end())
  21653. skill->require.status.push_back(static_cast<sc_type>(constant));
  21654. else if (!active && status_exists != skill->require.status.end())
  21655. skill->require.status.erase(status_exists);
  21656. }
  21657. }
  21658. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21659. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21660. return 0;
  21661. } else {
  21662. if (!exists)
  21663. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21664. }
  21665. if (this->nodeExists(requireNode, "ItemCost")) {
  21666. const auto itemNode = requireNode["ItemCost"];
  21667. int32 count = 0;
  21668. for (const auto& it : itemNode) {
  21669. std::string item_name;
  21670. if (!this->asString(it, "Item", item_name))
  21671. continue;
  21672. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21673. if (item == nullptr) {
  21674. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  21675. return 0;
  21676. }
  21677. int32 amount;
  21678. if (!this->asInt32(it, "Amount", amount))
  21679. continue;
  21680. if (this->nodeExists(it, "Level")) {
  21681. uint16 cost_level;
  21682. if (!this->asUInt16(it, "Level", cost_level))
  21683. continue;
  21684. if (cost_level < 1 || cost_level > skill->max) {
  21685. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  21686. return 0;
  21687. }
  21688. count = cost_level - 1;
  21689. if (!skill->require.itemid_level_dependent)
  21690. skill->require.itemid_level_dependent = true;
  21691. }
  21692. skill->require.itemid[count] = item->nameid;
  21693. skill->require.amount[count] = amount;
  21694. count++;
  21695. }
  21696. }
  21697. if (this->nodeExists(requireNode, "Equipment")) {
  21698. const auto& equipNode = requireNode["Equipment"];
  21699. for (const auto& it : equipNode) {
  21700. std::string item_name;
  21701. c4::from_chars(it.key(), &item_name);
  21702. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21703. if (item == nullptr) {
  21704. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  21705. return 0;
  21706. }
  21707. bool active;
  21708. if (!this->asBool(equipNode, item_name, active))
  21709. return 0;
  21710. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  21711. if (active && equip_exists == skill->require.eqItem.end())
  21712. skill->require.eqItem.push_back(item->nameid);
  21713. else if (!active && equip_exists != skill->require.eqItem.end())
  21714. skill->require.eqItem.erase(equip_exists);
  21715. }
  21716. }
  21717. }
  21718. if (this->nodeExists(node, "GiveAp")) {
  21719. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  21720. return 0;
  21721. } else {
  21722. if (!exists)
  21723. memset(skill->giveap, 0, sizeof(skill->giveap));
  21724. }
  21725. if (this->nodeExists(node, "Unit")) {
  21726. const auto& unitNode = node["Unit"];
  21727. if (this->nodeExists(unitNode, "Id")) {
  21728. std::string unit;
  21729. if (!this->asString(unitNode, "Id", unit))
  21730. return 0;
  21731. std::string unit_constant = "UNT_" + unit;
  21732. int64 constant;
  21733. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21734. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  21735. return 0;
  21736. }
  21737. skill->unit_id = static_cast<uint16>(constant);
  21738. } else {
  21739. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  21740. return 0;
  21741. }
  21742. if (this->nodeExists(unitNode, "AlternateId")) {
  21743. std::string unit;
  21744. if (!this->asString(unitNode, "AlternateId", unit))
  21745. return 0;
  21746. std::string unit_constant = "UNT_" + unit;
  21747. int64 constant;
  21748. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21749. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  21750. return 0;
  21751. }
  21752. skill->unit_id2 = static_cast<uint16>(constant);
  21753. } else {
  21754. if (!exists)
  21755. skill->unit_id2 = 0;
  21756. }
  21757. if (this->nodeExists(unitNode, "Layout")) {
  21758. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  21759. return 0;
  21760. } else {
  21761. if (!exists)
  21762. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  21763. }
  21764. if (this->nodeExists(unitNode, "Range")) {
  21765. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  21766. return 0;
  21767. } else {
  21768. if (!exists)
