skill.c 571 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  56. DBMap* skilldb_name2id = NULL;
  57. /**
  58. * Skill Cool Down Delay Saving
  59. * Struct skill_cd is not a member of struct map_session_data
  60. * to keep cooldowns in memory between player log-ins.
  61. * All cooldowns are reset when server is restarted.
  62. **/
  63. DBMap* skillcd_db = NULL; // char_id -> struct skill_cd
  64. struct skill_cd {
  65. int duration[MAX_SKILL_TREE];//milliseconds
  66. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  67. short nameid[MAX_SKILL_TREE];//skill id
  68. unsigned char cursor;
  69. };
  70. /**
  71. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  72. **/
  73. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  74. struct skill_usave {
  75. uint16 skill_id, skill_lv;
  76. };
  77. struct s_skill_db skill_db[MAX_SKILL_DB];
  78. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  79. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  80. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  81. struct s_skill_improvise_db {
  82. uint16 skill_id;
  83. short per;//1-10000
  84. };
  85. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  86. bool skill_reproduce_db[MAX_SKILL_DB];
  87. struct s_skill_changematerial_db {
  88. int itemid;
  89. short rate;
  90. int qty[5];
  91. short qty_rate[5];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  94. //Warlock
  95. struct s_skill_spellbook_db {
  96. int nameid;
  97. uint16 skill_id;
  98. int point;
  99. };
  100. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  101. //Guillotine Cross
  102. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  103. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  104. int firewall_unit_pos;
  105. int icewall_unit_pos;
  106. int earthstrain_unit_pos;
  107. //early declaration
  108. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  109. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  110. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  112. //Since only mob-casted splash skills can hit ice-walls
  113. static inline int splash_target(struct block_list* bl)
  114. {
  115. #ifndef RENEWAL
  116. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  117. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  118. return BL_SKILL|BL_CHAR;
  119. #endif
  120. }
  121. /// Returns the id of the skill, or 0 if not found.
  122. int skill_name2id(const char* name)
  123. {
  124. if( name == NULL )
  125. return 0;
  126. return strdb_iget(skilldb_name2id, name);
  127. }
  128. /// Maps skill ids to skill db offsets.
  129. /// Returns the skill's array index, or 0 (Unknown Skill).
  130. int skill_get_index( uint16 skill_id )
  131. {
  132. // avoid ranges reserved for mapping guild/homun/mercenary skills
  133. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  134. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  135. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  136. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  137. return 0;
  138. // map skill id to skill db index
  139. if( skill_id >= GD_SKILLBASE )
  140. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  141. else if( skill_id >= EL_SKILLBASE )
  142. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  143. else if( skill_id >= MC_SKILLBASE )
  144. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  145. else if( skill_id >= HM_SKILLBASE )
  146. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  147. // validate result
  148. if( !skill_id || skill_id >= MAX_SKILL_DB )
  149. return 0;
  150. return skill_id;
  151. }
  152. const char* skill_get_name( uint16 skill_id )
  153. {
  154. return skill_db[skill_get_index(skill_id)].name;
  155. }
  156. const char* skill_get_desc( uint16 skill_id )
  157. {
  158. return skill_db[skill_get_index(skill_id)].desc;
  159. }
  160. // out of bounds error checking [celest]
  161. static void skill_chk(int16* skill_id, uint16 skill_lv)
  162. {
  163. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  164. if( skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0;
  165. }
  166. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  167. // Skill DB
  168. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id, 1); }
  169. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id, 1); }
  170. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  171. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id, 1); }
  172. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id, 1); }
  173. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  174. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  175. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); }
  176. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); }
  177. int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); }
  178. int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); }
  179. int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id, 1); }
  180. int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); }
  181. int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id, 1); }
  182. int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id, 1); }
  183. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); }
  184. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  185. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  186. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  187. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  188. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  189. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  190. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id, 1); }
  191. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id, 1); }
  192. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id, 1); }
  193. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); }
  194. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id, 1); }
  195. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id, 1); }
  196. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  197. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  198. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); }
  199. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  200. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  201. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id, 1); }
  202. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id, 1); }
  203. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); }
  204. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); }
  205. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  206. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); }
  207. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); }
  208. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); }
  209. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  210. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  211. #ifdef RENEWAL_CAST
  212. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  213. #endif
  214. int skill_tree_get_max(uint16 skill_id, int b_class)
  215. {
  216. int i;
  217. b_class = pc_class2idx(b_class);
  218. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  219. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  220. return skill_tree[b_class][i].max;
  221. else
  222. return skill_get_max(skill_id);
  223. }
  224. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  225. int skill_attack_area(struct block_list *bl,va_list ap);
  226. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  227. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  228. int skill_greed(struct block_list *bl, va_list ap);
  229. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  230. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  231. static int skill_trap_splash(struct block_list *bl, va_list ap);
  232. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  233. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  234. static int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  235. static int skill_unit_effect(struct block_list *bl,va_list ap);
  236. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  237. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  238. int skill_get_casttype (uint16 skill_id)
  239. {
  240. int inf = skill_get_inf(skill_id);
  241. if (inf&(INF_GROUND_SKILL))
  242. return CAST_GROUND;
  243. if (inf&INF_SUPPORT_SKILL)
  244. return CAST_NODAMAGE;
  245. if (inf&INF_SELF_SKILL) {
  246. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  247. return CAST_DAMAGE; //Combo skill.
  248. return CAST_NODAMAGE;
  249. }
  250. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  251. return CAST_NODAMAGE;
  252. return CAST_DAMAGE;
  253. }
  254. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  255. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  256. {
  257. int range;
  258. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  259. return 9; //Mobs have a range of 9 regardless of skill used.
  260. range = skill_get_range(skill_id, skill_lv);
  261. if( range < 0 )
  262. {
  263. if( battle_config.use_weapon_skill_range&bl->type )
  264. return status_get_range(bl);
  265. range *=-1;
  266. }
  267. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  268. switch( skill_id )
  269. {
  270. case AC_SHOWER: case MA_SHOWER:
  271. case AC_DOUBLE: case MA_DOUBLE:
  272. case HT_BLITZBEAT:
  273. case AC_CHARGEARROW:
  274. case MA_CHARGEARROW:
  275. case SN_FALCONASSAULT:
  276. case HT_POWER:
  277. /**
  278. * Ranger
  279. **/
  280. case RA_ARROWSTORM:
  281. case RA_AIMEDBOLT:
  282. case RA_WUGBITE:
  283. if( bl->type == BL_PC )
  284. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  285. else
  286. range += 10; //Assume level 10?
  287. break;
  288. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  289. case GS_RAPIDSHOWER:
  290. case GS_PIERCINGSHOT:
  291. case GS_FULLBUSTER:
  292. case GS_SPREADATTACK:
  293. case GS_GROUNDDRIFT:
  294. if (bl->type == BL_PC)
  295. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  296. else
  297. range += 10; //Assume level 10?
  298. break;
  299. case NJ_KIRIKAGE:
  300. if (bl->type == BL_PC)
  301. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  302. break;
  303. /**
  304. * Warlock
  305. **/
  306. case WL_WHITEIMPRISON:
  307. case WL_SOULEXPANSION:
  308. case WL_FROSTMISTY:
  309. case WL_MARSHOFABYSS:
  310. case WL_SIENNAEXECRATE:
  311. case WL_DRAINLIFE:
  312. case WL_CRIMSONROCK:
  313. case WL_HELLINFERNO:
  314. case WL_COMET:
  315. case WL_CHAINLIGHTNING:
  316. case WL_TETRAVORTEX:
  317. case WL_RELEASE:
  318. if( bl->type == BL_PC )
  319. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  320. break;
  321. /**
  322. * Ranger Bonus
  323. **/
  324. case HT_LANDMINE:
  325. case HT_FREEZINGTRAP:
  326. case HT_BLASTMINE:
  327. case HT_CLAYMORETRAP:
  328. case RA_CLUSTERBOMB:
  329. case RA_FIRINGTRAP:
  330. case RA_ICEBOUNDTRAP:
  331. if( bl->type == BL_PC )
  332. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  333. }
  334. if( !range && bl->type != BL_PC )
  335. return 9; // Enable non players to use self skills on others. [Skotlex]
  336. return range;
  337. }
  338. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  339. int skill, hp;
  340. struct map_session_data *sd = BL_CAST(BL_PC, src);
  341. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  342. struct status_change* sc;
  343. switch( skill_id ) {
  344. case BA_APPLEIDUN:
  345. #ifdef RENEWAL
  346. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  347. #else
  348. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  349. #endif
  350. if( sd )
  351. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  352. break;
  353. case PR_SANCTUARY:
  354. hp = (skill_lv>6)?777:skill_lv*100;
  355. break;
  356. case NPC_EVILLAND:
  357. hp = (skill_lv>6)?666:skill_lv*100;
  358. break;
  359. default:
  360. if (skill_lv >= battle_config.max_heal_lv)
  361. return battle_config.max_heal;
  362. #ifdef RENEWAL
  363. /**
  364. * Renewal Heal Formula
  365. * Formula: ( [(Base Level + INT) / 5] × 30 ) × (Heal Level / 10) × (Modifiers) + MATK
  366. **/
  367. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  368. #else
  369. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  370. #endif
  371. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  372. hp += hp * skill * 2 / 100;
  373. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  374. hp += hp * skill * 2 / 100;
  375. break;
  376. }
  377. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  378. hp >>= 1;
  379. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  380. hp += hp*skill/100;
  381. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  382. hp += hp*skill/100;
  383. sc = status_get_sc(target);
  384. if( sc && sc->count ) {
  385. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  386. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  387. if( sc->data[SC_DEATHHURT] && heal )
  388. hp -= hp * 20/100;
  389. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  390. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  391. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  392. hp += hp / 10;
  393. }
  394. #ifdef RENEWAL
  395. // MATK part of the RE heal formula [malufett]
  396. // Note: in this part matk bonuses from items or skills are not applied
  397. switch( skill_id ) {
  398. case BA_APPLEIDUN: case PR_SANCTUARY:
  399. case NPC_EVILLAND: break;
  400. default:
  401. {
  402. struct status_data *status = status_get_status_data(src);
  403. int min, max, wMatk, variance;
  404. min = max = status_base_matk(status, status_get_lv(src));
  405. if( status->rhw.matk > 0 ){
  406. wMatk = status->rhw.matk;
  407. variance = wMatk * status->rhw.wlv / 10;
  408. min += wMatk - variance;
  409. max += wMatk + variance;
  410. }
  411. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  412. min = max;
  413. if( sd && sd->right_weapon.overrefine > 0 ){
  414. min++;
  415. max += sd->right_weapon.overrefine - 1;
  416. }
  417. if(max > min)
  418. hp += min+rnd()%(max-min);
  419. else
  420. hp += min;
  421. }
  422. }
  423. #endif
  424. return hp;
  425. }
  426. // Making plagiarize check its own function [Aru]
  427. int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl)
  428. {
  429. // Never copy NPC/Wedding Skills
  430. if (skill_get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  431. return 0;
  432. // High-class skills
  433. if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION))
  434. {
  435. if(battle_config.copyskill_restrict == 2)
  436. return 0;
  437. else if(battle_config.copyskill_restrict)
  438. return (sd->status.class_ == JOB_STALKER);
  439. }
  440. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  441. if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  442. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  443. skill_id == MER_INCAGI || skill_id == MER_BLESSING))
  444. return 0;
  445. // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
  446. if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) )
  447. return 0;
  448. // Reproduce will only copy skills according on the list. [Jobbie]
  449. else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill_id] )
  450. return 0;
  451. return 1;
  452. }
  453. // [MouseJstr] - skill ok to cast? and when?
  454. int skillnotok (uint16 skill_id, struct map_session_data *sd)
  455. {
  456. int16 idx,m;
  457. nullpo_retr (1, sd);
  458. m = sd->bl.m;
  459. idx = skill_get_index(skill_id);
  460. if (idx == 0)
  461. return 1; // invalid skill id
  462. if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  463. return 0; // can do any damn thing they want
  464. if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 )
  465. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  466. // Epoque:
  467. // This code will compare the player's attack motion value which is influenced by ASPD before
  468. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  469. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  470. if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  471. DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) )
  472. {// attempted to cast a skill before the attack motion has finished
  473. return 1;
  474. }
  475. if (sd->blockskill[idx] > 0){
  476. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
  477. return 1;
  478. }
  479. /**
  480. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  481. * 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
  482. **/
  483. if( sd->skillitem == skill_id )
  484. return 0;
  485. // Check skill restrictions [Celest]
  486. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  487. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  488. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  489. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  490. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  491. clif_msg(sd, 0x536); // This skill cannot be used within this area
  492. return 1;
  493. }
  494. if( sd->sc.option&OPTION_MOUNTING )
  495. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  496. switch (skill_id) {
  497. case AL_WARP:
  498. case RETURN_TO_ELDICASTES:
  499. case ALL_GUARDIAN_RECALL:
  500. if(map[m].flag.nowarp) {
  501. clif_skill_teleportmessage(sd,0);
  502. return 1;
  503. }
  504. return 0;
  505. case AL_TELEPORT:
  506. case SC_FATALMENACE:
  507. case SC_DIMENSIONDOOR:
  508. if(map[m].flag.noteleport) {
  509. clif_skill_teleportmessage(sd,0);
  510. return 1;
  511. }
  512. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  513. case WE_CALLPARTNER:
  514. case WE_CALLPARENT:
  515. case WE_CALLBABY:
  516. if (map[m].flag.nomemo) {
  517. clif_skill_teleportmessage(sd,1);
  518. return 1;
  519. }
  520. break;
  521. case MC_VENDING:
  522. case MC_IDENTIFY:
  523. case ALL_BUYING_STORE:
  524. return 0; // always allowed
  525. case WZ_ICEWALL:
  526. // noicewall flag [Valaris]
  527. if (map[m].flag.noicewall) {
  528. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  529. return 1;
  530. }
  531. break;
  532. case GC_DARKILLUSION:
  533. if( map_flag_gvg(m) ) {
  534. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  535. return 1;
  536. }
  537. break;
  538. case GD_EMERGENCYCALL:
  539. if (
  540. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  541. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  542. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  543. ) {
  544. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  545. return 1;
  546. }
  547. break;
  548. case BS_GREED:
  549. case WS_CARTBOOST:
  550. case BS_HAMMERFALL:
  551. case BS_ADRENALINE:
  552. case MC_CARTREVOLUTION:
  553. case MC_MAMMONITE:
  554. case WS_MELTDOWN:
  555. case MG_SIGHT:
  556. case TF_HIDING:
  557. /**
  558. * These skills cannot be used while in mado gear (credits to Xantara)
  559. **/
  560. if( pc_ismadogear(sd) ) {
  561. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  562. return 1;
  563. }
  564. break;
  565. case WM_SIRCLEOFNATURE:
  566. case WM_SOUND_OF_DESTRUCTION:
  567. case SC_MANHOLE:
  568. case WM_LULLABY_DEEPSLEEP:
  569. case WM_SATURDAY_NIGHT_FEVER:
  570. if( !map_flag_vs(m) ) {
  571. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  572. return 1;
  573. }
  574. break;
  575. }
  576. return (map[m].flag.noskill);
  577. }
  578. int skillnotok_hom(uint16 skill_id, struct homun_data *hd)
  579. {
  580. uint16 idx = skill_get_index(skill_id);
  581. nullpo_retr(1,hd);
  582. if (idx == 0)
  583. return 1; // invalid skill id
  584. if (hd->blockskill[idx] > 0)
  585. return 1;
  586. switch(skill_id){
  587. case MH_LIGHT_OF_REGENE:
  588. if(hd->homunculus.intimacy <= 750) //if not cordial
  589. return 1;
  590. break;
  591. case MH_OVERED_BOOST:
  592. if(hd->homunculus.hunger <= 1) //if we starving
  593. return 1;
  594. case MH_GOLDENE_FERSE: //can be used with angriff
  595. if(hd->sc.data[SC_ANGRIFFS_MODUS])
  596. return 1;
  597. case MH_ANGRIFFS_MODUS:
  598. if(hd->sc.data[SC_GOLDENE_FERSE])
  599. return 1;
  600. break;
  601. }
  602. //Use master's criteria.
  603. return skillnotok(skill_id, hd->master);
  604. }
  605. int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
  606. {
  607. uint16 idx = skill_get_index(skill_id);
  608. nullpo_retr(1,md);
  609. if( idx == 0 )
  610. return 1; // Invalid Skill ID
  611. if( md->blockskill[idx] > 0 )
  612. return 1;
  613. return skillnotok(skill_id, md->master);
  614. }
  615. struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  616. {
  617. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  618. uint8 dir;
  619. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  620. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  621. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  622. }
  623. if (pos != -1) // simple single-definition layout
  624. return &skill_unit_layout[pos];
  625. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  626. if (skill_id == MG_FIREWALL)
  627. return &skill_unit_layout [firewall_unit_pos + dir];
  628. else if (skill_id == WZ_ICEWALL)
  629. return &skill_unit_layout [icewall_unit_pos + dir];
  630. else if( skill_id == WL_EARTHSTRAIN ) //Warlock
  631. return &skill_unit_layout [earthstrain_unit_pos + dir];
  632. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  633. return &skill_unit_layout[0]; // default 1x1 layout
  634. }
  635. /*==========================================
  636. *
  637. *------------------------------------------*/
  638. int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  639. {
  640. struct map_session_data *sd, *dstsd;
  641. struct mob_data *md, *dstmd;
  642. struct status_data *sstatus, *tstatus;
  643. struct status_change *sc, *tsc;
  644. enum sc_type status;
  645. int skill;
  646. int rate;
  647. nullpo_ret(src);
  648. nullpo_ret(bl);
  649. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  650. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  651. return 0;
  652. sd = BL_CAST(BL_PC, src);
  653. md = BL_CAST(BL_MOB, src);
  654. dstsd = BL_CAST(BL_PC, bl);
  655. dstmd = BL_CAST(BL_MOB, bl);
  656. sc = status_get_sc(src);
  657. tsc = status_get_sc(bl);
  658. sstatus = status_get_status_data(src);
  659. tstatus = status_get_status_data(bl);
  660. if (!tsc) //skill additional effect is about adding effects to the target...
  661. //So if the target can't be inflicted with statuses, this is pointless.
  662. return 0;
  663. if( sd )
  664. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  665. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER )
  666. { // Trigger status effects
  667. enum sc_type type;
  668. int i;
  669. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  670. {
  671. rate = sd->addeff[i].rate;
  672. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  673. rate += sd->addeff[i].arrow_rate;
  674. if( !rate ) continue;
  675. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  676. { // Trigger has attack type consideration.
  677. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  678. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  679. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  680. else
  681. continue;
  682. }
  683. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  684. { // Trigger has range consideration.
  685. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  686. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  687. continue; //Range Failed.
  688. }
  689. type = sd->addeff[i].id;
  690. skill = skill_get_time2(status_sc2skill(type),7);
  691. if (sd->addeff[i].flag&ATF_TARGET)
  692. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  693. if (sd->addeff[i].flag&ATF_SELF)
  694. status_change_start(src,type,rate,7,0,0,0,skill,0);
  695. }
  696. }
  697. if( skill_id )
  698. { // Trigger status effects on skills
  699. enum sc_type type;
  700. int i;
  701. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  702. {
  703. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  704. continue;
  705. type = sd->addeff3[i].id;
  706. skill = skill_get_time2(status_sc2skill(type),7);
  707. if( sd->addeff3[i].target&ATF_TARGET )
  708. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  709. if( sd->addeff3[i].target&ATF_SELF )
  710. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  711. }
  712. }
  713. }
  714. if( dmg_lv < ATK_DEF ) // no damage, return;
  715. return 0;
  716. switch(skill_id)
  717. {
  718. case 0: // Normal attacks (no skill used)
  719. {
  720. if( attack_type&BF_SKILL )
  721. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  722. if(sd) {
  723. // Automatic trigger of Blitz Beat
  724. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  725. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  726. rate=(sd->status.job_level+9)/10;
  727. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  728. }
  729. // Automatic trigger of Warg Strike [Jobbie]
  730. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  731. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  732. // Gank
  733. if(dstmd && sd->status.weapon != W_BOW &&
  734. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  735. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  736. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  737. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  738. else
  739. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  740. }
  741. // Chance to trigger Taekwon kicks [Dralnu]
  742. if(sc && !sc->data[SC_COMBO]) {
  743. if(sc->data[SC_READYSTORM] &&
  744. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  745. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  746. ; //Stance triggered
  747. else if(sc->data[SC_READYDOWN] &&
  748. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  749. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  750. ; //Stance triggered
  751. else if(sc->data[SC_READYTURN] &&
  752. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  753. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  754. ; //Stance triggered
  755. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  756. rate = 20;
  757. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  758. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  759. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  760. }
  761. sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id,
  762. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  763. }
  764. }
  765. if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) )
  766. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  767. }
  768. if (sc) {
  769. struct status_change_entry *sce;
  770. // Enchant Poison gives a chance to poison attacked enemies
  771. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  772. status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  773. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  774. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  775. if((sce=sc->data[SC_EDP]))
  776. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  777. skill_get_time2(ASC_EDP,sce->val1));
  778. }
  779. }
  780. break;
  781. case SM_BASH:
  782. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  783. //TODO: How much % per base level it actually is?