  21769. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  21770. }
  21771. if (this->nodeExists(unitNode, "Interval")) {
  21772. int16 interval;
  21773. if (!this->asInt16(unitNode, "Interval", interval))
  21774. return 0;
  21775. skill->unit_interval = interval;
  21776. } else {
  21777. if (!exists)
  21778. skill->unit_interval = 0;
  21779. }
  21780. if (this->nodeExists(unitNode, "Target")) {
  21781. std::string target;
  21782. if (!this->asString(unitNode, "Target", target))
  21783. return 0;
  21784. std::string target_constant = "BCT_" + target;
  21785. int64 constant;
  21786. if (!script_get_constant(target_constant.c_str(), &constant)) {
  21787. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  21788. return 0;
  21789. }
  21790. skill->unit_target = static_cast<int32>(constant);
  21791. } else {
  21792. if (!exists)
  21793. skill->unit_target = BCT_ALL;
  21794. }
  21795. if (this->nodeExists(unitNode, "Flag")) {
  21796. const auto& flagNode = unitNode["Flag"];
  21797. for (const auto& it : flagNode) {
  21798. std::string flag;
  21799. c4::from_chars(it.key(), &flag);
  21800. std::string flag_constant = "UF_" + flag;
  21801. int64 constant;
  21802. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21803. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  21804. return 0;
  21805. }
  21806. bool active;
  21807. if (!this->asBool(flagNode, flag, active))
  21808. return 0;
  21809. if (active)
  21810. skill->unit_flag.set(static_cast<uint8>(constant));
  21811. else
  21812. skill->unit_flag.reset(static_cast<uint8>(constant));
  21813. }
  21814. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  21815. skill->unit_target = BCT_NOENEMY;
  21816. // By default, target just characters.
  21817. skill->unit_target |= BL_CHAR;
  21818. if (skill->unit_flag[UF_NOPC])
  21819. skill->unit_target &= ~BL_PC;
  21820. if (skill->unit_flag[UF_NOMOB])
  21821. skill->unit_target &= ~BL_MOB;
  21822. if (skill->unit_flag[UF_SKILL])
  21823. skill->unit_target |= BL_SKILL;
  21824. } else {
  21825. if (!exists){
  21826. skill->unit_flag = UF_NONE;
  21827. // By default, target just characters.
  21828. skill->unit_target |= BL_CHAR;
  21829. }
  21830. }
  21831. }
  21832. if (this->nodeExists(node, "Status")) {
  21833. std::string status;
  21834. if (!this->asString(node, "Status", status))
  21835. return 0;
  21836. std::string status_constant = "SC_" + status;
  21837. int64 constant;
  21838. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21839. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  21840. return 0;
  21841. }
  21842. if (constant < SC_NONE || constant >= SC_MAX) {
  21843. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  21844. constant = SC_NONE;
  21845. }
  21846. skill->sc = static_cast<sc_type>(constant);
  21847. } else {
  21848. if (!exists)
  21849. skill->sc = SC_NONE;
  21850. }
  21851. if (!exists) {
  21852. this->put(skill_id, skill);
  21853. this->skilldb_id2idx[skill_id] = this->skill_num;
  21854. this->skill_num++;
  21855. }
  21856. return 1;
  21857. }
  21858. void SkillDatabase::clear() {
  21859. TypesafeCachedYamlDatabase::clear();
  21860. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  21861. this->skill_num = 1;
  21862. }
  21863. void SkillDatabase::loadingFinished(){
  21864. if( this->skill_num > MAX_SKILL ){
  21865. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  21866. }
  21867. TypesafeCachedYamlDatabase::loadingFinished();
  21868. }
  21869. /**
  21870. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  21871. * @param skill_id
  21872. * @param silent If Skill is undefined, show error message!
  21873. * @return Skill Index or 0 if not found/unset
  21874. **/
  21875. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  21876. uint16 idx = this->skilldb_id2idx[skill_id];
  21877. if( idx == 0 && skill_id != 0 && !silent ){
  21878. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  21879. }
  21880. return idx;
  21881. }
  21882. SkillDatabase skill_db;
  21883. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  21884. return std::string(db_path) + "/spellbook_db.yml";
  21885. }
  21886. /**
  21887. * Reads and parses an entry from the spellbook_db.
  21888. * @param node: YAML node containing the entry.