  784. sc_start(bl,SC_STUN,(5*(skill_lv-5)+(int)sd->status.base_level/10),
  785. skill_lv,skill_get_time2(SM_FATALBLOW,skill_lv));
  786. }
  787. break;
  788. case MER_CRASH:
  789. sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  790. break;
  791. case AS_VENOMKNIFE:
  792. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  793. skill_lv = pc_checkskill(sd, TF_POISON);
  794. case TF_POISON:
  795. case AS_SPLASHER:
  796. if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  797. && sd && skill_id==TF_POISON
  798. )
  799. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  800. break;
  801. case AS_SONICBLOW:
  802. sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  803. break;
  804. case WZ_FIREPILLAR:
  805. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  806. break;
  807. case MG_FROSTDIVER:
  808. #ifndef RENEWAL
  809. case WZ_FROSTNOVA:
  810. #endif
  811. sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv));
  812. break;
  813. #ifdef RENEWAL
  814. case WZ_FROSTNOVA:
  815. sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  816. break;
  817. #endif
  818. case WZ_STORMGUST:
  819. /**
  820. * Storm Gust counter was dropped in renewal
  821. **/
  822. #ifdef RENEWAL
  823. sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  824. #else
  825. //Tharis pointed out that this is normal freeze chance with a base of 300%
  826. if(tsc->sg_counter >= 3 &&
  827. sc_start(bl,SC_FREEZE,300,skill_lv,skill_get_time2(skill_id,skill_lv)))
  828. tsc->sg_counter = 0;
  829. /**
  830. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  831. **/
  832. else if( tsc->sg_counter > 250 )
  833. tsc->sg_counter = 0;
  834. #endif
  835. break;
  836. case WZ_METEOR:
  837. sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  838. break;
  839. case WZ_VERMILION:
  840. sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  841. break;
  842. case HT_FREEZINGTRAP:
  843. case MA_FREEZINGTRAP:
  844. sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  845. break;
  846. case HT_FLASHER:
  847. sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  848. break;
  849. case HT_LANDMINE:
  850. case MA_LANDMINE:
  851. sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  852. break;
  853. case HT_SHOCKWAVE:
  854. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  855. break;
  856. case HT_SANDMAN:
  857. case MA_SANDMAN:
  858. sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  859. break;
  860. case TF_SPRINKLESAND:
  861. sc_start(bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  862. break;
  863. case TF_THROWSTONE:
  864. sc_start(bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv));
  865. sc_start(bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  866. break;
  867. case NPC_DARKCROSS:
  868. case CR_HOLYCROSS:
  869. sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  870. break;
  871. case CR_GRANDCROSS:
  872. case NPC_GRANDDARKNESS:
  873. //Chance to cause blind status vs demon and undead element, but not against players
  874. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  875. sc_start(bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  876. attack_type |= BF_WEAPON;
  877. break;
  878. case AM_ACIDTERROR:
  879. sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  880. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  881. clif_emotion(bl,E_OMG);
  882. break;
  883. case AM_DEMONSTRATION:
  884. skill_break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  885. break;
  886. case CR_SHIELDCHARGE:
  887. sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  888. break;
  889. case PA_PRESSURE:
  890. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  891. break;
  892. case RG_RAID:
  893. sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  894. sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  895. #ifdef RENEWAL
  896. sc_start(bl,SC_RAID,100,7,5000);
  897. break;
  898. case RG_BACKSTAP:
  899. sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  900. #endif
  901. break;
  902. case BA_FROSTJOKER:
  903. sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  904. break;
  905. case DC_SCREAM:
  906. sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  907. break;
  908. case BD_LULLABY:
  909. sc_start(bl,SC_SLEEP,15,skill_lv,skill_get_time2(skill_id,skill_lv));
  910. break;
  911. case DC_UGLYDANCE:
  912. rate = 5+5*skill_lv;
  913. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  914. rate += 5+skill;
  915. status_zap(bl, 0, rate);
  916. break;
  917. case SL_STUN:
  918. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  919. sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  920. break;
  921. case NPC_PETRIFYATTACK:
  922. sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv,
  923. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  924. skill_get_time2(skill_id,skill_lv));
  925. break;
  926. case NPC_CURSEATTACK:
  927. case NPC_SLEEPATTACK:
  928. case NPC_BLINDATTACK:
  929. case NPC_POISON:
  930. case NPC_SILENCEATTACK:
  931. case NPC_STUNATTACK:
  932. case NPC_HELLPOWER:
  933. sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  934. break;
  935. case NPC_ACIDBREATH:
  936. case NPC_ICEBREATH:
  937. sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  938. break;
  939. case NPC_BLEEDING:
  940. sc_start2(bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  941. break;
  942. case NPC_MENTALBREAKER:
  943. { //Based on observations by Tharis, Mental Breaker should do SP damage
  944. //equal to Matk*skLevel.
  945. rate = sstatus->matk_min;
  946. if (rate < sstatus->matk_max)
  947. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  948. rate*=skill_lv;
  949. status_zap(bl, 0, rate);
  950. break;
  951. }
  952. // Equipment breaking monster skills [Celest]
  953. case NPC_WEAPONBRAKER:
  954. skill_break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  955. break;
  956. case NPC_ARMORBRAKE:
  957. skill_break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  958. break;
  959. case NPC_HELMBRAKE:
  960. skill_break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  961. break;
  962. case NPC_SHIELDBRAKE:
  963. skill_break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  964. break;
  965. case CH_TIGERFIST:
  966. sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  967. break;
  968. case LK_SPIRALPIERCE:
  969. case ML_SPIRALPIERCE:
  970. sc_start(bl,SC_STOP,(15+skill_lv*5),0,skill_get_time2(skill_id,skill_lv));
  971. break;
  972. case ST_REJECTSWORD:
  973. sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  974. break;
  975. case PF_FOGWALL:
  976. if (src != bl && !tsc->data[SC_DELUGE])
  977. sc_start(bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  978. break;
  979. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  980. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  981. sc_start2(bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  982. break;
  983. case LK_JOINTBEAT:
  984. status = status_skill2sc(skill_id);
  985. if (tsc->jb_flag) {
  986. sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  987. tsc->jb_flag = 0;
  988. }
  989. break;
  990. case ASC_METEORASSAULT:
  991. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  992. switch(rnd()%3) {
  993. case 0:
  994. sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  995. break;
  996. case 1:
  997. sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  998. break;
  999. default:
  1000. sc_start2(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1001. }
  1002. break;
  1003. case HW_NAPALMVULCAN:
  1004. sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1005. break;
  1006. case WS_CARTTERMINATION: // Cart termination
  1007. sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1008. break;
  1009. case CR_ACIDDEMONSTRATION:
  1010. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1011. break;
  1012. case TK_DOWNKICK:
  1013. sc_start(bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1014. break;
  1015. case TK_JUMPKICK:
  1016. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  1017. {// debuff the following statuses
  1018. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1019. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1020. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1021. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1022. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1023. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1024. }
  1025. break;
  1026. case TK_TURNKICK:
  1027. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1028. if(attack_type&BF_MISC) //70% base stun chance...
  1029. sc_start(bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1030. break;
  1031. case GS_BULLSEYE: //0.1% coma rate.
  1032. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1033. status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  1034. break;
  1035. case GS_PIERCINGSHOT:
  1036. sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1037. break;
  1038. case NJ_HYOUSYOURAKU:
  1039. sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1040. break;
  1041. case GS_FLING:
  1042. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1043. break;
  1044. case GS_DISARM:
  1045. rate = 3*skill_lv;
  1046. if (sstatus->dex > tstatus->dex)
  1047. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1048. skill_strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1049. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1050. break;
  1051. case NPC_EVILLAND:
  1052. sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1053. break;
  1054. case NPC_HELLJUDGEMENT:
  1055. sc_start(bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1056. break;
  1057. case NPC_CRITICALWOUND:
  1058. sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1059. break;
  1060. case RK_HUNDREDSPEAR:
  1061. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  1062. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  1063. rate = 10 + 3 * skill_lv;
  1064. if( rnd()%100 < rate )
  1065. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  1066. break;
  1067. case RK_WINDCUTTER:
  1068. sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1069. break;
  1070. case RK_DRAGONBREATH:
  1071. sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1072. break;
  1073. case AB_ADORAMUS:
  1074. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1075. sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1076. break;
  1077. case WL_CRIMSONROCK:
  1078. sc_start(bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1079. break;
  1080. case WL_COMET:
  1081. sc_start4(bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1082. break;
  1083. case WL_EARTHSTRAIN:
  1084. {
  1085. int rate = 0, i;
  1086. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1087. rate = 6 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  1088. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1089. for( i = 0; i < skill_lv; i++ )
  1090. skill_strip_equip(bl,pos[i],rate,skill_lv,skill_get_time2(skill_id,skill_lv));
  1091. }
  1092. break;
  1093. case WL_JACKFROST:
  1094. sc_start(bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1095. break;
  1096. case RA_WUGBITE:
  1097. sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill_get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1098. break;
  1099. case RA_SENSITIVEKEEN:
  1100. if( rnd()%100 < 8 * skill_lv )
  1101. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
  1102. break;
  1103. case RA_FIRINGTRAP:
  1104. case RA_ICEBOUNDTRAP:
  1105. sc_start(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1106. break;
  1107. case NC_PILEBUNKER:
  1108. if( rnd()%100 < 5 + 15*skill_lv )
  1109. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1110. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1111. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1112. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1113. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1114. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1115. }
  1116. break;
  1117. case NC_FLAMELAUNCHER:
  1118. sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1119. break;
  1120. case NC_COLDSLOWER:
  1121. sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1122. sc_start(bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1123. break;
  1124. case NC_POWERSWING:
  1125. sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1126. if( rnd()%100 < 5*skill_lv )
  1127. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1128. break;
  1129. case GC_WEAPONCRUSH:
  1130. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1131. break;
  1132. case LG_SHIELDPRESS:
  1133. sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill_get_time(skill_id,skill_lv));
  1134. break;
  1135. case LG_PINPOINTATTACK:
  1136. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1137. switch( skill_lv ) {
  1138. case 1:
  1139. sc_start2(bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1140. break;
  1141. case 2:
  1142. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1143. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1144. break;
  1145. default:
  1146. skill_break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1147. break;
  1148. }
  1149. break;
  1150. case LG_MOONSLASHER:
  1151. rate = 32 + 8 * skill_lv;
  1152. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1153. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1154. else if( dstmd && !is_boss(bl) )
  1155. sc_start(bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1156. break;
  1157. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1158. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1159. sc_start(bl, SC_BLIND,50, skill_lv, skill_get_time(skill_id,skill_lv));
  1160. break;
  1161. case LG_EARTHDRIVE:
  1162. skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
  1163. sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1164. break;
  1165. case SR_DRAGONCOMBO:
  1166. sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1167. break;
  1168. case SR_FALLENEMPIRE:
  1169. sc_start(bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1170. break;
  1171. case SR_WINDMILL:
  1172. if( dstsd )
  1173. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1174. else if( dstmd && !is_boss(bl) )
  1175. sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1176. break;
  1177. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1178. sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1179. break;
  1180. case SR_EARTHSHAKER:
  1181. sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1182. break;
  1183. case SR_HOWLINGOFLION:
  1184. sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1185. break;
  1186. case WM_SOUND_OF_DESTRUCTION:
  1187. if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
  1188. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1189. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1190. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1191. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1192. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1193. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1194. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1195. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1196. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1197. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1198. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1199. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1200. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1201. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1202. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1203. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1204. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1205. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1206. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1207. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1208. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1209. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1210. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1211. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1212. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1213. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1214. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1215. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1216. }
  1217. break;
  1218. case SO_EARTHGRAVE:
  1219. sc_start2(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1220. break;
  1221. case SO_DIAMONDDUST:
  1222. rate = 5 + 5 * skill_lv;
  1223. if( sc && sc->data[SC_COOLER_OPTION] )
  1224. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1225. sc_start(bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1226. break;
  1227. case SO_VARETYR_SPEAR:
  1228. sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1229. break;
  1230. case GN_SLINGITEM_RANGEMELEEATK:
  1231. if( sd ) {
  1232. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1233. case 13261:
  1234. sc_start(bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
  1235. sc_start2(bl, SC_BLEEDING, 100, skill_lv, src->id, skill_get_time2(GN_SLINGITEM, skill_lv));
  1236. break;
  1237. case 13262:
  1238. sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
  1239. break;
  1240. case 13264:
  1241. sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
  1242. sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
  1243. break;
  1244. }
  1245. sd->itemid = -1;
  1246. }
  1247. break;
  1248. case GN_HELLS_PLANT_ATK:
  1249. sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1250. sc_start2(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1251. break;
  1252. case EL_WIND_SLASH: // Non confirmed rate.
  1253. sc_start2(bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1254. break;
  1255. case EL_STONE_HAMMER:
  1256. rate = 10 * skill_lv;
  1257. sc_start(bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1258. break;
  1259. case EL_ROCK_CRUSHER:
  1260. case EL_ROCK_CRUSHER_ATK:
  1261. sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1262. break;
  1263. case EL_TYPOON_MIS:
  1264. sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1265. break;
  1266. case KO_JYUMONJIKIRI: // needs more info
  1267. sc_start(bl,SC_JYUMONJIKIRI,25,skill_lv,skill_get_time(skill_id,skill_lv));
  1268. break;
  1269. case KO_MAKIBISHI:
  1270. sc_start(bl, SC_STUN, 100, skill_lv, skill_get_time2(skill_id,skill_lv));
  1271. break;
  1272. case MH_LAVA_SLIDE:
  1273. if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1274. break;
  1275. case MH_STAHL_HORN:
  1276. sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1277. break;
  1278. case MH_NEEDLE_OF_PARALYZE:
  1279. sc_start(bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1280. break;
  1281. }
  1282. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1283. { //Pass heritage to Master for status causing effects. [Skotlex]
  1284. sd = map_id2sd(md->master_id);
  1285. src = sd?&sd->bl:src;
  1286. }
  1287. if( attack_type&BF_WEAPON )
  1288. { // Coma, Breaking Equipment
  1289. if( sd && sd->special_state.bonus_coma )
  1290. {
  1291. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1292. rate += sd->weapon_coma_race[tstatus->race];
  1293. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1294. if (rate)
  1295. status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1296. }
  1297. if( sd && battle_config.equip_self_break_rate )
  1298. { // Self weapon breaking
  1299. rate = battle_config.equip_natural_break_rate;
  1300. if( sc )
  1301. {
  1302. if(sc->data[SC_OVERTHRUST])
  1303. rate += 10;
  1304. if(sc->data[SC_MAXOVERTHRUST])
  1305. rate += 10;
  1306. }
  1307. if( rate )
  1308. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1309. }
  1310. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1311. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1312. // Target weapon breaking
  1313. rate = 0;
  1314. if( sd )
  1315. rate += sd->bonus.break_weapon_rate;
  1316. if( sc && sc->data[SC_MELTDOWN] )
  1317. rate += sc->data[SC_MELTDOWN]->val2;
  1318. if( rate )
  1319. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1320. // Target armor breaking
  1321. rate = 0;
  1322. if( sd )
  1323. rate += sd->bonus.break_armor_rate;
  1324. if( sc && sc->data[SC_MELTDOWN] )
  1325. rate += sc->data[SC_MELTDOWN]->val3;
  1326. if( rate )
  1327. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1328. }
  1329. }
  1330. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
  1331. struct unit_data *ud = unit_bl2ud(src);
  1332. if( sc->data[SC_WILD_STORM_OPTION] )
  1333. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1334. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1335. skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
  1336. else if( sc->data[SC_TROPIC_OPTION] )
  1337. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1338. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1339. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1340. else
  1341. skill = 0;
  1342. if ( rnd()%100 < 25 && skill ){
  1343. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1344. if (ud) {
  1345. rate = skill_delayfix(src, skill, skill_lv);
  1346. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1347. ud->canact_tick = tick+rate;
  1348. if ( battle_config.display_status_timers )
  1349. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1350. }
  1351. }
  1352. }
  1353. }
  1354. // Autospell when attacking
  1355. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1356. {
  1357. struct block_list *tbl;
  1358. struct unit_data *ud;
  1359. int i, skill_lv, type, notok;
  1360. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1361. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1362. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1363. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1364. continue; // one or more trigger conditions were not fulfilled
  1365. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1366. sd->state.autocast = 1;
  1367. notok = skillnotok(skill, sd);
  1368. sd->state.autocast = 0;
  1369. if ( notok )
  1370. continue;
  1371. skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1372. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1373. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1374. if (rnd()%1000 >= rate)
  1375. continue;
  1376. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1377. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1378. int maxcount = 0;
  1379. if( !(BL_PC&battle_config.skill_reiteration) &&
  1380. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1381. skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
  1382. ) {
  1383. continue;
  1384. }
  1385. if( BL_PC&battle_config.skill_nofootset &&
  1386. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1387. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv)
  1388. ) {
  1389. continue;
  1390. }
  1391. if( BL_PC&battle_config.land_skill_limit &&
  1392. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1393. ) {
  1394. int v;
  1395. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1396. if(sd->ud.skillunit[v]->skill_id == skill)
  1397. maxcount--;
  1398. }
  1399. if( maxcount == 0 ) {
  1400. continue;
  1401. }
  1402. }
  1403. }
  1404. if( battle_config.autospell_check_range &&
  1405. !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1406. continue;
  1407. if (skill == AS_SONICBLOW)
  1408. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1409. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1410. type = CAST_GROUND;
  1411. sd->state.autocast = 1;
  1412. skill_consume_requirement(sd,skill,skill_lv,1);
  1413. skill_toggle_magicpower(src, skill);
  1414. switch (type) {
  1415. case CAST_GROUND:
  1416. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  1417. break;
  1418. case CAST_NODAMAGE:
  1419. skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
  1420. break;
  1421. case CAST_DAMAGE:
  1422. skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
  1423. break;
  1424. }
  1425. sd->state.autocast = 0;
  1426. //Set canact delay. [Skotlex]
  1427. ud = unit_bl2ud(src);
  1428. if (ud) {
  1429. rate = skill_delayfix(src, skill, skill_lv);
  1430. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1431. ud->canact_tick = tick+rate;
  1432. if ( battle_config.display_status_timers && sd )
  1433. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1434. }
  1435. }
  1436. }
  1437. }
  1438. //Autobonus when attacking
  1439. if( sd && sd->autobonus[0].rate )
  1440. {
  1441. int i;
  1442. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1443. {
  1444. if( rnd()%1000 >= sd->autobonus[i].rate )
  1445. continue;
  1446. if( sd->autobonus[i].active != INVALID_TIMER )
  1447. continue;
  1448. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1449. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1450. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1451. continue; // one or more trigger conditions were not fulfilled
  1452. pc_exeautobonus(sd,&sd->autobonus[i]);
  1453. }
  1454. }
  1455. //Polymorph
  1456. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1457. dstmd && !(tstatus->mode&MD_BOSS) &&
  1458. (rnd()%10000 < sd->bonus.classchange))
  1459. {
  1460. struct mob_db *mob;
  1461. int class_;
  1462. skill = 0;
  1463. do {
  1464. do {
  1465. class_ = rnd() % MAX_MOB_DB;
  1466. } while (!mobdb_checkid(class_));
  1467. rate = rnd() % 1000000;
  1468. mob = mob_db(class_);
  1469. } while (
  1470. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1471. (skill++) < 2000);
  1472. if (skill < 2000)
  1473. mob_class_change(dstmd,class_);
  1474. }
  1475. return 0;
  1476. }
  1477. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1478. int skill, skill_lv, i, type, notok;
  1479. struct block_list *tbl;
  1480. if( sd == NULL || !skill_id )
  1481. return 0;
  1482. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1483. if( sd->autospell3[i].flag != skill_id )
  1484. continue;
  1485. if( sd->autospell3[i].lock )
  1486. continue; // autospell already being executed
  1487. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1488. sd->state.autocast = 1;
  1489. notok = skillnotok(skill, sd);
  1490. sd->state.autocast = 0;
  1491. if ( notok )
  1492. continue;
  1493. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1494. if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv);
  1495. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1496. continue; // No target
  1497. if( rnd()%1000 >= sd->autospell3[i].rate )
  1498. continue;
  1499. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1500. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1501. int maxcount = 0;
  1502. if( !(BL_PC&battle_config.skill_reiteration) &&
  1503. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1504. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
  1505. ) {
  1506. continue;
  1507. }
  1508. if( BL_PC&battle_config.skill_nofootset &&
  1509. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1510. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
  1511. ) {
  1512. continue;
  1513. }
  1514. if( BL_PC&battle_config.land_skill_limit &&
  1515. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1516. ) {
  1517. int v;
  1518. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1519. if(sd->ud.skillunit[v]->skill_id == skill)
  1520. maxcount--;
  1521. }
  1522. if( maxcount == 0 ) {
  1523. continue;
  1524. }
  1525. }
  1526. }
  1527. if( battle_config.autospell_check_range &&
  1528. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1529. continue;
  1530. sd->state.autocast = 1;
  1531. sd->autospell3[i].lock = true;
  1532. skill_consume_requirement(sd,skill,skill_lv,1);
  1533. switch( type )
  1534. {
  1535. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1536. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1537. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1538. }
  1539. sd->autospell3[i].lock = false;
  1540. sd->state.autocast = 0;
  1541. }
  1542. if( sd && sd->autobonus3[0].rate )
  1543. {
  1544. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1545. {
  1546. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1547. continue;
  1548. if( sd->autobonus3[i].active != INVALID_TIMER )
  1549. continue;
  1550. if( sd->autobonus3[i].atk_type != skill_id )
  1551. continue;
  1552. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1553. }
  1554. }
  1555. return 1;
  1556. }
  1557. /* Splitted off from skill_additional_effect, which is never called when the
  1558. * attack skill kills the enemy. Place in this function counter status effects
  1559. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1560. * from cards) that will take effect on the source, not the target. [Skotlex]
  1561. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1562. * type of skills, so not every instance of skill_additional_effect needs a call
  1563. * to this one.