  21889. * @return count of successfully parsed rows
  21890. */
  21891. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21892. std::string skill_name;
  21893. if (!this->asString(node, "Skill", skill_name))
  21894. return 0;
  21895. uint16 skill_id = skill_name2id(skill_name.c_str());
  21896. if (skill_id == 0) {
  21897. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  21898. return 0;
  21899. }
  21900. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  21901. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  21902. return 0;
  21903. }
  21904. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  21905. bool exists = spell != nullptr;
  21906. if (!exists) {
  21907. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  21908. return 0;
  21909. spell = std::make_shared<s_skill_spellbook_db>();
  21910. spell->skill_id = skill_id;
  21911. }
  21912. if (this->nodeExists(node, "Book")) {
  21913. std::string book_name;
  21914. if (!this->asString(node, "Book", book_name))
  21915. return 0;
  21916. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  21917. if (item == nullptr) {
  21918. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  21919. return 0;
  21920. }
  21921. spell->nameid = item->nameid;
  21922. }
  21923. if (this->nodeExists(node, "PreservePoints")) {
  21924. uint16 points;
  21925. if (!this->asUInt16(node, "PreservePoints", points))
  21926. return 0;
  21927. spell->points = points;
  21928. }
  21929. if (!exists)
  21930. this->put(skill_id, spell);
  21931. return 1;
  21932. }
  21933. /**
  21934. * Check if the specified item is available in the spellbook_db or not
  21935. * @param nameid: Book Item ID
  21936. * @return Spell data or nullptr otherwise
  21937. */
  21938. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  21939. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  21940. return nullptr;
  21941. for (const auto &spell : reading_spellbook_db) {
  21942. if (spell.second->nameid == nameid)
  21943. return spell.second;
  21944. }
  21945. return nullptr;
  21946. }
  21947. const std::string MagicMushroomDatabase::getDefaultLocation() {
  21948. return std::string(db_path) + "/magicmushroom_db.yml";
  21949. }
  21950. /**
  21951. * Reads and parses an entry from the magicmushroom_db.
  21952. * @param node: YAML node containing the entry.
  21953. * @return count of successfully parsed rows
  21954. */
  21955. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21956. std::string skill_name;
  21957. if (!this->asString(node, "Skill", skill_name))
  21958. return 0;
  21959. uint16 skill_id = skill_name2id(skill_name.c_str());
  21960. if (!skill_id) {
  21961. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  21962. return 0;
  21963. }
  21964. if (!skill_get_inf(skill_id)) {
  21965. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  21966. return 0;
  21967. }
  21968. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  21969. bool exists = mushroom != nullptr;
  21970. if (!exists) {
  21971. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  21972. mushroom->skill_id = skill_id;
  21973. this->put(skill_id, mushroom);
  21974. }
  21975. return 1;
  21976. }
  21977. /** Reads skill no cast db
  21978. * Structure: SkillID,Flag
  21979. */
  21980. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  21981. {
  21982. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  21983. if (!skill)
  21984. return false;
  21985. skill->nocast |= atoi(split[1]);
  21986. return true;
  21987. }
  21988. /** Reads Produce db
  21989. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  21990. */
  21991. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  21992. {
  21993. unsigned short x, y;
  21994. unsigned short id = atoi(split[0]);
  21995. t_itemid nameid = 0;
  21996. bool found = false;
  21997. if (id >= ARRAYLENGTH(skill_produce_db)) {
  21998. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  21999. return false;
  22000. }
  22001. // Clear previous data, for importing support
  22002. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  22003. // Import just for clearing/disabling from original data
  22004. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  22005. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  22006. return true;
  22007. }
  22008. if (!item_db.exists(nameid)) {
  22009. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  22010. return false;
  22011. }
  22012. skill_produce_db[id].nameid = nameid;
  22013. skill_produce_db[id].itemlv = atoi(split[2]);
  22014. skill_produce_db[id].req_skill = atoi(split[3]);
  22015. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  22016. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  22017. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  22018. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  22019. }
  22020. if (!found)
  22021. skill_produce_count++;
  22022. return true;
  22023. }
  22024. const std::string SkillArrowDatabase::getDefaultLocation() {
  22025. return std::string(db_path) + "/create_arrow_db.yml";
  22026. }
  22027. /**
  22028. * Reads and parses an entry from the create_arrow_db.
  22029. * @param node: YAML node containing the entry.