  1564. */
  1565. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1566. {
  1567. int rate;
  1568. struct map_session_data *sd=NULL;
  1569. struct map_session_data *dstsd=NULL;
  1570. nullpo_ret(src);
  1571. nullpo_ret(bl);
  1572. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1573. sd = BL_CAST(BL_PC, src);
  1574. dstsd = BL_CAST(BL_PC, bl);
  1575. if(dstsd && attack_type&BF_WEAPON)
  1576. { //Counter effects.
  1577. enum sc_type type;
  1578. int i, time;
  1579. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1580. {
  1581. rate = dstsd->addeff2[i].rate;
  1582. if (attack_type&BF_LONG)
  1583. rate+=dstsd->addeff2[i].arrow_rate;
  1584. if (!rate) continue;
  1585. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1586. { //Trigger has range consideration.
  1587. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1588. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1589. continue; //Range Failed.
  1590. }
  1591. type = dstsd->addeff2[i].id;
  1592. time = skill_get_time2(status_sc2skill(type),7);
  1593. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1594. status_change_start(src,type,rate,7,0,0,0,time,0);
  1595. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1596. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1597. }
  1598. }
  1599. switch(skill_id){
  1600. case MO_EXTREMITYFIST:
  1601. sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1602. break;
  1603. case GS_FULLBUSTER:
  1604. sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1605. break;
  1606. case HFLI_SBR44: //[orn]
  1607. case HVAN_EXPLOSION:
  1608. if(src->type == BL_HOM){
  1609. TBL_HOM *hd = (TBL_HOM*)src;
  1610. hd->homunculus.intimacy = 200;
  1611. if (hd->master)
  1612. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1613. }
  1614. break;
  1615. case CR_GRANDCROSS:
  1616. case NPC_GRANDDARKNESS:
  1617. attack_type |= BF_WEAPON;
  1618. break;
  1619. }
  1620. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1621. rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1622. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1623. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1624. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1625. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1626. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1627. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1628. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1629. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1630. }
  1631. if( sd && status_isdead(bl) ) {
  1632. int sp = 0, hp = 0;
  1633. if( attack_type&BF_WEAPON ) {
  1634. sp += sd->bonus.sp_gain_value;
  1635. sp += sd->sp_gain_race[status_get_race(bl)];
  1636. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1637. hp += sd->bonus.hp_gain_value;
  1638. }
  1639. if( attack_type&BF_MAGIC ) {
  1640. sp += sd->bonus.magic_sp_gain_value;
  1641. hp += sd->bonus.magic_hp_gain_value;
  1642. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1643. struct status_change *sc = NULL;
  1644. if( ( sc = status_get_sc(src) ) ) {
  1645. if(sc->data[SC_SPIRIT] &&
  1646. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1647. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1648. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1649. }
  1650. }
  1651. }
  1652. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1653. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1654. }
  1655. }
  1656. // Trigger counter-spells to retaliate against damage causing skills.
  1657. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1658. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1659. {
  1660. struct block_list *tbl;
  1661. struct unit_data *ud;
  1662. int i, skill_id, skill_lv, rate, type, notok;
  1663. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1664. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1665. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1666. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1667. continue; // one or more trigger conditions were not fulfilled
  1668. skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1669. skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1670. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1671. rate = dstsd->autospell2[i].rate;
  1672. if (attack_type&BF_LONG)
  1673. rate>>=1;
  1674. dstsd->state.autocast = 1;
  1675. notok = skillnotok(skill_id, dstsd);
  1676. dstsd->state.autocast = 0;
  1677. if ( notok )
  1678. continue;
  1679. if (rnd()%1000 >= rate)
  1680. continue;
  1681. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1682. if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
  1683. int maxcount = 0;
  1684. if( !(BL_PC&battle_config.skill_reiteration) &&
  1685. skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
  1686. skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1687. ) {
  1688. continue;
  1689. }
  1690. if( BL_PC&battle_config.skill_nofootset &&
  1691. skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
  1692. skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1693. ) {
  1694. continue;
  1695. }
  1696. if( BL_PC&battle_config.land_skill_limit &&
  1697. (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
  1698. ) {
  1699. int v;
  1700. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1701. if(dstsd->ud.skillunit[v]->skill_id == skill_id)
  1702. maxcount--;
  1703. }
  1704. if( maxcount == 0 ) {
  1705. continue;
  1706. }
  1707. }
  1708. }
  1709. if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1710. continue;
  1711. dstsd->state.autocast = 1;
  1712. skill_consume_requirement(dstsd,skill_id,skill_lv,1);
  1713. switch (type) {
  1714. case CAST_GROUND:
  1715. skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
  1716. break;
  1717. case CAST_NODAMAGE:
  1718. skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1719. break;
  1720. case CAST_DAMAGE:
  1721. skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1722. break;
  1723. }
  1724. dstsd->state.autocast = 0;
  1725. //Set canact delay. [Skotlex]
  1726. ud = unit_bl2ud(bl);
  1727. if (ud) {
  1728. rate = skill_delayfix(bl, skill_id, skill_lv);
  1729. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1730. ud->canact_tick = tick+rate;
  1731. if ( battle_config.display_status_timers && dstsd )
  1732. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1733. }
  1734. }
  1735. }
  1736. }
  1737. //Autobonus when attacked
  1738. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) )
  1739. {
  1740. int i;
  1741. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1742. {
  1743. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1744. continue;
  1745. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1746. continue;
  1747. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1748. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1749. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1750. continue; // one or more trigger conditions were not fulfilled
  1751. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1752. }
  1753. }
  1754. return 0;
  1755. }
  1756. /*=========================================================================
  1757. Breaks equipment. On-non players causes the corresponding strip effect.
  1758. - rate goes from 0 to 10000 (100.00%)
  1759. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1760. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1761. --------------------------------------------------------------------------*/
  1762. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1763. {
  1764. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1765. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1766. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1767. struct status_change *sc = status_get_sc(bl);
  1768. int i,j;
  1769. TBL_PC *sd;
  1770. sd = BL_CAST(BL_PC, bl);
  1771. if (sc && !sc->count)
  1772. sc = NULL;
  1773. if (sd) {
  1774. if (sd->bonus.unbreakable_equip)
  1775. where &= ~sd->bonus.unbreakable_equip;
  1776. if (sd->bonus.unbreakable)
  1777. rate -= rate*sd->bonus.unbreakable/100;
  1778. if (where&EQP_WEAPON) {
  1779. switch (sd->status.weapon) {
  1780. case W_FIST: //Bare fists should not break :P
  1781. case W_1HAXE:
  1782. case W_2HAXE:
  1783. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1784. case W_2HMACE:
  1785. case W_STAFF:
  1786. case W_2HSTAFF:
  1787. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1788. case W_HUUMA:
  1789. where &= ~EQP_WEAPON;
  1790. }
  1791. }
  1792. }
  1793. if (flag&BCT_ENEMY) {
  1794. if (battle_config.equip_skill_break_rate != 100)
  1795. rate = rate*battle_config.equip_skill_break_rate/100;
  1796. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1797. if (battle_config.equip_self_break_rate != 100)
  1798. rate = rate*battle_config.equip_self_break_rate/100;
  1799. }
  1800. for (i = 0; i < 4; i++) {
  1801. if (where&where_list[i]) {
  1802. if (sc && sc->count && sc->data[scdef[i]])
  1803. where&=~where_list[i];
  1804. else if (rnd()%10000 >= rate)
  1805. where&=~where_list[i];
  1806. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1807. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1808. }
  1809. }
  1810. if (!where) //Nothing to break.
  1811. return 0;
  1812. if (sd) {
  1813. for (i = 0; i < EQI_MAX; i++) {
  1814. j = sd->equip_index[i];
  1815. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1816. continue;
  1817. switch(i) {
  1818. case EQI_HEAD_TOP: //Upper Head
  1819. flag = (where&EQP_HELM);
  1820. break;
  1821. case EQI_ARMOR: //Body
  1822. flag = (where&EQP_ARMOR);
  1823. break;
  1824. case EQI_HAND_R: //Left/Right hands
  1825. case EQI_HAND_L:
  1826. flag = (
  1827. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1828. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1829. break;
  1830. case EQI_SHOES:
  1831. flag = (where&EQP_SHOES);
  1832. break;
  1833. case EQI_GARMENT:
  1834. flag = (where&EQP_GARMENT);
  1835. break;
  1836. default:
  1837. continue;
  1838. }
  1839. if (flag) {
  1840. sd->status.inventory[j].attribute = 1;
  1841. pc_unequipitem(sd, j, 3);
  1842. }
  1843. }
  1844. clif_equiplist(sd);
  1845. }
  1846. return where; //Return list of pieces broken.
  1847. }
  1848. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1849. {
  1850. struct status_change *sc;
  1851. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1852. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1853. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
  1854. int i;
  1855. if (rnd()%100 >= rate)
  1856. return 0;
  1857. sc = status_get_sc(bl);
  1858. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1859. return 0;
  1860. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1861. if (where&pos[i] && sc->data[sc_def[i]])
  1862. where&=~pos[i];
  1863. }
  1864. if (!where) return 0;
  1865. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1866. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1867. where&=~pos[i];
  1868. }
  1869. return where?1:0;
  1870. }
  1871. //Early declaration
  1872. static int skill_area_temp[8];
  1873. /*=========================================================================
  1874. Used to knock back players, monsters, traps, etc
  1875. - 'count' is the number of squares to knock back
  1876. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1877. - if 'flag&0x1', position update packets must not be sent.
  1878. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1879. -------------------------------------------------------------------------*/
  1880. int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag)
  1881. {
  1882. int dx = 0, dy = 0;
  1883. struct skill_unit* su = NULL;
  1884. nullpo_ret(src);
  1885. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1886. return 0; //No knocking back in WoE
  1887. if (count == 0)
  1888. return 0; //Actual knockback distance is 0.
  1889. switch (target->type) {
  1890. case BL_MOB: {
  1891. struct mob_data* md = BL_CAST(BL_MOB, target);
  1892. if( md->class_ == MOBID_EMPERIUM )
  1893. return 0;
  1894. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1895. return 0;
  1896. }
  1897. break;
  1898. case BL_PC: {
  1899. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1900. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1901. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1902. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  1903. return 0;
  1904. }
  1905. break;
  1906. case BL_SKILL:
  1907. su = (struct skill_unit *)target;
  1908. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  1909. return 0; // ankle snare cannot be knocked back
  1910. break;
  1911. }
  1912. if (dir == -1) // <optimized>: do the computation here instead of outside
  1913. dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1914. if (dir >= 0 && dir < 8)
  1915. { // take the reversed 'direction' and reverse it
  1916. dx = -dirx[dir];
  1917. dy = -diry[dir];
  1918. }
  1919. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  1920. }
  1921. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1922. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1923. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1924. {
  1925. struct status_change *sc = status_get_sc(bl);
  1926. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1927. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  1928. return 0;
  1929. // item-based reflection
  1930. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  1931. return 1;
  1932. if( is_boss(src) )
  1933. return 0;
  1934. // status-based reflection
  1935. if( !sc || sc->count == 0 )
  1936. return 0;
  1937. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1938. return 1;
  1939. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1940. {// Kaite only works against non-players if they are low-level.
  1941. clif_specialeffect(bl, 438, AREA);
  1942. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1943. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1944. return 2;
  1945. }
  1946. return 0;
  1947. }
  1948. /*
  1949. * =========================================================================
  1950. * Does a skill attack with the given properties.
  1951. * src is the master behind the attack (player/mob/pet)
  1952. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1953. * bl is the target to be attacked.
  1954. * flag can hold a bunch of information:
  1955. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1956. * (usually holds number of targets, or just 1 for simple splash attacks)
  1957. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1958. * packet shouldn't display a skill animation)
  1959. * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
  1960. * client (causes player characters to not scream skill name)
  1961. *-------------------------------------------------------------------------*/
  1962. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  1963. {
  1964. struct Damage dmg;
  1965. struct status_data *sstatus, *tstatus;
  1966. struct status_change *sc;
  1967. struct map_session_data *sd, *tsd;
  1968. int type,damage,rdamage=0;
  1969. int8 rmdamage=0;//magic reflected
  1970. if(skill_id > 0 && !skill_lv) return 0;
  1971. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1972. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1973. nullpo_ret(bl); //Target to be attacked.
  1974. if (src != dsrc) {
  1975. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1976. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  1977. return 0;
  1978. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  1979. //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]
  1980. if (!status_check_skilluse(src, bl, skill_id, 2))
  1981. return 0;
  1982. }
  1983. sd = BL_CAST(BL_PC, src);
  1984. tsd = BL_CAST(BL_PC, bl);
  1985. sstatus = status_get_status_data(src);
  1986. tstatus = status_get_status_data(bl);
  1987. sc= status_get_sc(bl);
  1988. if (sc && !sc->count) sc = NULL; //Don't need it.
  1989. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1990. if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1991. return 0;
  1992. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1993. if (sc && sc->data[SC_TRICKDEAD])
  1994. return 0;
  1995. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  1996. //Skotlex: Adjusted to the new system
  1997. if(src->type==BL_PET)
  1998. { // [Valaris]
  1999. struct pet_data *pd = (TBL_PET*)src;
  2000. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id)
  2001. {
  2002. int element = skill_get_ele(skill_id, skill_lv);
  2003. /*if (skill_id == -1) Does it ever worked?
  2004. element = sstatus->rhw.ele;*/
  2005. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2006. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2007. else
  2008. dmg.damage= skill_lv;
  2009. dmg.damage2=0;
  2010. dmg.div_= pd->a_skill->div_;
  2011. }
  2012. }
  2013. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2014. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2015. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2016. { //Magic reflection, switch caster/target
  2017. struct block_list *tbl = bl;
  2018. rmdamage = 1;
  2019. bl = src;
  2020. src = tbl;
  2021. sd = BL_CAST(BL_PC, src);
  2022. tsd = BL_CAST(BL_PC, bl);
  2023. sc = status_get_sc(bl);
  2024. if (sc && !sc->count)
  2025. sc = NULL; //Don't need it.
  2026. /* bugreport:2564 flag&2 disables double casting trigger */
  2027. flag |= 2;
  2028. //Spirit of Wizard blocks Kaite's reflection
  2029. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2030. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2031. type = tsd?pc_search_inventory (tsd, 7321):0;
  2032. if (type >= 0) {
  2033. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2034. dmg.damage = dmg.damage2 = 0;
  2035. dmg.dmg_lv = ATK_MISS;
  2036. sc->data[SC_SPIRIT]->val3 = skill_id;
  2037. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  2038. }
  2039. }
  2040. /**
  2041. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2042. **/
  2043. #if MAGIC_REFLECTION_TYPE
  2044. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  2045. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skill_id,skill_lv,flag&0xFFF);
  2046. #endif
  2047. }
  2048. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  2049. int sp = skill_get_sp(skill_id,skill_lv);
  2050. dmg.damage = dmg.damage2 = 0;
  2051. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2052. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  2053. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2054. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2055. status_heal(bl, 0, sp, 2);
  2056. }
  2057. }
  2058. damage = dmg.damage + dmg.damage2;
  2059. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2060. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2061. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2062. damage = 1;
  2063. if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) ) ))
  2064. || (sc && sc->data[SC_REFLECTDAMAGE])) )
  2065. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skill_id);
  2066. if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2067. struct block_list *nbl = NULL;
  2068. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2069. if( nbl ){ // Only one target is chosen.
  2070. damage = damage / 2; // Deflect half of the damage to a target nearby
  2071. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2072. }
  2073. }
  2074. //Skill hit type
  2075. type=(skill_id==0)?5:skill_get_hit(skill_id);
  2076. if(damage < dmg.div_
  2077. //Only skills that knockback even when they miss. [Skotlex]
  2078. && skill_id != CH_PALMSTRIKE)
  2079. dmg.blewcount = 0;
  2080. if(skill_id == CR_GRANDCROSS||skill_id == NPC_GRANDDARKNESS) {
  2081. if(battle_config.gx_disptype) dsrc = src;
  2082. if(src == bl) type = 4;
  2083. else flag|=SD_ANIMATION;
  2084. }
  2085. if(skill_id == NJ_TATAMIGAESHI) {
  2086. dsrc = src; //For correct knockback.
  2087. flag|=SD_ANIMATION;
  2088. }
  2089. if(sd) {
  2090. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  2091. struct status_change_entry *sce;
  2092. if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex]
  2093. switch (skill_id) {
  2094. case TK_TURNKICK:
  2095. case TK_STORMKICK:
  2096. case TK_DOWNKICK:
  2097. case TK_COUNTER:
  2098. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2099. sce->val1 = skill_id; //Update combo-skill
  2100. sce->val3 = skill_id;
  2101. if( sce->timer != INVALID_TIMER )
  2102. delete_timer(sce->timer, status_change_timer);
  2103. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2104. break;
  2105. }
  2106. unit_cancel_combo(src); // Cancel combo wait
  2107. break;
  2108. default:
  2109. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2110. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2111. }
  2112. }
  2113. switch(skill_id) {
  2114. case MO_TRIPLEATTACK:
  2115. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2116. flag=1;
  2117. break;
  2118. case MO_CHAINCOMBO:
  2119. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2120. flag=1;
  2121. break;
  2122. case MO_COMBOFINISH:
  2123. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2124. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2125. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2126. flag=1;
  2127. case CH_TIGERFIST:
  2128. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2129. flag=1;
  2130. case CH_CHAINCRUSH:
  2131. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2132. flag=1;
  2133. break;
  2134. case AC_DOUBLE:
  2135. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2136. {
  2137. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  2138. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  2139. clif_combo_delay(src,2000);
  2140. }
  2141. break;
  2142. case TK_COUNTER:
  2143. { //bonus from SG_FRIEND [Komurka]
  2144. int level;
  2145. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2146. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2147. }
  2148. break;
  2149. case SL_STIN:
  2150. case SL_STUN:
  2151. if (skill_lv >= 7 && !sd->sc.data[SC_SMA])
  2152. sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2153. break;
  2154. case GS_FULLBUSTER:
  2155. //Can't attack nor use items until skill's delay expires. [Skotlex]
  2156. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2157. break;
  2158. case SR_DRAGONCOMBO:
  2159. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2160. flag = 1;
  2161. break;
  2162. case SR_FALLENEMPIRE:
  2163. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2164. flag = 1;
  2165. break;
  2166. } //Switch End
  2167. if (flag) { //Possible to chain
  2168. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  2169. if (flag < 1) flag = 1;
  2170. sc_start2(src,SC_COMBO,100,skill_id,bl->id,flag);
  2171. clif_combo_delay(src, flag);
  2172. }
  2173. }
  2174. //Display damage.
  2175. switch( skill_id )
  2176. {
  2177. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2178. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2179. break;
  2180. //Skills that need be passed as a normal attack for the client to display correctly.
  2181. case HVAN_EXPLOSION:
  2182. case NPC_SELFDESTRUCTION:
  2183. if(src->type==BL_PC)
  2184. dmg.blewcount = 10;
  2185. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2186. // fall through
  2187. case KN_AUTOCOUNTER:
  2188. case NPC_CRITICALSLASH:
  2189. case TF_DOUBLE:
  2190. case GS_CHAINACTION:
  2191. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2192. break;
  2193. case AS_SPLASHER:
  2194. if( flag&SD_ANIMATION ) // the surrounding targets
  2195. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2196. else // the central target doesn't display an animation
  2197. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2198. break;
  2199. case WL_HELLINFERNO:
  2200. case SR_EARTHSHAKER:
  2201. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2202. break;
  2203. case WL_SOULEXPANSION:
  2204. case WL_COMET:
  2205. case KO_MUCHANAGE:
  2206. case NJ_HUUMA:
  2207. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2208. break;
  2209. case WL_CHAINLIGHTNING_ATK:
  2210. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2211. break;
  2212. case LG_OVERBRAND_BRANDISH:
  2213. case LG_OVERBRAND_PLUSATK:
  2214. case EL_FIRE_BOMB:
  2215. case EL_FIRE_BOMB_ATK:
  2216. case EL_FIRE_WAVE:
  2217. case EL_FIRE_WAVE_ATK:
  2218. case EL_FIRE_MANTLE:
  2219. case EL_CIRCLE_OF_FIRE:
  2220. case EL_FIRE_ARROW:
  2221. case EL_ICE_NEEDLE:
  2222. case EL_WATER_SCREW:
  2223. case EL_WATER_SCREW_ATK:
  2224. case EL_WIND_SLASH:
  2225. case EL_TIDAL_WEAPON:
  2226. case EL_ROCK_CRUSHER:
  2227. case EL_ROCK_CRUSHER_ATK:
  2228. case EL_HURRICANE:
  2229. case EL_HURRICANE_ATK:
  2230. case KO_BAKURETSU:
  2231. case GN_CRAZYWEED_ATK:
  2232. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2233. break;
  2234. case GN_SLINGITEM_RANGEMELEEATK:
  2235. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2236. break;
  2237. case EL_STONE_RAIN:
  2238. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2239. break;
  2240. case WM_SEVERE_RAINSTORM_MELEE:
  2241. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skill_lv,5);
  2242. break;
  2243. case WM_REVERBERATION_MELEE:
  2244. case WM_REVERBERATION_MAGIC:
  2245. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2246. break;
  2247. case HT_CLAYMORETRAP:
  2248. case HT_BLASTMINE:
  2249. case HT_FLASHER:
  2250. case HT_FREEZINGTRAP:
  2251. case RA_CLUSTERBOMB:
  2252. case RA_FIRINGTRAP:
  2253. case RA_ICEBOUNDTRAP:
  2254. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2255. if( dsrc != src ) // avoid damage display redundancy
  2256. break;
  2257. case HT_LANDMINE:
  2258. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2259. break;
  2260. case WZ_SIGHTBLASTER:
  2261. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2262. break;
  2263. case AB_DUPLELIGHT_MELEE:
  2264. case AB_DUPLELIGHT_MAGIC:
  2265. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2266. default:
  2267. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2268. type = 5;
  2269. if( bl->type == BL_SKILL ){
  2270. TBL_SKILL *su = (TBL_SKILL*)bl;
  2271. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2272. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2273. }
  2274. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2275. break;
  2276. }
  2277. map_freeblock_lock();
  2278. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2279. && pc_checkskill(tsd,RG_PLAGIARISM)
  2280. && (!sc || !sc->data[SC_PRESERVE])
  2281. && damage < tsd->battle_status.hp)
  2282. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2283. int copy_skill = skill_id;
  2284. /**
  2285. * Copy Referal: dummy skills should point to their source upon copying
  2286. **/
  2287. switch( skill_id ) {
  2288. case AB_DUPLELIGHT_MELEE:
  2289. case AB_DUPLELIGHT_MAGIC:
  2290. copy_skill = AB_DUPLELIGHT;
  2291. break;
  2292. case WL_CHAINLIGHTNING_ATK:
  2293. copy_skill = WL_CHAINLIGHTNING;
  2294. break;
  2295. case WM_REVERBERATION_MELEE:
  2296. case WM_REVERBERATION_MAGIC:
  2297. copy_skill = WM_REVERBERATION;
  2298. break;
  2299. case WM_SEVERE_RAINSTORM_MELEE:
  2300. copy_skill = WM_SEVERE_RAINSTORM;
  2301. break;
  2302. case GN_CRAZYWEED_ATK:
  2303. copy_skill = GN_CRAZYWEED;
  2304. break;
  2305. case GN_HELLS_PLANT_ATK:
  2306. copy_skill = GN_HELLS_PLANT;
  2307. break;
  2308. case LG_OVERBRAND_BRANDISH:
  2309. case LG_OVERBRAND_PLUSATK:
  2310. copy_skill = LG_OVERBRAND;
  2311. break;
  2312. }
  2313. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  2314. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  2315. {
  2316. int lv;
  2317. if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
  2318. //Level dependent and limitation.
  2319. lv = min(lv,skill_get_max(copy_skill));
  2320. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2321. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2322. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2323. tsd->status.skill[tsd->reproduceskill_id].flag = 0;
  2324. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2325. }
  2326. tsd->reproduceskill_id = copy_skill;
  2327. pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
  2328. pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
  2329. tsd->status.skill[copy_skill].id = copy_skill;
  2330. tsd->status.skill[copy_skill].lv = lv;
  2331. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2332. clif_addskill(tsd,copy_skill);
  2333. } else {
  2334. lv = skill_lv;
  2335. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2336. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2337. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2338. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2339. clif_deleteskill(tsd,tsd->cloneskill_id);
  2340. }
  2341. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2342. lv = type;
  2343. tsd->cloneskill_id = copy_skill;
  2344. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2345. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2346. tsd->status.skill[skill_id].id = copy_skill;
  2347. tsd->status.skill[skill_id].lv = lv;
  2348. tsd->status.skill[skill_id].flag = SKILL_FLAG_PLAGIARIZED;
  2349. clif_addskill(tsd,skill_id);
  2350. }
  2351. }
  2352. }
  2353. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2354. { //Skills with can't walk delay also stop normal attacking for that
  2355. //duration when the attack connects. [Skotlex]
  2356. struct unit_data *ud = unit_bl2ud(src);
  2357. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2358. ud->attackabletime = tick + type;
  2359. }
  2360. if( !dmg.amotion )
  2361. { //Instant damage
  2362. if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
  2363. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2364. if( !status_isdead(bl) )
  2365. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2366. if( damage > 0 ) //Counter status effects [Skotlex]
  2367. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2368. }
  2369. // Hell Inferno burning status only starts if Fire part hits.
  2370. if( skill_id == WL_HELLINFERNO && dmg.damage > 0 )
  2371. sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  2372. // Apply knock back chance in SC_TRIANGLESHOT skill.
  2373. else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) )
  2374. dmg.blewcount = 0;
  2375. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2376. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2377. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2378. int8 dir = -1; // default
  2379. switch(skill_id) {//direction
  2380. case MG_FIREWALL:
  2381. case PR_SANCTUARY:
  2382. case SC_TRIANGLESHOT:
  2383. case LG_OVERBRAND:
  2384. case SR_KNUCKLEARROW:
  2385. case GN_WALLOFTHORN:
  2386. case EL_FIRE_MANTLE:
  2387. dir = unit_getdir(bl);// backwards
  2388. break;
  2389. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2390. case WZ_STORMGUST:
  2391. dir = rand()%8;
  2392. break;
  2393. case WL_CRIMSONROCK:
  2394. dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2395. break;
  2396. }
  2397. //blown-specific handling
  2398. switch( skill_id ) {
  2399. case LG_OVERBRAND:
  2400. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) ) {
  2401. short dir_x, dir_y;
  2402. dir_x = dirx[(dir+4)%8];
  2403. dir_y = diry[(dir+4)%8];
  2404. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2405. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2406. } else
  2407. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2408. break;
  2409. case SR_KNUCKLEARROW:
  2410. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
  2411. short dir_x, dir_y;
  2412. dir_x = dirx[(dir+4)%8];
  2413. dir_y = diry[(dir+4)%8];
  2414. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2415. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2416. }
  2417. break;
  2418. case GN_WALLOFTHORN:
  2419. unit_stop_walking(bl,1);
  2420. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
  2421. clif_fixpos(bl);
  2422. break;
  2423. default:
  2424. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
  2425. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2426. TBL_SKILL *su = (TBL_SKILL*)bl;
  2427. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2428. skill_blown(src, bl, 3, -1, 0);
  2429. }
  2430. break;
  2431. }
  2432. }
  2433. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2434. if (dmg.amotion)
  2435. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion);
  2436. if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE )
  2437. {
  2438. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2439. struct block_list *d_bl = map_id2bl(sce->val1);
  2440. if( d_bl && (
  2441. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2442. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2443. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2444. {
  2445. if(!rmdamage){
  2446. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2447. status_fix_damage(NULL,d_bl, damage, 0);
  2448. }
  2449. else{//Reflected magics are done directly on the target not on paladin
  2450. //This check is only for magical skill.
  2451. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2452. clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
  2453. status_fix_damage(bl,bl, damage, 0);
  2454. }
  2455. }
  2456. else {
  2457. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2458. if( !dmg.amotion )
  2459. status_fix_damage(src,bl,damage,dmg.dmotion);
  2460. }
  2461. }
  2462. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2463. if( skill_id == RG_INTIMIDATE ) {
  2464. int rate = 50 + skill_lv * 5;
  2465. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2466. if(rnd()%100 < rate)
  2467. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2468. } else if( skill_id == SC_FATALMENACE )
  2469. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2470. }
  2471. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2472. dmg.flag |= BF_WEAPON;
  2473. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2474. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH)) ) )
  2475. {
  2476. if (battle_config.left_cardfix_to_right)
  2477. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2478. else
  2479. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2480. }
  2481. if( rdamage > 0 ) {
  2482. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2483. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2484. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2485. } else {
  2486. if( dmg.amotion )
  2487. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  2488. else
  2489. status_fix_damage(bl,src,rdamage,0);
  2490. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
  2491. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2492. if( tsd && src != bl )
  2493. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2494. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2495. }
  2496. }
  2497. if( damage > 0 ) {
  2498. /**
  2499. * Post-damage effects
  2500. **/
  2501. switch( skill_id ) {
  2502. case RK_CRUSHSTRIKE:
  2503. skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2504. break;
  2505. case GC_VENOMPRESSURE: {
  2506. struct status_change *ssc = status_get_sc(src);
  2507. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2508. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2509. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2510. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2511. }
  2512. }
  2513. break;
  2514. case WM_METALICSOUND:
  2515. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2516. break;
  2517. case SR_TIGERCANNON:
  2518. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2519. break;
  2520. }
  2521. if( sd )
  2522. skill_onskillusage(sd, bl, skill_id, tick);
  2523. }
  2524. if (!(flag&2) &&
  2525. (
  2526. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2527. ) &&
  2528. (sc = status_get_sc(src)) &&
  2529. sc->data[SC_DOUBLECAST] &&
  2530. rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2531. {
  2532. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2533. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2534. }
  2535. map_freeblock_unlock();
  2536. return damage;
  2537. }
  2538. /*==========================================
  2539. * sub fonction for recursive skill call.
  2540. * Checking bl battle flag and display dammage
  2541. * then call func with source,target,skill_id,skill_lv,tick,flag
  2542. *------------------------------------------*/
  2543. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2544. int skill_area_sub (struct block_list *bl, va_list ap)
  2545. {
  2546. struct block_list *src;
  2547. uint16 skill_id,skill_lv;
  2548. int flag;
  2549. unsigned int tick;
  2550. SkillFunc func;
  2551. nullpo_ret(bl);
  2552. src=va_arg(ap,struct block_list *);
  2553. skill_id=va_arg(ap,int);
  2554. skill_lv=va_arg(ap,int);
  2555. tick=va_arg(ap,unsigned int);
  2556. flag=va_arg(ap,int);
  2557. func=va_arg(ap,SkillFunc);
  2558. if(battle_check_target(src,bl,flag) > 0)
  2559. {
  2560. // several splash skills need this initial dummy packet to display correctly
  2561. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2562. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2563. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2564. skill_area_temp[2]++;
  2565. return func(src,bl,skill_id,skill_lv,tick,flag);
  2566. }
  2567. return 0;
  2568. }
  2569. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2570. {
  2571. struct skill_unit *unit;
  2572. uint16 skill_id,g_skill_id;
  2573. unit = (struct skill_unit *)bl;
  2574. if(bl->prev == NULL || bl->type != BL_SKILL)
  2575. return 0;
  2576. if(!unit->alive)
  2577. return 0;
  2578. skill_id = va_arg(ap,int);
  2579. g_skill_id = unit->group->skill_id;
  2580. switch (skill_id) {
  2581. case MH_STEINWAND:
  2582. case MG_SAFETYWALL:
  2583. case AL_PNEUMA:
  2584. case SC_MAELSTROM:
  2585. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  2586. return 0;
  2587. break;
  2588. case AL_WARP:
  2589. case HT_SKIDTRAP:
  2590. case MA_SKIDTRAP:
  2591. case HT_LANDMINE:
  2592. case MA_LANDMINE:
  2593. case HT_ANKLESNARE:
  2594. case HT_SHOCKWAVE:
  2595. case HT_SANDMAN:
  2596. case MA_SANDMAN:
  2597. case HT_FLASHER:
  2598. case HT_FREEZINGTRAP:
  2599. case MA_FREEZINGTRAP:
  2600. case HT_BLASTMINE:
  2601. case HT_CLAYMORETRAP:
  2602. case HT_TALKIEBOX:
  2603. case HP_BASILICA:
  2604. case RA_ELECTRICSHOCKER:
  2605. case RA_CLUSTERBOMB:
  2606. case RA_MAGENTATRAP:
  2607. case RA_COBALTTRAP:
  2608. case RA_MAIZETRAP:
  2609. case RA_VERDURETRAP:
  2610. case RA_FIRINGTRAP:
  2611. case RA_ICEBOUNDTRAP:
  2612. case SC_DIMENSIONDOOR:
  2613. case SC_BLOODYLUST:
  2614. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2615. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  2616. return 0;
  2617. break;
  2618. default: //Avoid stacking with same kind of trap. [Skotlex]
  2619. if (g_skill_id != skill_id)
  2620. return 0;
  2621. break;
  2622. }
  2623. return 1;
  2624. }
  2625. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2626. {
  2627. //Non players do not check for the skill's splash-trigger area.
  2628. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  2629. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2630. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2631. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2632. return 0;
  2633. }
  2634. range += layout_type;
  2635. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  2636. }
  2637. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2638. {
  2639. uint16 skill_id;
  2640. if(bl->prev == NULL)
  2641. return 0;
  2642. skill_id = va_arg(ap,int);
  2643. if( status_isdead(bl) && skill_id != AL_WARP )
  2644. return 0;
  2645. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  2646. return 0;
  2647. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2648. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2649. return 1;
  2650. }
  2651. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2652. {
  2653. int range, type;
  2654. switch (skill_id) { // to be expanded later
  2655. case WZ_ICEWALL:
  2656. range = 2;
  2657. break;
  2658. default:
  2659. {
  2660. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2661. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2662. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2663. return 0;
  2664. }
  2665. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  2666. }
  2667. break;
  2668. }
  2669. // if the caster is a monster/NPC, only check for players
  2670. // otherwise just check characters
  2671. if (bl->type == BL_PC)
  2672. type = BL_CHAR;
  2673. else
  2674. type = BL_PC;
  2675. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2676. x - range, y - range, x + range, y + range,
  2677. type, skill_id);
  2678. }
  2679. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2680. {
  2681. if(id == sd->bl.id && battle_config.guild_aura&16)
  2682. return 0; // Do not affect guild leader
  2683. if (sd->sc.data[SC_GUILDAURA]) {
  2684. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2685. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2686. sce->val3 = strvit;
  2687. sce->val4 = agidex;
  2688. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2689. }
  2690. return 0;
  2691. }
  2692. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2693. return 1;
  2694. }
  2695. /*==========================================
  2696. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2697. * Flag:
  2698. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2699. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2700. *------------------------------------------*/
  2701. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2702. {
  2703. struct status_data *status;
  2704. struct map_session_data *sd = NULL;
  2705. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  2706. uint16 idx;
  2707. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2708. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2709. return 0;
  2710. nullpo_ret(bl);
  2711. switch( bl->type )
  2712. {
  2713. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2714. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2715. }
  2716. status = status_get_status_data(bl);
  2717. if( (idx = skill_get_index(skill)) == 0 )
  2718. return 0;
  2719. // Requeriments
  2720. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2721. {
  2722. itemid[i] = skill_db[idx].itemid[i];
  2723. amount[i] = skill_db[idx].amount[i];
  2724. }
  2725. hp = skill_db[idx].hp[lv-1];
  2726. sp = skill_db[idx].sp[lv-1];
  2727. hp_rate = skill_db[idx].hp_rate[lv-1];
  2728. sp_rate = skill_db[idx].sp_rate[lv-1];
  2729. state = skill_db[idx].state;
  2730. if( (mhp = skill_db[idx].mhp[lv-1]) > 0 )
  2731. hp += (status->max_hp * mhp) / 100;
  2732. if( hp_rate > 0 )
  2733. hp += (status->hp * hp_rate) / 100;
  2734. else
  2735. hp += (status->max_hp * (-hp_rate)) / 100;
  2736. if( sp_rate > 0 )
  2737. sp += (status->sp * sp_rate) / 100;
  2738. else
  2739. sp += (status->max_sp * (-sp_rate)) / 100;
  2740. if( bl->type == BL_HOM )
  2741. { // Intimacy Requeriments
  2742. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2743. switch( skill )
  2744. {
  2745. case HFLI_SBR44:
  2746. if( hd->homunculus.intimacy <= 200 )
  2747. return 0;
  2748. break;
  2749. case HVAN_EXPLOSION:
  2750. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2751. return 0;
  2752. break;
  2753. }
  2754. }
  2755. if( !(type&2) )
  2756. {
  2757. if( hp > 0 && status->hp <= (unsigned int)hp )
  2758. {
  2759. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2760. return 0;
  2761. }
  2762. if( sp > 0 && status->sp <= (unsigned int)sp )
  2763. {
  2764. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2765. return 0;
  2766. }
  2767. }
  2768. if( !type )
  2769. switch( state )
  2770. {
  2771. case ST_MOVE_ENABLE:
  2772. if( !unit_can_move(bl) )
  2773. {
  2774. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2775. return 0;
  2776. }
  2777. break;
  2778. }
  2779. if( !(type&1) )
  2780. return 1;
  2781. // Check item existences
  2782. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2783. {
  2784. index[i] = -1;
  2785. if( itemid[i] < 1 ) continue; // No item
  2786. index[i] = pc_search_inventory(sd, itemid[i]);
  2787. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2788. {
  2789. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2790. return 0;
  2791. }
  2792. }
  2793. // Consume items
  2794. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2795. {
  2796. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2797. }
  2798. if( type&2 )
  2799. return 1;
  2800. if( sp || hp )
  2801. status_zap(bl, hp, sp);
  2802. return 1;
  2803. }
  2804. /*==========================================
  2805. *
  2806. *------------------------------------------*/
  2807. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2808. {
  2809. return 1;
  2810. }
  2811. /*==========================================
  2812. *
  2813. *------------------------------------------*/
  2814. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2815. {
  2816. struct block_list *src = map_id2bl(id),*target;
  2817. struct unit_data *ud = unit_bl2ud(src);
  2818. struct skill_timerskill *skl = NULL;
  2819. int range;
  2820. nullpo_ret(src);
  2821. nullpo_ret(ud);
  2822. skl = ud->skilltimerskill[data];
  2823. nullpo_ret(skl);
  2824. ud->skilltimerskill[data] = NULL;
  2825. do {
  2826. if(src->prev == NULL)
  2827. break; // Source not on Map
  2828. if(skl->target_id) {
  2829. target = map_id2bl(skl->target_id);
  2830. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2831. target = src; //Required since it has to warp.
  2832. if(target == NULL)
  2833. break; // Target offline?