  22030. * @return count of successfully parsed rows
  22031. */
  22032. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22033. std::string source_name;
  22034. if (!this->asString(node, "Source", source_name))
  22035. return 0;
  22036. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22037. if (item == nullptr) {
  22038. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22039. return 0;
  22040. }
  22041. t_itemid nameid = item->nameid;
  22042. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22043. bool exists = arrow != nullptr;
  22044. if (!exists) {
  22045. arrow = std::make_shared<s_skill_arrow_db>();
  22046. arrow->nameid = nameid;
  22047. }
  22048. const auto& MakeNode = node["Make"];
  22049. for (const auto &it : MakeNode) {
  22050. std::string item_name;
  22051. if (!this->asString(it, "Item", item_name))
  22052. return 0;
  22053. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22054. if (item == nullptr) {
  22055. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  22056. return 0;
  22057. }
  22058. uint16 amount;
  22059. if (!this->asUInt16(it, "Amount", amount))
  22060. return 0;
  22061. if (amount == 0) {
  22062. if (arrow->created.erase(item->nameid) == 0)
  22063. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  22064. continue;
  22065. }
  22066. if (amount > MAX_AMOUNT) {
  22067. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  22068. continue;
  22069. }
  22070. arrow->created[item->nameid] = amount;
  22071. }
  22072. if (!exists)
  22073. this->put(nameid, arrow);
  22074. return 1;
  22075. }
  22076. const std::string AbraDatabase::getDefaultLocation() {
  22077. return std::string(db_path) + "/abra_db.yml";
  22078. }
  22079. /**
  22080. * Reads and parses an entry from the abra_db.
  22081. * @param node: YAML node containing the entry.
  22082. * @return count of successfully parsed rows
  22083. */
  22084. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22085. std::string skill_name;
  22086. if (!this->asString(node, "Skill", skill_name))
  22087. return 0;
  22088. uint16 skill_id = skill_name2id(skill_name.c_str());
  22089. if (!skill_id) {
  22090. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  22091. return 0;
  22092. }
  22093. if (!skill_get_inf(skill_id)) {
  22094. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  22095. return 0;
  22096. }
  22097. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  22098. bool exists = abra != nullptr;
  22099. if (!exists) {
  22100. abra = std::make_shared<s_skill_abra_db>();
  22101. abra->skill_id = skill_id;
  22102. }
  22103. if (this->nodeExists(node, "Probability")) {
  22104. const auto& probNode = node["Probability"];
  22105. uint16 probability;
  22106. if (!probNode.is_seq()) {
  22107. if (!this->asUInt16Rate(probNode, "Probability", probability))
  22108. return 0;
  22109. abra->per.fill(probability);
  22110. } else {
  22111. abra->per.fill(0);
  22112. for (const auto& it : probNode) {
  22113. uint16 skill_lv;
  22114. if (!this->asUInt16(it, "Level", skill_lv))
  22115. continue;
  22116. if (skill_lv > MAX_SKILL_LEVEL) {
  22117. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22118. return 0;
  22119. }
  22120. if (!this->asUInt16Rate(it, "Probability", probability))
  22121. continue;
  22122. abra->per[skill_lv - 1] = probability;
  22123. }
  22124. }
  22125. } else {
  22126. if (!exists)
  22127. abra->per.fill(500);
  22128. }
  22129. if (!exists)
  22130. this->put(skill_id, abra);
  22131. return 1;
  22132. }
  22133. /** Reads change material db
  22134. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  22135. */
  22136. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  22137. {
  22138. uint16 id = atoi(split[0]);
  22139. t_itemid nameid = strtoul(split[1], nullptr, 10);
  22140. short rate = atoi(split[2]);
  22141. bool found = false;
  22142. int x, y;
  22143. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  22144. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  22145. return false;
  22146. }
  22147. // Clear previous data, for importing support
  22148. if (skill_changematerial_db[id].nameid > 0) {
  22149. found = true;
  22150. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22151. }
  22152. // Import just for clearing/disabling from original data
  22153. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  22154. if (nameid == 0) {
  22155. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22156. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  22157. return true;
  22158. }
  22159. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  22160. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  22161. if (skill_produce_db[x].nameid == nameid)
  22162. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  22163. break;
  22164. }
  22165. if (x >= MAX_SKILL_PRODUCE_DB) {
  22166. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  22167. return false;
  22168. }
  22169. skill_changematerial_db[id].nameid = nameid;
  22170. skill_changematerial_db[id].rate = rate;
  22171. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  22172. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  22173. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  22174. }