  2834. if(target->prev == NULL)
  2835. break; // Target not on Map
  2836. if(src->m != target->m)
  2837. break; // Different Maps
  2838. if(status_isdead(src))
  2839. break; // Caster is Dead
  2840. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2841. break;
  2842. switch(skl->skill_id) {
  2843. case RG_INTIMIDATE:
  2844. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2845. short x,y;
  2846. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2847. if (target != src && !status_isdead(target))
  2848. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2849. }
  2850. break;
  2851. case BA_FROSTJOKER:
  2852. case DC_SCREAM:
  2853. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2854. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2855. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2856. break;
  2857. case NPC_EARTHQUAKE:
  2858. if( skl->type > 1 )
  2859. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2860. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2861. skill_area_temp[1] = src->id;
  2862. skill_area_temp[2] = 0;
  2863. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2864. break;
  2865. case WZ_WATERBALL:
  2866. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2867. if (!status_isdead(target))
  2868. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2869. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  2870. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2871. } else {
  2872. struct status_change *sc = status_get_sc(src);
  2873. if(sc) {
  2874. if(sc->data[SC_SPIRIT] &&
  2875. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2876. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2877. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2878. }
  2879. }
  2880. break;
  2881. /**
  2882. * Warlock
  2883. **/
  2884. case WL_CHAINLIGHTNING_ATK:
  2885. {
  2886. struct block_list *nbl = NULL; // Next Target of Chain
  2887. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2888. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2889. if( skl->type > 1 )
  2890. { // Remaining Chains Hit
  2891. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2892. if( nbl == NULL && skl->x > 1 )
  2893. {
  2894. nbl = target;
  2895. skl->x--;
  2896. }
  2897. else skl->x = 3;
  2898. }
  2899. if( nbl )
  2900. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2901. }
  2902. break;
  2903. case WL_TETRAVORTEX_FIRE:
  2904. case WL_TETRAVORTEX_WATER:
  2905. case WL_TETRAVORTEX_WIND:
  2906. case WL_TETRAVORTEX_GROUND:
  2907. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  2908. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2909. if( skl->type >= 3 )
  2910. { // Final Hit
  2911. if( !status_isdead(target) )
  2912. { // Final Status Effect
  2913. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2914. applyeffects[4] = { 0, 0, 0, 0 },
  2915. i, j = 0, k = 0;
  2916. for( i = 1; i <= 8; i = i + i )
  2917. {
  2918. if( skl->x&i )
  2919. {
  2920. applyeffects[j] = effects[k];
  2921. j++;
  2922. }
  2923. k++;
  2924. }
  2925. if( j )
  2926. {
  2927. i = applyeffects[rnd()%j];
  2928. status_change_start(target, i, 10000, skl->skill_lv,
  2929. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  2930. (i == SC_BURNING ? src->id : 0),
  2931. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2932. }
  2933. }
  2934. }
  2935. break;
  2936. case WM_REVERBERATION_MELEE:
  2937. case WM_REVERBERATION_MAGIC:
  2938. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  2939. break;
  2940. case SC_FATALMENACE:
  2941. if( src == target ) // Casters Part
  2942. unit_warp(src, -1, skl->x, skl->y, 3);
  2943. else { // Target's Part
  2944. short x = skl->x, y = skl->y;
  2945. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  2946. unit_warp(target,-1,x,y,3);
  2947. }
  2948. break;
  2949. case LG_MOONSLASHER:
  2950. case SR_WINDMILL:
  2951. if( target->type == BL_PC ) {
  2952. struct map_session_data *tsd = NULL;
  2953. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  2954. pc_setsit(tsd);
  2955. skill_sit(tsd,1);
  2956. clif_sitting(&tsd->bl);
  2957. }
  2958. }
  2959. break;
  2960. case LG_OVERBRAND_BRANDISH:
  2961. case LG_OVERBRAND_PLUSATK:
  2962. case SR_KNUCKLEARROW:
  2963. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  2964. break;
  2965. case GN_SPORE_EXPLOSION:
  2966. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  2967. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  2968. break;
  2969. case CH_PALMSTRIKE:
  2970. {
  2971. struct status_change* tsc = status_get_sc(target);
  2972. struct status_change* sc = status_get_sc(src);
  2973. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  2974. ( sc && sc->option&OPTION_HIDE ) ){
  2975. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  2976. break;
  2977. }
  2978. }
  2979. default:
  2980. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2981. break;
  2982. }
  2983. }
  2984. else {
  2985. if(src->m != skl->map)
  2986. break;
  2987. switch( skl->skill_id )
  2988. {
  2989. case WZ_METEOR:
  2990. if( skl->type >= 0 )
  2991. {
  2992. int x = skl->type>>16, y = skl->type&0xFFFF;
  2993. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2994. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2995. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2996. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2997. }
  2998. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2999. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3000. break;
  3001. case GN_CRAZYWEED_ATK:
  3002. {
  3003. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3004. 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);
  3005. }
  3006. case WL_EARTHSTRAIN:
  3007. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3008. break;
  3009. }
  3010. }
  3011. } while (0);
  3012. //Free skl now that it is no longer needed.
  3013. ers_free(skill_timer_ers, skl);
  3014. return 0;
  3015. }
  3016. /*==========================================
  3017. *
  3018. *------------------------------------------*/
  3019. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3020. {
  3021. int i;
  3022. struct unit_data *ud;
  3023. nullpo_retr(1, src);
  3024. if (src->prev == NULL)
  3025. return 0;
  3026. ud = unit_bl2ud(src);
  3027. nullpo_retr(1, ud);
  3028. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3029. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3030. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3031. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3032. ud->skilltimerskill[i]->src_id = src->id;
  3033. ud->skilltimerskill[i]->target_id = target;
  3034. ud->skilltimerskill[i]->skill_id = skill_id;
  3035. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3036. ud->skilltimerskill[i]->map = src->m;
  3037. ud->skilltimerskill[i]->x = x;
  3038. ud->skilltimerskill[i]->y = y;
  3039. ud->skilltimerskill[i]->type = type;
  3040. ud->skilltimerskill[i]->flag = flag;
  3041. return 0;
  3042. }
  3043. /*==========================================
  3044. *
  3045. *------------------------------------------*/
  3046. int skill_cleartimerskill (struct block_list *src)
  3047. {
  3048. int i;
  3049. struct unit_data *ud;
  3050. nullpo_ret(src);
  3051. ud = unit_bl2ud(src);
  3052. nullpo_ret(ud);
  3053. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3054. if(ud->skilltimerskill[i]) {
  3055. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3056. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3057. ud->skilltimerskill[i]=NULL;
  3058. }
  3059. }
  3060. return 1;
  3061. }
  3062. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3063. struct skill_unit *su = (TBL_SKILL*)bl;
  3064. struct skill_unit_group *sg;
  3065. if( bl->type != BL_SKILL )
  3066. return 0;
  3067. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3068. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3069. su->limit=DIFF_TICK(gettick(),sg->tick);
  3070. sg->unit_id = UNT_USED_TRAPS;
  3071. }
  3072. return 0;
  3073. }
  3074. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3075. {
  3076. TBL_SKILL *su = (TBL_SKILL*)bl;
  3077. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3078. { //Reveal trap.
  3079. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3080. //clif_changetraplook(bl, su->group->unit_id);
  3081. clif_skill_setunit(su);
  3082. return 1;
  3083. }
  3084. return 0;
  3085. }
  3086. /*==========================================
  3087. *
  3088. *
  3089. *------------------------------------------*/
  3090. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3091. {
  3092. struct map_session_data *sd = NULL;
  3093. struct status_data *tstatus;
  3094. struct status_change *sc;
  3095. if (skill_id > 0 && !skill_lv) return 0;
  3096. nullpo_retr(1, src);
  3097. nullpo_retr(1, bl);
  3098. if (src->m != bl->m)
  3099. return 1;
  3100. if (bl->prev == NULL)
  3101. return 1;
  3102. sd = BL_CAST(BL_PC, src);
  3103. if (status_isdead(bl))
  3104. return 1;
  3105. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3106. { //GTB makes all targetted magic display miss with a single bolt.
  3107. sc_type sct = status_skill2sc(skill_id);
  3108. if(sct != SC_NONE)
  3109. status_change_end(bl, sct, INVALID_TIMER);
  3110. 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));
  3111. return 1;
  3112. }
  3113. sc = status_get_sc(src);
  3114. if (sc && !sc->count)
  3115. sc = NULL; //Unneeded
  3116. tstatus = status_get_status_data(bl);
  3117. map_freeblock_lock();
  3118. switch(skill_id)
  3119. {
  3120. case MER_CRASH:
  3121. case SM_BASH:
  3122. case MS_BASH:
  3123. case MC_MAMMONITE:
  3124. case TF_DOUBLE:
  3125. case AC_DOUBLE:
  3126. case MA_DOUBLE:
  3127. case AS_SONICBLOW:
  3128. case KN_PIERCE:
  3129. case ML_PIERCE:
  3130. case KN_SPEARBOOMERANG:
  3131. case TF_POISON:
  3132. case TF_SPRINKLESAND:
  3133. case AC_CHARGEARROW:
  3134. case MA_CHARGEARROW:
  3135. case RG_INTIMIDATE:
  3136. case AM_ACIDTERROR:
  3137. case BA_MUSICALSTRIKE:
  3138. case DC_THROWARROW:
  3139. case BA_DISSONANCE:
  3140. case CR_HOLYCROSS:
  3141. case NPC_DARKCROSS:
  3142. case CR_SHIELDCHARGE:
  3143. case CR_SHIELDBOOMERANG:
  3144. case NPC_PIERCINGATT:
  3145. case NPC_MENTALBREAKER:
  3146. case NPC_RANGEATTACK:
  3147. case NPC_CRITICALSLASH:
  3148. case NPC_COMBOATTACK:
  3149. case NPC_GUIDEDATTACK:
  3150. case NPC_POISON:
  3151. case NPC_RANDOMATTACK:
  3152. case NPC_WATERATTACK:
  3153. case NPC_GROUNDATTACK:
  3154. case NPC_FIREATTACK:
  3155. case NPC_WINDATTACK:
  3156. case NPC_POISONATTACK:
  3157. case NPC_HOLYATTACK:
  3158. case NPC_DARKNESSATTACK:
  3159. case NPC_TELEKINESISATTACK:
  3160. case NPC_UNDEADATTACK:
  3161. case NPC_ARMORBRAKE:
  3162. case NPC_WEAPONBRAKER:
  3163. case NPC_HELMBRAKE:
  3164. case NPC_SHIELDBRAKE:
  3165. case NPC_BLINDATTACK:
  3166. case NPC_SILENCEATTACK:
  3167. case NPC_STUNATTACK:
  3168. case NPC_PETRIFYATTACK:
  3169. case NPC_CURSEATTACK:
  3170. case NPC_SLEEPATTACK:
  3171. case LK_AURABLADE:
  3172. case LK_SPIRALPIERCE:
  3173. case ML_SPIRALPIERCE:
  3174. case LK_HEADCRUSH:
  3175. case CG_ARROWVULCAN:
  3176. case HW_MAGICCRASHER:
  3177. case ITM_TOMAHAWK:
  3178. case MO_TRIPLEATTACK:
  3179. case CH_CHAINCRUSH:
  3180. case CH_TIGERFIST:
  3181. case PA_SHIELDCHAIN: // Shield Chain
  3182. case PA_SACRIFICE:
  3183. case WS_CARTTERMINATION: // Cart Termination
  3184. case AS_VENOMKNIFE:
  3185. case HT_PHANTASMIC:
  3186. case HT_POWER:
  3187. case TK_DOWNKICK:
  3188. case TK_COUNTER:
  3189. case GS_CHAINACTION:
  3190. case GS_TRIPLEACTION:
  3191. case GS_MAGICALBULLET:
  3192. case GS_TRACKING:
  3193. case GS_PIERCINGSHOT:
  3194. case GS_RAPIDSHOWER:
  3195. case GS_DUST:
  3196. case GS_DISARM: // Added disarm. [Reddozen]
  3197. case GS_FULLBUSTER:
  3198. case NJ_SYURIKEN:
  3199. case NJ_KUNAI:
  3200. case ASC_BREAKER:
  3201. case HFLI_MOON: //[orn]
  3202. case HFLI_SBR44: //[orn]
  3203. case NPC_BLEEDING:
  3204. case NPC_CRITICALWOUND:
  3205. case NPC_HELLPOWER:
  3206. case RK_SONICWAVE:
  3207. case RK_HUNDREDSPEAR:
  3208. case AB_DUPLELIGHT_MELEE:
  3209. case RA_AIMEDBOLT:
  3210. case NC_AXEBOOMERANG:
  3211. case NC_POWERSWING:
  3212. case GC_CROSSIMPACT:
  3213. case GC_VENOMPRESSURE:
  3214. case SC_TRIANGLESHOT:
  3215. case SC_FEINTBOMB:
  3216. case LG_BANISHINGPOINT:
  3217. case LG_SHIELDPRESS:
  3218. case LG_RAGEBURST:
  3219. case LG_RAYOFGENESIS:
  3220. case LG_HESPERUSLIT:
  3221. case SR_FALLENEMPIRE:
  3222. case SR_CRESCENTELBOW_AUTOSPELL:
  3223. case SR_GATEOFHELL:
  3224. case SR_GENTLETOUCH_QUIET:
  3225. case WM_SEVERE_RAINSTORM_MELEE:
  3226. case WM_GREAT_ECHO:
  3227. case GN_SLINGITEM_RANGEMELEEATK:
  3228. case KO_JYUMONJIKIRI:
  3229. case KO_SETSUDAN:
  3230. case KO_KAIHOU:
  3231. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3232. break;
  3233. /**
  3234. * Mechanic (MADO GEAR)
  3235. **/
  3236. case NC_BOOSTKNUCKLE:
  3237. case NC_PILEBUNKER:
  3238. case NC_VULCANARM:
  3239. case NC_COLDSLOWER:
  3240. case NC_ARMSCANNON:
  3241. if (sd) pc_overheat(sd,1);
  3242. case RK_WINDCUTTER:
  3243. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3244. break;
  3245. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3246. switch( rnd()%6 ){
  3247. case 0: flag |= BREAK_ANKLE; break;
  3248. case 1: flag |= BREAK_WRIST; break;
  3249. case 2: flag |= BREAK_KNEE; break;
  3250. case 3: flag |= BREAK_SHOULDER; break;
  3251. case 4: flag |= BREAK_WAIST; break;
  3252. case 5: flag |= BREAK_NECK; break;
  3253. }
  3254. //TODO: is there really no cleaner way to do this?
  3255. sc = status_get_sc(bl);
  3256. if (sc) sc->jb_flag = flag;
  3257. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3258. break;
  3259. case MO_COMBOFINISH:
  3260. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3261. { //Becomes a splash attack when Soul Linked.
  3262. map_foreachinrange(skill_area_sub, bl,
  3263. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3264. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3265. skill_castend_damage_id);
  3266. } else
  3267. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3268. break;
  3269. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3270. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3271. skill_area_temp[1] = 0;
  3272. map_foreachinrange(skill_attack_area, src,
  3273. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3274. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3275. break;
  3276. case KN_CHARGEATK:
  3277. {
  3278. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3279. unsigned int dist = distance_bl(src, bl);
  3280. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3281. // teleport to target (if not on WoE grounds)
  3282. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3283. clif_slide(src, bl->x, bl->y);
  3284. // cause damage and knockback if the path to target was a straight one
  3285. if( path )
  3286. {
  3287. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3288. skill_blown(src, bl, dist, dir, 0);
  3289. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3290. // make the caster look in the direction of the target
  3291. unit_setdir(src, (dir+4)%8);
  3292. }
  3293. }
  3294. break;
  3295. case NC_FLAMELAUNCHER:
  3296. if (sd) pc_overheat(sd,1);
  3297. case SN_SHARPSHOOTING:
  3298. case MA_SHARPSHOOTING:
  3299. case NJ_KAMAITACHI:
  3300. case LG_CANNONSPEAR:
  3301. //It won't shoot through walls since on castend there has to be a direct
  3302. //line of sight between caster and target.
  3303. skill_area_temp[1] = bl->id;
  3304. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3305. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3306. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3307. break;
  3308. case NPC_ACIDBREATH:
  3309. case NPC_DARKNESSBREATH:
  3310. case NPC_FIREBREATH:
  3311. case NPC_ICEBREATH:
  3312. case NPC_THUNDERBREATH:
  3313. skill_area_temp[1] = bl->id;
  3314. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3315. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3316. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3317. break;
  3318. case MO_INVESTIGATE:
  3319. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3320. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3321. break;
  3322. case RG_BACKSTAP:
  3323. {
  3324. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3325. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3326. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3327. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3328. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3329. unit_setdir(bl,dir);
  3330. }
  3331. else if (sd)
  3332. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3333. }
  3334. break;
  3335. case MO_FINGEROFFENSIVE:
  3336. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3337. if (battle_config.finger_offensive_type && sd) {
  3338. int i;
  3339. for (i = 1; i < sd->spiritball_old; i++)
  3340. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3341. }
  3342. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3343. break;
  3344. case MO_CHAINCOMBO:
  3345. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3346. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3347. break;
  3348. case NJ_ISSEN:
  3349. status_change_end(src, SC_NEN, INVALID_TIMER);
  3350. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3351. // fall through
  3352. case MO_EXTREMITYFIST:
  3353. {
  3354. short x, y, i = 2; // Move 2 cells for Issen(from target)
  3355. struct block_list *mbl = bl;
  3356. short dir = 0;
  3357. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3358. if( skill_id == MO_EXTREMITYFIST )
  3359. {
  3360. mbl = src;
  3361. i = 3; // for Asura(from caster)
  3362. status_set_sp(src, 0, 0);
  3363. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3364. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3365. #ifdef RENEWAL
  3366. sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3367. #endif
  3368. }else
  3369. status_set_hp(src,
  3370. #ifdef RENEWAL
  3371. max(status_get_max_hp(src)/100, 1)
  3372. #else
  3373. 1
  3374. #endif
  3375. , 0);
  3376. dir = map_calc_dir(src,bl->x,bl->y);
  3377. if( dir > 0 && dir < 4) x = -i;
  3378. else if( dir > 4 ) x = i;
  3379. else x = 0;
  3380. if( dir > 2 && dir < 6 ) y = -i;
  3381. else if( dir == 7 || dir < 2 ) y = i;
  3382. else y = 0;
  3383. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  3384. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  3385. clif_slide(src, src->x, src->y);
  3386. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  3387. //clif_fixpos(src);
  3388. }
  3389. }
  3390. break;
  3391. //Splash attack skills.
  3392. case AS_GRIMTOOTH:
  3393. case MC_CARTREVOLUTION:
  3394. case NPC_SPLASHATTACK:
  3395. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3396. case AS_SPLASHER:
  3397. case SM_MAGNUM:
  3398. case MS_MAGNUM:
  3399. case HT_BLITZBEAT:
  3400. case AC_SHOWER:
  3401. case MA_SHOWER:
  3402. case MG_NAPALMBEAT:
  3403. case MG_FIREBALL:
  3404. case RG_RAID:
  3405. case HW_NAPALMVULCAN:
  3406. case NJ_HUUMA:
  3407. case NJ_BAKUENRYU:
  3408. case ASC_METEORASSAULT:
  3409. case GS_DESPERADO:
  3410. case GS_SPREADATTACK:
  3411. case NPC_EARTHQUAKE:
  3412. case NPC_PULSESTRIKE:
  3413. case NPC_HELLJUDGEMENT:
  3414. case NPC_VAMPIRE_GIFT:
  3415. case RK_IGNITIONBREAK:
  3416. case AB_JUDEX:
  3417. case WL_SOULEXPANSION:
  3418. case WL_CRIMSONROCK:
  3419. case WL_COMET:
  3420. case WL_JACKFROST:
  3421. case RA_ARROWSTORM:
  3422. case RA_WUGDASH:
  3423. case NC_SELFDESTRUCTION:
  3424. case NC_AXETORNADO:
  3425. case GC_ROLLINGCUTTER:
  3426. case GC_COUNTERSLASH:
  3427. case LG_MOONSLASHER:
  3428. case LG_EARTHDRIVE:
  3429. case SR_TIGERCANNON:
  3430. case SR_RAMPAGEBLASTER:
  3431. case SR_SKYNETBLOW:
  3432. case SR_WINDMILL:
  3433. case SR_RIDEINLIGHTNING:
  3434. case WM_SOUND_OF_DESTRUCTION:
  3435. case WM_REVERBERATION_MELEE:
  3436. case WM_REVERBERATION_MAGIC:
  3437. case SO_VARETYR_SPEAR:
  3438. case GN_CART_TORNADO:
  3439. case GN_CARTCANNON:
  3440. case KO_HAPPOKUNAI:
  3441. case KO_HUUMARANKA:
  3442. case KO_MUCHANAGE:
  3443. case KO_BAKURETSU:
  3444. if( flag&1 ) {//Recursive invocation
  3445. // skill_area_temp[0] holds number of targets in area
  3446. // skill_area_temp[1] holds the id of the original target
  3447. // skill_area_temp[2] counts how many targets have already been processed
  3448. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3449. if( flag&SD_LEVEL )
  3450. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3451. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  3452. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3453. heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  3454. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3455. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3456. status_heal(src,heal,0,0);
  3457. }
  3458. } else {
  3459. switch ( skill_id ) {
  3460. case NJ_BAKUENRYU:
  3461. case LG_EARTHDRIVE:
  3462. case GN_CARTCANNON:
  3463. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3464. break;
  3465. case LG_MOONSLASHER:
  3466. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3467. break;
  3468. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3469. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3470. default:
  3471. break;
  3472. }
  3473. skill_area_temp[0] = 0;
  3474. skill_area_temp[1] = bl->id;
  3475. skill_area_temp[2] = 0;
  3476. if( skill_id == WL_CRIMSONROCK ) {
  3477. skill_area_temp[4] = bl->x;
  3478. skill_area_temp[5] = bl->y;
  3479. }
  3480. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  3481. skill_area_temp[1] = 0;
  3482. // if skill damage should be split among targets, count them
  3483. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3484. //special case: Venom Splasher uses a different range for searching than for splashing
  3485. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  3486. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3487. // recursive invocation of skill_castend_damage_id() with flag|1
  3488. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3489. }
  3490. break;
  3491. case KN_BRANDISHSPEAR:
  3492. case ML_BRANDISH:
  3493. //Coded apart for it needs the flag passed to the damage calculation.
  3494. if (skill_area_temp[1] != bl->id)
  3495. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  3496. else
  3497. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3498. break;
  3499. case KN_BOWLINGBASH:
  3500. case MS_BOWLINGBASH:
  3501. if(flag&1){
  3502. if(bl->id==skill_area_temp[1])
  3503. break;
  3504. //two hits for 500%
  3505. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
  3506. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
  3507. } else {
  3508. int i,c;
  3509. c = skill_get_blewcount(skill_id,skill_lv);
  3510. // keep moving target in the direction that src is looking, square by square
  3511. for(i=0;i<c;i++){
  3512. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3513. break; //Can't knockback
  3514. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  3515. if( skill_area_temp[0] > 1 ) break; // collision
  3516. }
  3517. clif_blown(bl); //Update target pos.
  3518. if (i!=c) { //Splash
  3519. skill_area_temp[1] = bl->id;
  3520. 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);
  3521. }
  3522. //Weirdo dual-hit property, two attacks for 500%
  3523. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
  3524. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
  3525. }
  3526. break;
  3527. case KN_SPEARSTAB:
  3528. if(flag&1) {
  3529. if (bl->id==skill_area_temp[1])
  3530. break;
  3531. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  3532. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3533. } else {
  3534. int x=bl->x,y=bl->y,i,dir;
  3535. dir = map_calc_dir(bl,src->x,src->y);
  3536. skill_area_temp[1] = bl->id;
  3537. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  3538. // all the enemies between the caster and the target are hit, as well as the target
  3539. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  3540. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3541. for (i=0;i<4;i++) {
  3542. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3543. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3544. x += dirx[dir];
  3545. y += diry[dir];
  3546. }
  3547. }
  3548. break;
  3549. case TK_TURNKICK:
  3550. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3551. {
  3552. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3553. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  3554. map_foreachinrange(skill_area_sub,bl,
  3555. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  3556. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  3557. skill_castend_nodamage_id);
  3558. }
  3559. break;
  3560. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3561. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  3562. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3563. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3564. break;
  3565. case PR_TURNUNDEAD:
  3566. case ALL_RESURRECTION:
  3567. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3568. break;
  3569. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3570. break;
  3571. case MG_SOULSTRIKE:
  3572. case NPC_DARKSTRIKE:
  3573. case MG_COLDBOLT:
  3574. case MG_FIREBOLT:
  3575. case MG_LIGHTNINGBOLT:
  3576. case WZ_EARTHSPIKE:
  3577. case AL_HEAL:
  3578. case AL_HOLYLIGHT:
  3579. case WZ_JUPITEL:
  3580. case NPC_DARKTHUNDER:
  3581. case PR_ASPERSIO:
  3582. case MG_FROSTDIVER:
  3583. case WZ_SIGHTBLASTER:
  3584. case WZ_SIGHTRASHER:
  3585. case NJ_KOUENKA:
  3586. case NJ_HYOUSENSOU:
  3587. case NJ_HUUJIN:
  3588. case AB_ADORAMUS:
  3589. case AB_RENOVATIO:
  3590. case AB_HIGHNESSHEAL:
  3591. case AB_DUPLELIGHT_MAGIC:
  3592. case WM_METALICSOUND:
  3593. case MH_ERASER_CUTTER:
  3594. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3595. break;
  3596. case NPC_MAGICALATTACK:
  3597. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3598. sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  3599. break;
  3600. case HVAN_CAPRICE: //[blackhole89]
  3601. {
  3602. int ran=rnd()%4;
  3603. int sid = 0;
  3604. switch(ran)
  3605. {
  3606. case 0: sid=MG_COLDBOLT; break;
  3607. case 1: sid=MG_FIREBOLT; break;
  3608. case 2: sid=MG_LIGHTNINGBOLT; break;
  3609. case 3: sid=WZ_EARTHSPIKE; break;
  3610. }
  3611. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  3612. }
  3613. break;
  3614. case WZ_WATERBALL:
  3615. {
  3616. int range = skill_lv / 2;
  3617. int maxlv = skill_get_max(skill_id); // learnable level
  3618. int count = 0;
  3619. int x, y;
  3620. struct skill_unit* unit;
  3621. if( skill_lv > maxlv )
  3622. {
  3623. if( src->type == BL_MOB && skill_lv == 10 )
  3624. range = 4;
  3625. else
  3626. range = maxlv / 2;
  3627. }
  3628. for( y = src->y - range; y <= src->y + range; ++y )
  3629. for( x = src->x - range; x <= src->x + range; ++x )
  3630. {
  3631. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3632. {
  3633. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3634. count++; // natural water cell
  3635. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  3636. {
  3637. count++; // skill-induced water cell
  3638. skill_delunit(unit); // consume cell
  3639. }
  3640. }
  3641. }
  3642. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3643. skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  3644. }
  3645. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3646. break;
  3647. case PR_BENEDICTIO:
  3648. //Should attack undead and demons. [Skotlex]
  3649. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3650. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  3651. break;
  3652. case SL_SMA:
  3653. status_change_end(src, SC_SMA, INVALID_TIMER);
  3654. case SL_STIN:
  3655. case SL_STUN:
  3656. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3657. status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  3658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3659. break;
  3660. }
  3661. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3662. break;
  3663. case NPC_DARKBREATH:
  3664. clif_emotion(src,E_AG);
  3665. case SN_FALCONASSAULT:
  3666. case PA_PRESSURE:
  3667. case CR_ACIDDEMONSTRATION:
  3668. case TF_THROWSTONE:
  3669. case NPC_SMOKING:
  3670. case GS_FLING:
  3671. case NJ_ZENYNAGE:
  3672. case GN_THORNS_TRAP:
  3673. case GN_HELLS_PLANT_ATK:
  3674. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3675. break;
  3676. /**
  3677. * Rune Knight
  3678. **/
  3679. case RK_DRAGONBREATH: {
  3680. struct status_change *tsc = NULL;
  3681. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3682. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  3683. } else
  3684. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3685. }
  3686. break;
  3687. case NPC_SELFDESTRUCTION: {
  3688. struct status_change *tsc = NULL;
  3689. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3690. break;
  3691. }
  3692. case HVAN_EXPLOSION:
  3693. if (src != bl)
  3694. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3695. break;
  3696. // Celest
  3697. case PF_SOULBURN:
  3698. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  3699. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3700. if (skill_lv == 5)
  3701. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3702. status_percent_damage(src, bl, 0, 100, false);
  3703. } else {
  3704. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  3705. if (skill_lv == 5)
  3706. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  3707. status_percent_damage(src, src, 0, 100, false);
  3708. }
  3709. break;
  3710. case NPC_BLOODDRAIN:
  3711. case NPC_ENERGYDRAIN:
  3712. {
  3713. int heal = skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3714. src, src, bl, skill_id, skill_lv, tick, flag);
  3715. if (heal > 0){
  3716. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3717. status_heal(src, heal, 0, 0);
  3718. }
  3719. }
  3720. break;
  3721. case GS_BULLSEYE:
  3722. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3723. break;
  3724. case NJ_KASUMIKIRI:
  3725. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  3726. sc_start(src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3727. break;
  3728. case NJ_KIRIKAGE:
  3729. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3730. { //You don't move on GVG grounds.
  3731. short x, y;
  3732. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3733. if (unit_movepos(src, x, y, 0, 0))
  3734. clif_slide(src,src->x,src->y);
  3735. }
  3736. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3737. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3738. break;
  3739. case RK_PHANTOMTHRUST:
  3740. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3741. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3742. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3743. if( battle_check_target(src,bl,BCT_ENEMY) )
  3744. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3745. break;
  3746. case RK_STORMBLAST:
  3747. case RK_CRUSHSTRIKE:
  3748. if( sd ) {
  3749. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3750. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3751. else
  3752. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3753. } else //non-sd support
  3754. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3755. break;
  3756. case GC_DARKILLUSION:
  3757. {
  3758. short x, y;
  3759. short dir = map_calc_dir(src,bl->x,bl->y);
  3760. if( dir > 0 && dir < 4) x = 2;
  3761. else if( dir > 4 ) x = -2;
  3762. else x = 0;
  3763. if( dir > 2 && dir < 6 ) y = 2;
  3764. else if( dir == 7 || dir < 2 ) y = -2;
  3765. else y = 0;
  3766. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3767. {
  3768. clif_slide(src,bl->x+x,bl->y+y);
  3769. clif_fixpos(src); // the official server send these two packts.
  3770. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3771. if( rnd()%100 < 4 * skill_lv )
  3772. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  3773. }
  3774. }
  3775. break;
  3776. case GC_WEAPONCRUSH:
  3777. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3778. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3779. else if( sd )
  3780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3781. break;
  3782. case GC_CROSSRIPPERSLASHER:
  3783. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3784. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  3785. else
  3786. {
  3787. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3788. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  3789. }
  3790. break;
  3791. case GC_PHANTOMMENACE:
  3792. if( flag&1 )
  3793. { // Only Hits Invisible Targets
  3794. struct status_change *tsc = status_get_sc(bl);
  3795. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3796. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3797. }
  3798. break;
  3799. case WL_CHAINLIGHTNING:
  3800. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3801. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
  3802. break;
  3803. case WL_DRAINLIFE:
  3804. {
  3805. int heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3806. int rate = 70 + 5 * skill_lv;
  3807. heal = heal * (5 + 5 * skill_lv) / 100;
  3808. if( bl->type == BL_SKILL )
  3809. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3810. if( heal && rnd()%100 < rate )
  3811. {
  3812. status_heal(src, heal, 0, 0);
  3813. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3814. }
  3815. }
  3816. break;
  3817. case WL_TETRAVORTEX:
  3818. if( sd )
  3819. {
  3820. int spheres[5] = { 0, 0, 0, 0, 0 },
  3821. positions[5] = {-1,-1,-1,-1,-1 },
  3822. i, j = 0, k, subskill = 0;
  3823. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3824. if( sc && sc->data[i] )
  3825. {
  3826. spheres[j] = i;
  3827. positions[j] = sc->data[i]->val2;
  3828. j++; //
  3829. }
  3830. if( j < 4 )
  3831. { // Need 4 spheres minimum
  3832. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3833. break;
  3834. }
  3835. // Sphere Sort, this time from new to old
  3836. for( i = 0; i <= j - 2; i++ )
  3837. for( k = i + 1; k <= j - 1; k++ )
  3838. if( positions[i] < positions[k] )
  3839. {
  3840. swap(positions[i],positions[k]);
  3841. swap(spheres[i],spheres[k]);
  3842. }
  3843. k = 0;
  3844. for( i = 0; i < 4; i++ )
  3845. {
  3846. switch( sc->data[spheres[i]]->val1 )
  3847. {
  3848. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3849. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3850. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3851. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3852. }
  3853. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  3854. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  3855. status_change_end(src, spheres[i], INVALID_TIMER);
  3856. }
  3857. }
  3858. break;
  3859. case WL_RELEASE:
  3860. if( sd )
  3861. {
  3862. int i;
  3863. // Priority is to release SpellBook
  3864. if( sc && sc->data[SC_READING_SB] )
  3865. { // SpellBook
  3866. uint16 skill_id, skill_lv, point, s = 0;
  3867. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  3868. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  3869. if( sc->data[i] ) spell[s++] = i;
  3870. if ( s == 0 )
  3871. break;
  3872. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  3873. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  3874. skill_id = sc->data[i]->val1;
  3875. skill_lv = sc->data[i]->val2;
  3876. point = sc->data[i]->val3;
  3877. status_change_end(src, (sc_type)i, INVALID_TIMER);
  3878. }else //something went wrong :(
  3879. break;
  3880. if( sc->data[SC_READING_SB]->val2 > point )
  3881. sc->data[SC_READING_SB]->val2 -= point;
  3882. else // Last spell to be released
  3883. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3884. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  3885. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  3886. break;
  3887. switch( skill_get_casttype(skill_id) )
  3888. {
  3889. case CAST_GROUND:
  3890. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  3891. break;
  3892. case CAST_NODAMAGE:
  3893. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  3894. break;
  3895. case CAST_DAMAGE:
  3896. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  3897. break;
  3898. }
  3899. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  3900. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  3901. }
  3902. else
  3903. { // Summon Balls
  3904. int j = 0, k, skele;
  3905. int spheres[5] = { 0, 0, 0, 0, 0 },
  3906. positions[5] = {-1,-1,-1,-1,-1 };
  3907. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3908. if( sc && sc->data[i] )
  3909. {
  3910. spheres[j] = i;
  3911. positions[j] = sc->data[i]->val2;
  3912. sc->data[i]->val2--; // Prepares for next position
  3913. j++;
  3914. }
  3915. if( j == 0 )
  3916. { // No Spheres
  3917. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  3918. break;
  3919. }
  3920. // Sphere Sort
  3921. for( i = 0; i <= j - 2; i++ )
  3922. for( k = i + 1; k <= j - 1; k++ )
  3923. if( positions[i] > positions[k] )
  3924. {
  3925. swap(positions[i],positions[k]);
  3926. swap(spheres[i],spheres[k]);
  3927. }
  3928. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  3929. for( i = 0; i < j; i++ )
  3930. {
  3931. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3932. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3933. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3934. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3935. }
  3936. clif_skill_nodamage(src,bl,skill_id,0,1);
  3937. }
  3938. }
  3939. break;
  3940. case WL_FROSTMISTY:
  3941. // Causes Freezing status through walls.
  3942. sc_start(bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  3943. // Doesn't deal damage through non-shootable walls.
  3944. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3945. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3946. break;
  3947. case WL_HELLINFERNO:
  3948. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3949. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  3950. break;
  3951. case RA_WUGSTRIKE:
  3952. if( sd && pc_isridingwug(sd) ){
  3953. short x[8]={0,-1,-1,-1,0,1,1,1};
  3954. short y[8]={1,1,0,-1,-1,-1,0,1};
  3955. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3956. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  3957. {
  3958. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  3959. clif_fixpos(src);
  3960. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3961. }
  3962. break;
  3963. }
  3964. case RA_WUGBITE:
  3965. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3966. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3967. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  3968. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3969. break;
  3970. case RA_SENSITIVEKEEN:
  3971. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3972. struct status_change * tsc = status_get_sc(bl);
  3973. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  3974. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3975. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  3976. }
  3977. }
  3978. else
  3979. {
  3980. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3981. struct skill_unit_group* sg;
  3982. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  3983. {
  3984. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3985. {
  3986. struct item item_tmp;
  3987. memset(&item_tmp,0,sizeof(item_tmp));
  3988. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  3989. item_tmp.identify = 1;
  3990. if( item_tmp.nameid )
  3991. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  3992. }
  3993. skill_delunit(su);
  3994. }
  3995. }
  3996. break;
  3997. case NC_INFRAREDSCAN:
  3998. if( flag&1 )
  3999. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4000. if( rnd()%100 < 50 )
  4001. sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4002. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4003. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4004. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4005. }
  4006. else
  4007. {
  4008. 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|SD_SPLASH|1, skill_castend_damage_id);
  4009. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4010. if( sd ) pc_overheat(sd,1);
  4011. }
  4012. break;
  4013. case NC_MAGNETICFIELD:
  4014. sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4015. break;
  4016. case SC_FATALMENACE:
  4017. if( flag&1 )
  4018. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4019. else
  4020. {
  4021. short x, y;
  4022. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4023. // Destination area
  4024. skill_area_temp[4] = x;
  4025. skill_area_temp[5] = y;
  4026. 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);
  4027. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4028. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4029. }
  4030. break;
  4031. case LG_PINPOINTATTACK:
  4032. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4033. clif_slide(src,bl->x,bl->y);
  4034. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4035. break;
  4036. case LG_SHIELDSPELL:
  4037. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4038. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4039. break;
  4040. case LG_OVERBRAND:
  4041. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4042. break;
  4043. case LG_OVERBRAND_BRANDISH:
  4044. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
  4045. break;
  4046. case SR_DRAGONCOMBO:
  4047. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4048. break;
  4049. case SR_KNUCKLEARROW:
  4050. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4051. clif_slide(src,bl->x,bl->y);
  4052. clif_fixpos(src); // Aegis send this packet too.
  4053. }
  4054. if( flag&1 )
  4055. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4056. else
  4057. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4058. break;
  4059. case SR_HOWLINGOFLION:
  4060. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4061. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4062. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4063. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4064. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4065. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4066. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4067. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4068. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4069. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4070. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4071. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4072. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4073. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4074. break;
  4075. case SR_EARTHSHAKER:
  4076. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4077. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4078. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4079. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4080. } else{
  4081. 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|SD_SPLASH|1, skill_castend_damage_id);
  4082. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4083. }
  4084. break;
  4085. case SO_POISON_BUSTER: {
  4086. struct status_change *tsc = status_get_sc(bl);
  4087. if( tsc && tsc->data[SC_POISON] ) {
  4088. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4089. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4090. }
  4091. else if( sd )
  4092. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4093. }
  4094. break;
  4095. case GN_SPORE_EXPLOSION:
  4096. if( flag&1 )
  4097. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4098. else {
  4099. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4100. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4101. }
  4102. break;
  4103. case EL_FIRE_BOMB:
  4104. case EL_FIRE_WAVE:
  4105. case EL_WATER_SCREW:
  4106. case EL_HURRICANE:
  4107. case EL_TYPOON_MIS:
  4108. if( flag&1 )
  4109. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4110. else {
  4111. int i = skill_get_splash(skill_id,skill_lv);
  4112. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4113. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4114. if( rnd()%100 < 30 )
  4115. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4116. else
  4117. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4118. }
  4119. break;
  4120. case EL_ROCK_CRUSHER:
  4121. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4122. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4123. if( rnd()%100 < 50 )
  4124. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4125. else
  4126. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4127. break;
  4128. case EL_STONE_RAIN:
  4129. if( flag&1 )
  4130. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4131. else {
  4132. int i = skill_get_splash(skill_id,skill_lv);
  4133. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4134. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4135. if( rnd()%100 < 30 )
  4136. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4137. else
  4138. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4139. }
  4140. break;
  4141. case EL_FIRE_ARROW:
  4142. case EL_ICE_NEEDLE:
  4143. case EL_WIND_SLASH:
  4144. case EL_STONE_HAMMER:
  4145. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4146. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4147. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4148. break;
  4149. case EL_TIDAL_WEAPON:
  4150. if( src->type == BL_ELEM ) {
  4151. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4152. struct status_change *sc = status_get_sc(&ele->bl);
  4153. struct status_change *tsc = status_get_sc(bl);
  4154. sc_type type = status_skill2sc(skill_id), type2;
  4155. type2 = type-1;
  4156. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4157. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4158. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4159. elemental_clean_single_effect(ele, skill_id);
  4160. }
  4161. if( rnd()%100 < 50 )
  4162. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4163. else {
  4164. sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4165. sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4166. }
  4167. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4168. }
  4169. break;
  4170. //recursive homon skill
  4171. case MH_MAGMA_FLOW:
  4172. case MH_XENO_SLASHER:
  4173. case MH_HEILIGE_STANGE:
  4174. if(flag & 1)
  4175. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4176. else {
  4177. 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 | SD_SPLASH | 1, skill_castend_damage_id);
  4178. }
  4179. break;
  4180. case MH_STAHL_HORN:
  4181. case MH_NEEDLE_OF_PARALYZE:
  4182. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4183. break;
  4184. case MH_TINDER_BREAKER:
  4185. if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4186. #if PACKETVER >= 20111005
  4187. clif_snap(src, bl->x, bl->y);
  4188. #else
  4189. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4190. #endif
  4191. }
  4192. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4193. sc_start4(bl,SC_CLOSECONFINE2,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  4194. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4195. break;
  4196. case 0:/* no skill - basic/normal attack */
  4197. if(sd) {
  4198. if (flag & 3){
  4199. if (bl->id != skill_area_temp[1])
  4200. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4201. } else {
  4202. skill_area_temp[1] = bl->id;
  4203. map_foreachinrange(skill_area_sub, bl,
  4204. sd->bonus.splash_range, BL_CHAR,
  4205. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4206. skill_castend_damage_id);
  4207. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4208. }
  4209. }
  4210. break;
  4211. default:
  4212. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4213. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4214. 0, abs(skill_get_num(skill_id, skill_lv)),
  4215. skill_id, skill_lv, skill_get_hit(skill_id));
  4216. map_freeblock_unlock();
  4217. return 1;
  4218. }
  4219. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4220. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4221. map_freeblock_unlock();
  4222. if( sd && !(flag&1) )
  4223. {// ensure that the skill last-cast tick is recorded
  4224. sd->canskill_tick = gettick();
  4225. if( sd->state.arrow_atk )
  4226. {// consume arrow on last invocation to this skill.
  4227. battle_consume_ammo(sd, skill_id, skill_lv);
  4228. }
  4229. // perform skill requirement consumption
  4230. skill_consume_requirement(sd,skill_id,skill_lv,2);
  4231. }
  4232. return 0;
  4233. }
  4234. /*==========================================
  4235. *
  4236. *------------------------------------------*/
  4237. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4238. {
  4239. struct map_session_data *sd, *dstsd;
  4240. struct mob_data *md, *dstmd;
  4241. struct homun_data *hd;
  4242. struct mercenary_data *mer;
  4243. struct status_data *sstatus, *tstatus;
  4244. struct status_change *tsc;
  4245. struct status_change_entry *tsce;
  4246. int i = 0;
  4247. enum sc_type type;
  4248. if(skill_id > 0 && !skill_lv) return 0; // celest
  4249. nullpo_retr(1, src);
  4250. nullpo_retr(1, bl);
  4251. if (src->m != bl->m)
  4252. return 1;
  4253. sd = BL_CAST(BL_PC, src);
  4254. hd = BL_CAST(BL_HOM, src);
  4255. md = BL_CAST(BL_MOB, src);
  4256. mer = BL_CAST(BL_MER, src);
  4257. dstsd = BL_CAST(BL_PC, bl);
  4258. dstmd = BL_CAST(BL_MOB, bl);
  4259. if(bl->prev == NULL)
  4260. return 1;
  4261. if(status_isdead(src))
  4262. return 1;
  4263. if( src != bl && status_isdead(bl) ) {
  4264. /**
  4265. * Skills that may be cast on dead targets
  4266. **/
  4267. switch( skill_id ) {
  4268. case NPC_WIDESOULDRAIN:
  4269. case PR_REDEMPTIO:
  4270. case ALL_RESURRECTION:
  4271. case WM_DEADHILLHERE:
  4272. break;
  4273. default:
  4274. return 1;
  4275. }
  4276. }
  4277. tstatus = status_get_status_data(bl);
  4278. sstatus = status_get_status_data(src);
  4279. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4280. switch (skill_id) {
  4281. case HLIF_HEAL: //[orn]
  4282. if (bl->type != BL_HOM) {
  4283. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  4284. break ;
  4285. }
  4286. case AL_HEAL:
  4287. case ALL_RESURRECTION:
  4288. case PR_ASPERSIO:
  4289. /**
  4290. * Arch Bishop
  4291. **/
  4292. case AB_RENOVATIO:
  4293. case AB_HIGHNESSHEAL:
  4294. //Apparently only player casted skills can be offensive like this.