  22175. if (!found)
  22176. skill_changematerial_count++;
  22177. return true;
  22178. }
  22179. /**
  22180. * Reads skill damage adjustment
  22181. * @author [Lilith]
  22182. */
  22183. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  22184. {
  22185. int64 caster_tmp;
  22186. uint16 id;
  22187. int caster, value;
  22188. char *result;
  22189. trim(split[0]);
  22190. if (ISDIGIT(split[0][0])) {
  22191. value = strtol(split[0], &result, 10);
  22192. if (*result) {
  22193. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22194. return false;
  22195. }
  22196. id = value;
  22197. } else
  22198. id = skill_name2id(split[0]);
  22199. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22200. if (!skill)
  22201. return false;
  22202. skill->damage = {};
  22203. trim(split[1]);
  22204. if (ISDIGIT(split[1][0])) {
  22205. value = strtol(split[1], &result, 10);
  22206. if (*result) {
  22207. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22208. return false;
  22209. }
  22210. caster = value;
  22211. } else { // Try to parse caster as constant
  22212. if (!script_get_constant(split[1], &caster_tmp)) {
  22213. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22214. return false;
  22215. }
  22216. caster = static_cast<uint16>(caster_tmp);
  22217. }
  22218. skill->damage.caster |= caster;
  22219. value = strtol(split[2], &result, 10);
  22220. if (*result) {
  22221. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22222. return false;
  22223. }
  22224. skill->damage.map |= value;
  22225. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22226. value = strtol(split[offset], &result, 10);
  22227. if (*result && *result != ' ') {
  22228. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22229. value = 0;
  22230. }
  22231. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22232. }
  22233. return true;
  22234. }
  22235. /** Reads skill database files */
  22236. static void skill_readdb(void) {
  22237. int i;
  22238. const char* dbsubpath[] = {
  22239. "",
  22240. "/" DBIMPORT,
  22241. //add other path here
  22242. };
  22243. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22244. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22245. skill_produce_count = skill_changematerial_count = 0;
  22246. skill_db.load();
  22247. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22248. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22249. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22250. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22251. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22252. if (i == 0) {
  22253. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22254. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22255. } else {
  22256. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22257. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22258. }
  22259. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22260. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22261. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22262. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22263. aFree(dbsubpath1);
  22264. aFree(dbsubpath2);
  22265. }
  22266. abra_db.load();
  22267. magic_mushroom_db.load();
  22268. reading_spellbook_db.load();
  22269. skill_arrow_db.load();
  22270. skill_init_unit_layout();
  22271. skill_init_nounit_layout();
  22272. }
  22273. void skill_reload (void) {
  22274. skill_db.clear();
  22275. abra_db.clear();
  22276. magic_mushroom_db.clear();
  22277. reading_spellbook_db.clear();
  22278. skill_arrow_db.clear();
  22279. skill_readdb();
  22280. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22281. s_mapiterator *iter = mapit_getallusers();
  22282. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22283. pc_validate_skill(sd);
  22284. clif_skillinfoblock(sd);
  22285. }
  22286. mapit_free(iter);
  22287. }
  22288. /*==========================================
  22289. *
  22290. *------------------------------------------*/
  22291. void do_init_skill(void)
  22292. {
  22293. skill_readdb();
  22294. skillunit_db = idb_alloc(DB_OPT_BASE);
  22295. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22296. bowling_db = idb_alloc(DB_OPT_BASE);
  22297. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22298. ers_chunk_size(skill_timer_ers, 150);
  22299. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22300. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22301. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22302. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22303. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22304. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22305. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22306. }
  22307. void do_final_skill(void)
  22308. {
  22309. skill_db.clear();
  22310. abra_db.clear();
  22311. magic_mushroom_db.clear();
  22312. reading_spellbook_db.clear();
  22313. skill_arrow_db.clear();
  22314. db_destroy(skillunit_db);
  22315. db_destroy(skillusave_db);
  22316. db_destroy(bowling_db);
  22317. ers_destroy(skill_timer_ers);
  22318. }