  4295. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4296. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4297. //Offensive heal does not works on non-enemies. [Skotlex]
  4298. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4299. return 0;
  4300. }
  4301. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4302. }
  4303. break;
  4304. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4305. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4306. case MH_STEINWAND: {
  4307. struct block_list *s_src = battle_get_master(src);
  4308. short ret = 0;
  4309. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  4310. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  4311. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  4312. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  4313. if (hd)
  4314. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  4315. return ret;
  4316. }
  4317. break;
  4318. default:
  4319. //Skill is actually ground placed.
  4320. if (src == bl && skill_get_unit_id(skill_id,0))
  4321. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  4322. }
  4323. type = status_skill2sc(skill_id);
  4324. tsc = status_get_sc(bl);
  4325. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4326. if (src!=bl && type > -1 &&
  4327. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  4328. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  4329. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4330. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4331. map_freeblock_lock();
  4332. switch(skill_id)
  4333. {
  4334. case HLIF_HEAL: //[orn]
  4335. case AL_HEAL:
  4336. /**
  4337. * Arch Bishop
  4338. **/
  4339. case AB_HIGHNESSHEAL:
  4340. {
  4341. int heal = skill_calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true);
  4342. int heal_get_jobexp;
  4343. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  4344. if( skill_id == AB_HIGHNESSHEAL ) {
  4345. heal = heal * ( 15 + 5 * skill_lv ) / 10;
  4346. }
  4347. if( status_isimmune(bl) ||
  4348. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4349. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4350. heal=0;
  4351. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  4352. heal = heal*2;
  4353. if( tsc && tsc->count )
  4354. {
  4355. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  4356. { //Bounce back heal
  4357. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4358. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4359. if (src == bl)
  4360. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4361. else {
  4362. bl = src;
  4363. dstsd = sd;
  4364. }
  4365. }
  4366. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
  4367. heal = 0; //Needed so that it actually displays 0 when healing.
  4368. }
  4369. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  4370. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  4371. heal = ~heal + 1;
  4372. heal_get_jobexp = status_heal(bl,heal,0,0);
  4373. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4374. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4375. if (heal_get_jobexp <= 0)
  4376. heal_get_jobexp = 1;
  4377. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4378. }
  4379. }
  4380. break;
  4381. case PR_REDEMPTIO:
  4382. if (sd && !(flag&1)) {
  4383. if (sd->status.party_id == 0) {
  4384. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4385. break;
  4386. }
  4387. skill_area_temp[0] = 0;
  4388. party_foreachsamemap(skill_area_sub,
  4389. sd,skill_get_splash(skill_id, skill_lv),
  4390. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  4391. skill_castend_nodamage_id);
  4392. if (skill_area_temp[0] == 0) {
  4393. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4394. break;
  4395. }
  4396. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4397. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4398. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4399. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4400. clif_updatestatus(sd,SP_BASEEXP);
  4401. clif_updatestatus(sd,SP_JOBEXP);
  4402. }
  4403. status_set_hp(src, 1, 0);
  4404. status_set_sp(src, 0, 0);
  4405. break;
  4406. } else if (status_isdead(bl) && flag&1) { //Revive
  4407. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4408. skill_lv = 3; //Resurrection level 3 is used
  4409. } else //Invalid target, skip resurrection.
  4410. break;
  4411. case ALL_RESURRECTION:
  4412. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4413. { //No reviving in WoE grounds!
  4414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4415. break;
  4416. }
  4417. if (!status_isdead(bl))
  4418. break;
  4419. {
  4420. int per = 0, sper = 0;
  4421. if (tsc && tsc->data[SC_HELLPOWER])
  4422. break;
  4423. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4424. break;
  4425. switch(skill_lv){
  4426. case 1: per=10; break;
  4427. case 2: per=30; break;
  4428. case 3: per=50; break;
  4429. case 4: per=80; break;
  4430. }
  4431. if(dstsd && dstsd->special_state.restart_full_recover)
  4432. per = sper = 100;
  4433. if (status_revive(bl, per, sper))
  4434. {
  4435. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  4436. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4437. {
  4438. int exp = 0,jexp = 0;
  4439. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4440. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4441. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4442. if (exp < 1) exp = 1;
  4443. }
  4444. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4445. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4446. if (jexp < 1) jexp = 1;
  4447. }
  4448. if(exp > 0 || jexp > 0)
  4449. pc_gainexp (sd, bl, exp, jexp, false);
  4450. }
  4451. }
  4452. }
  4453. break;
  4454. case AL_DECAGI:
  4455. case MER_DECAGI:
  4456. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  4457. sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  4458. break;
  4459. case AL_CRUCIS:
  4460. if (flag&1)
  4461. sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  4462. else {
  4463. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  4464. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4465. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4466. }
  4467. break;
  4468. case PR_LEXDIVINA:
  4469. case MER_LEXDIVINA:
  4470. if( tsce )
  4471. status_change_end(bl,type, INVALID_TIMER);
  4472. else
  4473. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4474. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4475. break;
  4476. case SA_ABRACADABRA:
  4477. {
  4478. int abra_skill_id = 0, abra_skill_lv;
  4479. do {
  4480. i = rnd() % MAX_SKILL_ABRA_DB;
  4481. abra_skill_id = skill_abra_db[i].skill_id;
  4482. } while (abra_skill_id == 0 ||
  4483. skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear
  4484. rnd()%10000 >= skill_abra_db[i].per
  4485. );
  4486. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  4487. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4488. if( sd )
  4489. {// player-casted
  4490. sd->state.abra_flag = 1;
  4491. sd->skillitem = abra_skill_id;
  4492. sd->skillitemlv = abra_skill_lv;
  4493. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  4494. }
  4495. else
  4496. {// mob-casted
  4497. struct unit_data *ud = unit_bl2ud(src);
  4498. int inf = skill_get_inf(abra_skill_id);
  4499. int target_id = 0;
  4500. if (!ud) break;
  4501. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4502. if (src->type == BL_PET)
  4503. bl = (struct block_list*)((TBL_PET*)src)->msd;
  4504. if (!bl) bl = src;
  4505. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  4506. } else { //Assume offensive skills
  4507. if (ud->target)
  4508. target_id = ud->target;
  4509. else switch (src->type) {
  4510. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4511. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4512. }
  4513. if (!target_id)
  4514. break;
  4515. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  4516. bl = map_id2bl(target_id);
  4517. if (!bl) bl = src;
  4518. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  4519. } else
  4520. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  4521. }
  4522. }
  4523. }
  4524. break;
  4525. case SA_COMA:
  4526. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4527. sc_start(bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  4528. break;
  4529. case SA_FULLRECOVERY:
  4530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4531. if (status_isimmune(bl))
  4532. break;
  4533. status_percent_heal(bl, 100, 100);
  4534. break;
  4535. case NPC_ALLHEAL:
  4536. {
  4537. int heal;
  4538. if( status_isimmune(bl) )
  4539. break;
  4540. heal = status_percent_heal(bl, 100, 0);
  4541. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4542. if( dstmd )
  4543. { // Reset Damage Logs
  4544. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4545. dstmd->tdmg = 0;
  4546. }
  4547. }
  4548. break;
  4549. case SA_SUMMONMONSTER:
  4550. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4551. if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  4552. break;
  4553. case SA_LEVELUP:
  4554. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4555. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4556. break;
  4557. case SA_INSTANTDEATH:
  4558. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4559. status_set_hp(bl,1,0);
  4560. break;
  4561. case SA_QUESTION:
  4562. case SA_GRAVITY:
  4563. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4564. break;
  4565. case SA_CLASSCHANGE:
  4566. case SA_MONOCELL:
  4567. if (dstmd)
  4568. {
  4569. int class_;
  4570. if ( sd && dstmd->status.mode&MD_BOSS )
  4571. {
  4572. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4573. break;
  4574. }
  4575. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4576. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4577. mob_class_change(dstmd,class_);
  4578. if( tsc && dstmd->status.mode&MD_BOSS )
  4579. {
  4580. 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 };
  4581. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4582. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4583. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4584. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4585. }
  4586. }
  4587. break;
  4588. case SA_DEATH:
  4589. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4590. {
  4591. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4592. break;
  4593. }
  4594. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4595. status_kill(bl);
  4596. break;
  4597. case SA_REVERSEORCISH:
  4598. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4599. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  4600. break;
  4601. case SA_FORTUNE:
  4602. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4603. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  4604. break;
  4605. case SA_TAMINGMONSTER:
  4606. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4607. if (sd && dstmd) {
  4608. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4609. if( i < MAX_PET_DB )
  4610. pet_catch_process1(sd, dstmd->class_);
  4611. }
  4612. break;
  4613. case CR_PROVIDENCE:
  4614. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4615. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4617. map_freeblock_unlock();
  4618. return 1;
  4619. }
  4620. }
  4621. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4622. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4623. break;
  4624. case CG_MARIONETTE:
  4625. {
  4626. struct status_change* sc = status_get_sc(src);
  4627. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4628. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4629. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4630. map_freeblock_unlock();
  4631. return 1;
  4632. }
  4633. if( sc && tsc )
  4634. {
  4635. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4636. {
  4637. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  4638. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  4639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4640. }
  4641. else
  4642. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4643. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4644. {
  4645. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4646. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4647. }
  4648. else
  4649. {
  4650. if( sd )
  4651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4652. map_freeblock_unlock();
  4653. return 1;
  4654. }
  4655. }
  4656. }
  4657. break;
  4658. case RG_CLOSECONFINE:
  4659. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4660. sc_start4(bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  4661. break;
  4662. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4663. case SA_FROSTWEAPON:
  4664. case SA_LIGHTNINGLOADER:
  4665. case SA_SEISMICWEAPON:
  4666. if (dstsd) {
  4667. if(dstsd->status.weapon == W_FIST ||
  4668. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4669. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4670. dstsd->sc.data[SC_FIREWEAPON] ||
  4671. dstsd->sc.data[SC_WATERWEAPON] ||
  4672. dstsd->sc.data[SC_WINDWEAPON] ||
  4673. dstsd->sc.data[SC_EARTHWEAPON] ||
  4674. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4675. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4676. dstsd->sc.data[SC_ENCPOISON]
  4677. ))
  4678. ) {
  4679. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4680. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  4681. break;
  4682. }
  4683. }
  4684. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4685. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  4686. if (sd)
  4687. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4688. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4689. clif_displaymessage(sd->fd, msg_txt(669));
  4690. }
  4691. break;
  4692. case PR_ASPERSIO:
  4693. if (sd && dstmd) {
  4694. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  4695. break;
  4696. }
  4697. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4698. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4699. break;
  4700. case ITEM_ENCHANTARMS:
  4701. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4702. sc_start2(bl,type,100,skill_lv,
  4703. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  4704. break;
  4705. case TK_SEVENWIND:
  4706. switch(skill_get_ele(skill_id,skill_lv)) {
  4707. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4708. case ELE_WIND : type = SC_WINDWEAPON; break;
  4709. case ELE_WATER : type = SC_WATERWEAPON; break;
  4710. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4711. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4712. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4713. case ELE_HOLY : type = SC_ASPERSIO; break;
  4714. }
  4715. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4716. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4717. sc_start(bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4718. break;
  4719. case PR_KYRIE:
  4720. case MER_KYRIE:
  4721. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  4722. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4723. break;
  4724. //Passive Magnum, should had been casted on yourself.
  4725. case SM_MAGNUM:
  4726. case MS_MAGNUM:
  4727. skill_area_temp[1] = 0;
  4728. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  4729. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4730. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  4731. // Initiate 10% of your damage becomes fire element.
  4732. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  4733. if( sd )
  4734. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  4735. else if( bl->type == BL_MER )
  4736. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  4737. break;
  4738. case TK_JUMPKICK:
  4739. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  4740. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4741. {
  4742. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4743. {
  4744. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4745. clif_slide(src,bl->x,bl->y);
  4746. }
  4747. }
  4748. else
  4749. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  4750. break;
  4751. case AL_INCAGI:
  4752. case AL_BLESSING:
  4753. case MER_INCAGI:
  4754. case MER_BLESSING:
  4755. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4756. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4757. break;
  4758. }
  4759. case PR_SLOWPOISON:
  4760. case PR_IMPOSITIO:
  4761. case PR_LEXAETERNA:
  4762. case PR_SUFFRAGIUM:
  4763. case PR_BENEDICTIO:
  4764. case LK_BERSERK:
  4765. case MS_BERSERK:
  4766. case KN_AUTOCOUNTER:
  4767. case KN_TWOHANDQUICKEN:
  4768. case KN_ONEHAND:
  4769. case MER_QUICKEN:
  4770. case CR_SPEARQUICKEN:
  4771. case CR_REFLECTSHIELD:
  4772. case MS_REFLECTSHIELD:
  4773. case AS_POISONREACT:
  4774. case MC_LOUD:
  4775. case MG_ENERGYCOAT:
  4776. case MO_EXPLOSIONSPIRITS:
  4777. case MO_STEELBODY:
  4778. case MO_BLADESTOP:
  4779. case LK_AURABLADE:
  4780. case LK_PARRYING:
  4781. case MS_PARRYING:
  4782. case LK_CONCENTRATION:
  4783. case WS_CARTBOOST:
  4784. case SN_SIGHT:
  4785. case WS_MELTDOWN:
  4786. case WS_OVERTHRUSTMAX:
  4787. case ST_REJECTSWORD:
  4788. case HW_MAGICPOWER:
  4789. case PF_MEMORIZE:
  4790. case PA_SACRIFICE:
  4791. case ASC_EDP:
  4792. case PF_DOUBLECASTING:
  4793. case SG_SUN_COMFORT:
  4794. case SG_MOON_COMFORT:
  4795. case SG_STAR_COMFORT:
  4796. case NPC_HALLUCINATION:
  4797. case GS_MADNESSCANCEL:
  4798. case GS_ADJUSTMENT:
  4799. case GS_INCREASING:
  4800. case NJ_KASUMIKIRI:
  4801. case NJ_UTSUSEMI:
  4802. case NJ_NEN:
  4803. case NPC_DEFENDER:
  4804. case NPC_MAGICMIRROR:
  4805. case ST_PRESERVE:
  4806. case NPC_INVINCIBLE:
  4807. case NPC_INVINCIBLEOFF:
  4808. case RK_DEATHBOUND:
  4809. case AB_RENOVATIO:
  4810. case AB_EXPIATIO:
  4811. case AB_DUPLELIGHT:
  4812. case AB_SECRAMENT:
  4813. case NC_ACCELERATION:
  4814. case NC_HOVERING:
  4815. case NC_SHAPESHIFT:
  4816. case WL_RECOGNIZEDSPELL:
  4817. case GC_VENOMIMPRESS:
  4818. case SC_DEADLYINFECT:
  4819. case LG_EXEEDBREAK:
  4820. case LG_PRESTIGE:
  4821. case SR_CRESCENTELBOW:
  4822. case SR_LIGHTNINGWALK:
  4823. case SR_GENTLETOUCH_ENERGYGAIN:
  4824. case GN_CARTBOOST:
  4825. case KO_MEIKYOUSISUI:
  4826. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4827. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4828. break;
  4829. case SO_STRIKING:
  4830. if (sd) {
  4831. int bonus = 25 + 10 * skill_lv;
  4832. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  4833. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  4834. battle_check_target(src,bl,BCT_PARTY) ?
  4835. sc_start2(bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  4836. 0
  4837. );
  4838. }
  4839. break;
  4840. case NPC_STOP:
  4841. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4842. sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  4843. sc_start2(src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  4844. break;
  4845. case HP_ASSUMPTIO:
  4846. if( sd && dstmd )
  4847. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4848. else
  4849. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4850. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4851. break;
  4852. case MG_SIGHT:
  4853. case MER_SIGHT:
  4854. case AL_RUWACH:
  4855. case WZ_SIGHTBLASTER:
  4856. case NPC_WIDESIGHT:
  4857. case NPC_STONESKIN:
  4858. case NPC_ANTIMAGIC:
  4859. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4860. sc_start2(bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  4861. break;
  4862. case HLIF_AVOID:
  4863. case HAMI_DEFENCE:
  4864. i = skill_get_time(skill_id,skill_lv);
  4865. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,i)); // Master
  4866. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,i)); // Homunc
  4867. break;
  4868. case NJ_BUNSINJYUTSU:
  4869. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4870. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4871. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4872. break;
  4873. /* Was modified to only affect targetted char. [Skotlex]
  4874. case HP_ASSUMPTIO:
  4875. if (flag&1)
  4876. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4877. else
  4878. {
  4879. map_foreachinrange(skill_area_sub, bl,
  4880. skill_get_splash(skill_id, skill_lv), BL_PC,
  4881. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  4882. skill_castend_nodamage_id);
  4883. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4884. }
  4885. break;
  4886. */
  4887. case SM_ENDURE:
  4888. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4889. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4890. if (sd)
  4891. skill_blockpc_start (sd, skill_id, skill_get_time2(skill_id,skill_lv));
  4892. break;
  4893. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4894. if (sd && dstsd && dstsd->sc.count) {
  4895. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4896. dstsd->sc.data[SC_WATERWEAPON] ||
  4897. dstsd->sc.data[SC_WINDWEAPON] ||
  4898. dstsd->sc.data[SC_EARTHWEAPON] ||
  4899. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4900. dstsd->sc.data[SC_GHOSTWEAPON]
  4901. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4902. ) {
  4903. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  4904. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4905. break;
  4906. }
  4907. }
  4908. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4909. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4910. break;
  4911. case LK_TENSIONRELAX:
  4912. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4913. sc_start4(bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  4914. skill_get_time(skill_id,skill_lv)));
  4915. break;
  4916. case MC_CHANGECART:
  4917. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4918. break;
  4919. case TK_MISSION:
  4920. if (sd) {
  4921. int id;
  4922. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  4923. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4924. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4925. break;
  4926. }
  4927. id = mob_get_random_id(0,0xF, sd->status.base_level);
  4928. if (!id) {
  4929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4930. break;
  4931. }
  4932. sd->mission_mobid = id;
  4933. sd->mission_count = 0;
  4934. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4935. clif_mission_info(sd, id, 0);
  4936. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4937. }
  4938. break;
  4939. case AC_CONCENTRATION:
  4940. {
  4941. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4942. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4943. map_foreachinrange( status_change_timer_sub, src,
  4944. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  4945. src,NULL,type,tick);
  4946. }
  4947. break;
  4948. case SM_PROVOKE:
  4949. case SM_SELFPROVOKE:
  4950. case MER_PROVOKE:
  4951. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4952. {
  4953. map_freeblock_unlock();
  4954. return 1;
  4955. }
  4956. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4957. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  4958. (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  4959. if( !i )
  4960. {
  4961. if( sd )
  4962. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4963. map_freeblock_unlock();
  4964. return 0;
  4965. }
  4966. unit_skillcastcancel(bl, 2);
  4967. if( tsc && tsc->count )
  4968. {
  4969. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4970. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4971. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4972. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4973. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4974. }
  4975. if( dstmd )
  4976. {
  4977. dstmd->state.provoke_flag = src->id;
  4978. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  4979. }
  4980. break;
  4981. case ML_DEVOTION:
  4982. case CR_DEVOTION:
  4983. {
  4984. int count, lv;
  4985. if( !dstsd || (!sd && !mer) )
  4986. { // Only players can be devoted
  4987. if( sd )
  4988. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4989. break;
  4990. }
  4991. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4992. lv = -lv;
  4993. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4994. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4995. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4996. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4997. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4998. {
  4999. if( sd )
  5000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5001. map_freeblock_unlock();
  5002. return 1;
  5003. }
  5004. i = 0;
  5005. count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
  5006. if( sd )
  5007. { // Player Devoting Player
  5008. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5009. if( i == count )
  5010. {
  5011. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5012. if( i == count )
  5013. { // No free slots, skill Fail
  5014. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5015. map_freeblock_unlock();
  5016. return 1;
  5017. }
  5018. }
  5019. sd->devotion[i] = bl->id;
  5020. }
  5021. else
  5022. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5023. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5024. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
  5025. clif_devotion(src, NULL);
  5026. }
  5027. break;
  5028. case MO_CALLSPIRITS:
  5029. if(sd) {
  5030. int limit = skill_lv;
  5031. if( sd->sc.data[SC_RAISINGDRAGON] )
  5032. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5033. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5034. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5035. }
  5036. break;
  5037. case CH_SOULCOLLECT:
  5038. if(sd) {
  5039. int limit = 5;
  5040. if( sd->sc.data[SC_RAISINGDRAGON] )
  5041. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5042. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5043. for (i = 0; i < limit; i++)
  5044. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5045. }
  5046. break;
  5047. case MO_KITRANSLATION:
  5048. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  5049. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5050. }
  5051. break;
  5052. case TK_TURNKICK:
  5053. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5054. if (skill_area_temp[1] != bl->id) {
  5055. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5056. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5057. }
  5058. break;
  5059. case MO_ABSORBSPIRITS:
  5060. i = 0;
  5061. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  5062. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5063. i = dstsd->spiritball * 7;
  5064. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5065. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5066. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5067. i = 2 * dstmd->level;
  5068. mob_target(dstmd,src,0);
  5069. }
  5070. if (i) status_heal(src, 0, i, 3);
  5071. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5072. break;
  5073. case AC_MAKINGARROW:
  5074. if(sd) {
  5075. clif_arrow_create_list(sd);
  5076. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5077. }
  5078. break;
  5079. case AM_PHARMACY:
  5080. if(sd) {
  5081. clif_skill_produce_mix_list(sd,skill_id,22);
  5082. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5083. }
  5084. break;
  5085. case SA_CREATECON:
  5086. if(sd) {
  5087. clif_elementalconverter_list(sd);
  5088. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5089. }
  5090. break;
  5091. case BS_HAMMERFALL:
  5092. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5093. sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5094. break;
  5095. case RG_RAID:
  5096. skill_area_temp[1] = 0;
  5097. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5098. map_foreachinrange(skill_area_sub, bl,
  5099. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5100. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5101. skill_castend_damage_id);
  5102. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5103. break;
  5104. case ASC_METEORASSAULT:
  5105. case GS_SPREADATTACK:
  5106. case RK_STORMBLAST:
  5107. case NC_AXETORNADO:
  5108. case GC_COUNTERSLASH:
  5109. case SR_SKYNETBLOW:
  5110. case SR_RAMPAGEBLASTER:
  5111. case SR_HOWLINGOFLION:
  5112. case KO_HAPPOKUNAI:
  5113. skill_area_temp[1] = 0;
  5114. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5115. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5116. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5117. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5118. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5119. break;
  5120. case NC_EMERGENCYCOOL:
  5121. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5122. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5123. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5124. break;
  5125. case SR_WINDMILL:
  5126. case GN_CART_TORNADO:
  5127. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5128. case SR_EARTHSHAKER:
  5129. case NC_INFRAREDSCAN:
  5130. case NPC_EARTHQUAKE:
  5131. case NPC_VAMPIRE_GIFT:
  5132. case NPC_HELLJUDGEMENT:
  5133. case NPC_PULSESTRIKE:
  5134. case LG_MOONSLASHER:
  5135. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5136. break;
  5137. case KN_BRANDISHSPEAR:
  5138. case ML_BRANDISH:
  5139. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5140. break;
  5141. case WZ_SIGHTRASHER:
  5142. //Passive side of the attack.
  5143. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5144. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5145. map_foreachinrange(skill_area_sub,src,
  5146. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5147. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5148. skill_castend_damage_id);
  5149. break;
  5150. case NJ_HYOUSYOURAKU:
  5151. case NJ_RAIGEKISAI:
  5152. case WZ_FROSTNOVA:
  5153. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5154. skill_area_temp[1] = 0;
  5155. map_foreachinrange(skill_attack_area, src,
  5156. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5157. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5158. break;
  5159. case HVAN_EXPLOSION: //[orn]
  5160. case NPC_SELFDESTRUCTION:
  5161. //Self Destruction hits everyone in range (allies+enemies)
  5162. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5163. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  5164. BCT_ENEMY:BCT_ALL;
  5165. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5166. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5167. map_foreachinrange(skill_area_sub, bl,
  5168. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5169. src, skill_id, skill_lv, tick, flag|i,
  5170. skill_castend_damage_id);
  5171. map_addblock(src);
  5172. status_damage(src, src, sstatus->max_hp,0,0,1);
  5173. break;
  5174. case AL_ANGELUS:
  5175. case PR_MAGNIFICAT:
  5176. case PR_GLORIA:
  5177. case SN_WINDWALK:
  5178. case CASH_BLESSING:
  5179. case CASH_INCAGI:
  5180. case CASH_ASSUMPTIO:
  5181. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5182. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5183. else if( sd )
  5184. 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);
  5185. break;
  5186. case MER_MAGNIFICAT:
  5187. if( mer != NULL )
  5188. {
  5189. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5190. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5191. 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);
  5192. else if( mer->master && !(flag&1) )
  5193. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5194. }
  5195. break;
  5196. case BS_ADRENALINE:
  5197. case BS_ADRENALINE2:
  5198. case BS_WEAPONPERFECT:
  5199. case BS_OVERTHRUST:
  5200. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5201. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5202. sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  5203. } else if (sd) {
  5204. party_foreachsamemap(skill_area_sub,
  5205. sd,skill_get_splash(skill_id, skill_lv),
  5206. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5207. skill_castend_nodamage_id);
  5208. }
  5209. break;
  5210. case BS_MAXIMIZE:
  5211. case NV_TRICKDEAD:
  5212. case CR_DEFENDER:
  5213. case ML_DEFENDER:
  5214. case CR_AUTOGUARD:
  5215. case ML_AUTOGUARD:
  5216. case TK_READYSTORM:
  5217. case TK_READYDOWN:
  5218. case TK_READYTURN:
  5219. case TK_READYCOUNTER:
  5220. case TK_DODGE:
  5221. case CR_SHRINK:
  5222. case SG_FUSION:
  5223. case GS_GATLINGFEVER:
  5224. if( tsce )
  5225. {
  5226. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5227. map_freeblock_unlock();
  5228. return 0;
  5229. }
  5230. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5231. break;
  5232. case SL_KAITE:
  5233. case SL_KAAHI:
  5234. case SL_KAIZEL:
  5235. case SL_KAUPE:
  5236. if (sd) {
  5237. if (!dstsd || !(
  5238. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5239. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5240. dstsd->status.char_id == sd->status.char_id ||
  5241. dstsd->status.char_id == sd->status.partner_id ||
  5242. dstsd->status.char_id == sd->status.child
  5243. )) {
  5244. status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
  5245. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5246. break;
  5247. }
  5248. }
  5249. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5250. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5251. break;
  5252. case SM_AUTOBERSERK:
  5253. case MER_AUTOBERSERK:
  5254. if( tsce )
  5255. i = status_change_end(bl, type, INVALID_TIMER);
  5256. else
  5257. i = sc_start(bl,type,100,skill_lv,60000);
  5258. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5259. break;
  5260. case TF_HIDING:
  5261. case ST_CHASEWALK:
  5262. case KO_YAMIKUMO:
  5263. if (tsce)
  5264. {
  5265. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5266. map_freeblock_unlock();
  5267. return 0;
  5268. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5269. //Mado Gear cannot hide
  5270. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5271. map_freeblock_unlock();
  5272. return 0;
  5273. }
  5274. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5275. break;
  5276. case TK_RUN:
  5277. if (tsce)
  5278. {
  5279. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5280. map_freeblock_unlock();
  5281. return 0;
  5282. }
  5283. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  5284. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5285. clif_walkok(sd); // So aegis has to resend the walk ok.
  5286. break;
  5287. case AS_CLOAKING:
  5288. case GC_CLOAKINGEXCEED:
  5289. case LG_FORCEOFVANGUARD:
  5290. case SC_REPRODUCE:
  5291. case SC_INVISIBILITY:
  5292. if (tsce) {
  5293. i = status_change_end(bl, type, INVALID_TIMER);
  5294. if( i )
  5295. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5296. else if( sd )
  5297. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5298. map_freeblock_unlock();
  5299. return 0;
  5300. }
  5301. case RA_CAMOUFLAGE:
  5302. i = sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5303. if( i )
  5304. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5305. else if( sd )
  5306. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5307. break;
  5308. case BD_ADAPTATION:
  5309. if(tsc && tsc->data[SC_DANCING]){
  5310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5311. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5312. }
  5313. break;
  5314. case BA_FROSTJOKER:
  5315. case DC_SCREAM:
  5316. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5317. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  5318. if (md) {
  5319. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5320. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5321. char temp[70];
  5322. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc);
  5323. clif_message(&md->bl,temp);
  5324. }
  5325. break;
  5326. case BA_PANGVOICE:
  5327. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  5328. break;
  5329. case DC_WINKCHARM:
  5330. if( dstsd )
  5331. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  5332. else
  5333. if( dstmd )
  5334. {
  5335. if( status_get_lv(src) > status_get_lv(bl)
  5336. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5337. && !(tstatus->mode&MD_BOSS) )
  5338. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  5339. else
  5340. {
  5341. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5342. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5343. }
  5344. }
  5345. break;
  5346. case TF_STEAL:
  5347. if(sd) {
  5348. if(pc_steal_item(sd,bl,skill_lv))
  5349. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5350. else
  5351. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5352. }
  5353. break;
  5354. case RG_STEALCOIN:
  5355. if(sd) {
  5356. if(pc_steal_coin(sd,bl))
  5357. {
  5358. dstmd->state.provoke_flag = src->id;
  5359. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5360. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5361. }
  5362. else
  5363. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5364. }
  5365. break;
  5366. case MG_STONECURSE:
  5367. {
  5368. int brate = 0;
  5369. if (tstatus->mode&MD_BOSS) {
  5370. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5371. break;
  5372. }
  5373. if(status_isimmune(bl) || !tsc)
  5374. break;
  5375. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  5376. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  5377. if (tsc->data[SC_STONE]) {
  5378. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5379. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5380. break;
  5381. }
  5382. if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate,
  5383. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  5384. skill_get_time2(skill_id,skill_lv)))
  5385. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5386. else if(sd) {
  5387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5388. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5389. if (skill_lv > 5)
  5390. { // not to consume items
  5391. map_freeblock_unlock();
  5392. return 0;
  5393. }
  5394. }
  5395. }
  5396. break;
  5397. case NV_FIRSTAID:
  5398. clif_skill_nodamage(src,bl,skill_id,5,1);
  5399. status_heal(bl,5,0,0);
  5400. break;
  5401. case AL_CURE:
  5402. if(status_isimmune(bl)) {
  5403. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5404. break;
  5405. }
  5406. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5407. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5408. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5409. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5410. break;
  5411. case TF_DETOXIFY:
  5412. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5413. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5414. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5415. break;
  5416. case PR_STRECOVERY:
  5417. if(status_isimmune(bl)) {
  5418. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5419. break;
  5420. }
  5421. if (tsc && tsc->opt1) {
  5422. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5423. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5424. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5425. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5426. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5427. }
  5428. //Is this equation really right? It looks so... special.
  5429. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5430. {
  5431. status_change_start(bl, SC_BLIND,
  5432. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5433. 1,0,0,0,
  5434. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5435. }
  5436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5437. if(dstmd)
  5438. mob_unlocktarget(dstmd,tick);
  5439. break;
  5440. // Mercenary Supportive Skills
  5441. case MER_BENEDICTION:
  5442. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5443. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5444. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5445. break;
  5446. case MER_COMPRESS:
  5447. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5448. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5449. break;
  5450. case MER_MENTALCURE:
  5451. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5452. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5453. break;
  5454. case MER_RECUPERATE:
  5455. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5456. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5457. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5458. break;
  5459. case MER_REGAIN:
  5460. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5461. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5463. break;
  5464. case MER_TENDER:
  5465. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5466. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5467. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5468. break;
  5469. case MER_SCAPEGOAT:
  5470. if( mer && mer->master )
  5471. {
  5472. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5473. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5474. }
  5475. break;
  5476. case MER_ESTIMATION:
  5477. if( !mer )
  5478. break;
  5479. sd = mer->master;
  5480. case WZ_ESTIMATION:
  5481. if( sd == NULL )
  5482. break;
  5483. if( dstsd )
  5484. { // Fail on Players
  5485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5486. break;
  5487. }
  5488. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5489. break; // Cannot be Used on Emperium
  5490. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5491. clif_skill_estimation(sd, bl);
  5492. if( skill_id == MER_ESTIMATION )
  5493. sd = NULL;
  5494. break;
  5495. case BS_REPAIRWEAPON:
  5496. if(sd && dstsd)
  5497. clif_item_repair_list(sd,dstsd,skill_lv);
  5498. break;
  5499. case MC_IDENTIFY:
  5500. if(sd)
  5501. clif_item_identify_list(sd);
  5502. break;
  5503. // Weapon Refining [Celest]
  5504. case WS_WEAPONREFINE:
  5505. if(sd)
  5506. clif_item_refine_list(sd);
  5507. break;
  5508. case MC_VENDING:
  5509. if(sd)
  5510. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5511. if ( !pc_can_give_items(sd) )
  5512. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5513. else {
  5514. sd->state.prevend = 1;
  5515. clif_openvendingreq(sd,2+skill_lv);
  5516. }
  5517. }
  5518. break;
  5519. case AL_TELEPORT:
  5520. if(sd)
  5521. {
  5522. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  5523. clif_skill_teleportmessage(sd,0);
  5524. break;
  5525. }
  5526. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  5527. char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT));
  5528. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  5529. break;
  5530. }
  5531. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  5532. {
  5533. if( skill_lv == 1 )
  5534. pc_randomwarp(sd,CLR_TELEPORT);
  5535. else
  5536. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5537. break;
  5538. }
  5539. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5540. if( skill_lv == 1 )
  5541. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  5542. else
  5543. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5544. } else
  5545. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5546. break;
  5547. case NPC_EXPULSION:
  5548. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5549. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5550. break;
  5551. case AL_HOLYWATER:
  5552. if(sd) {
  5553. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  5554. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5555. else
  5556. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5557. }
  5558. break;
  5559. case TF_PICKSTONE:
  5560. if(sd) {
  5561. int eflag;
  5562. struct item item_tmp;
  5563. struct block_list tbl;
  5564. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5565. memset(&item_tmp,0,sizeof(item_tmp));
  5566. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5567. item_tmp.nameid = ITEMID_STONE;
  5568. item_tmp.identify = 1;
  5569. tbl.id = 0;
  5570. clif_takeitem(&sd->bl,&tbl);
  5571. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5572. if(eflag) {
  5573. clif_additem(sd,0,0,eflag);
  5574. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5575. }
  5576. }
  5577. break;
  5578. case ASC_CDP:
  5579. if(sd) {
  5580. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5581. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  5582. }
  5583. break;
  5584. case RG_STRIPWEAPON:
  5585. case RG_STRIPSHIELD:
  5586. case RG_STRIPARMOR:
  5587. case RG_STRIPHELM:
  5588. case ST_FULLSTRIP:
  5589. case GC_WEAPONCRUSH:
  5590. case SC_STRIPACCESSARY: {
  5591. unsigned short location = 0;
  5592. int d = 0;
  5593. //Rate in percent
  5594. if ( skill_id == ST_FULLSTRIP ) {
  5595. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  5596. } else if( skill_id == SC_STRIPACCESSARY ) {
  5597. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  5598. } else {
  5599. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  5600. }
  5601. if (i < 5) i = 5; //Minimum rate 5%
  5602. //Duration in ms
  5603. if( skill_id == GC_WEAPONCRUSH){
  5604. d = skill_get_time(skill_id,skill_lv);
  5605. if(bl->type == BL_PC)
  5606. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  5607. else
  5608. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  5609. }else
  5610. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  5611. if (d < 0) d = 0; //Minimum duration 0ms
  5612. switch (skill_id) {
  5613. case RG_STRIPWEAPON:
  5614. case GC_WEAPONCRUSH:
  5615. location = EQP_WEAPON;
  5616. break;
  5617. case RG_STRIPSHIELD:
  5618. location = EQP_SHIELD;
  5619. break;
  5620. case RG_STRIPARMOR:
  5621. location = EQP_ARMOR;
  5622. break;
  5623. case RG_STRIPHELM:
  5624. location = EQP_HELM;
  5625. break;
  5626. case ST_FULLSTRIP:
  5627. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5628. break;
  5629. case SC_STRIPACCESSARY:
  5630. location = EQP_ACC;
  5631. break;
  5632. }
  5633. //Special message when trying to use strip on FCP [Jobbie]
  5634. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  5635. {
  5636. clif_gospel_info(sd, 0x28);
  5637. break;
  5638. }
  5639. //Attempts to strip at rate i and duration d
  5640. if( (i = skill_strip_equip(bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  5641. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5642. //Nothing stripped.
  5643. if( sd && !i )
  5644. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5645. break;
  5646. }
  5647. case AM_BERSERKPITCHER:
  5648. case AM_POTIONPITCHER: {
  5649. int i,x,hp = 0,sp = 0,bonus=100;
  5650. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  5651. map_freeblock_unlock();
  5652. return 1;
  5653. }
  5654. if( sd ) {
  5655. x = skill_lv%11 - 1;
  5656. i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]);
  5657. if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
  5658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5659. map_freeblock_unlock();
  5660. return 1;
  5661. }
  5662. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
  5663. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5664. map_freeblock_unlock();
  5665. return 1;
  5666. }
  5667. if( skill_id == AM_BERSERKPITCHER ) {
  5668. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  5669. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5670. map_freeblock_unlock();
  5671. return 1;
  5672. }
  5673. }
  5674. potion_flag = 1;
  5675. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5676. potion_target = bl->id;
  5677. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5678. potion_flag = potion_target = 0;
  5679. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5680. bonus += sd->status.base_level;
  5681. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  5682. hp = tstatus->max_hp * potion_per_hp / 100;
  5683. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5684. if( dstsd ) {
  5685. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5686. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5687. }
  5688. } else {
  5689. if( potion_hp > 0 ) {
  5690. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5691. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5692. if( dstsd )
  5693. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5694. }
  5695. if( potion_sp > 0 ) {
  5696. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5697. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5698. if( dstsd )
  5699. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5700. }
  5701. }
  5702. if (sd->itemgrouphealrate[IG_POTION]>0) {
  5703. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5704. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5705. }
  5706. if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
  5707. hp += hp * i / 100;
  5708. sp += sp * i / 100;
  5709. }
  5710. } else {
  5711. hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100;
  5712. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5713. if( dstsd )
  5714. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5715. }
  5716. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  5717. hp += hp * i / 100;
  5718. sp += sp * i / 100;
  5719. }
  5720. if( tsc && tsc->count ) {
  5721. if( tsc->data[SC_CRITICALWOUND] ) {
  5722. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5723. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5724. }
  5725. if( tsc->data[SC_DEATHHURT] ) {
  5726. hp -= hp * 20 / 100;
  5727. sp -= sp * 20 / 100;
  5728. }
  5729. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5730. hp += hp / 10;
  5731. sp += sp / 10;
  5732. }
  5733. }
  5734. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5735. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  5736. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5737. if( sp > 0 )
  5738. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5739. #ifdef RENEWAL
  5740. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  5741. sp = 0;
  5742. #endif
  5743. status_heal(bl,hp,sp,0);
  5744. }
  5745. break;
  5746. case AM_CP_WEAPON:
  5747. case AM_CP_SHIELD:
  5748. case AM_CP_ARMOR:
  5749. case AM_CP_HELM:
  5750. {
  5751. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  5752. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  5753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5754. map_freeblock_unlock(); // Don't consume item requirements
  5755. return 0;
  5756. }
  5757. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5758. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5759. }
  5760. break;
  5761. case AM_TWILIGHT1:
  5762. if (sd) {
  5763. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5764. //Prepare 200 White Potions.
  5765. if (!skill_produce_mix(sd, skill_id, 504, 0, 0, 0, 200))
  5766. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5767. }
  5768. break;
  5769. case AM_TWILIGHT2:
  5770. if (sd) {
  5771. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5772. //Prepare 200 Slim White Potions.
  5773. if (!skill_produce_mix(sd, skill_id, 547, 0, 0, 0, 200))
  5774. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5775. }
  5776. break;
  5777. case AM_TWILIGHT3:
  5778. if (sd) {
  5779. int ebottle = pc_search_inventory(sd,713);
  5780. if( ebottle >= 0 )
  5781. ebottle = sd->status.inventory[ebottle].amount;
  5782. //check if you can produce all three, if not, then fail:
  5783. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5784. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5785. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5786. || ebottle < 200 //200 empty bottle are required at total.
  5787. ) {
  5788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5789. break;
  5790. }
  5791. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5792. skill_produce_mix(sd, skill_id, 970, 0, 0, 0, 100);
  5793. skill_produce_mix(sd, skill_id, 7136, 0, 0, 0, 50);
  5794. skill_produce_mix(sd, skill_id, 7135, 0, 0, 0, 50);
  5795. }
  5796. break;
  5797. case SA_DISPELL:
  5798. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  5799. {
  5800. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5801. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5802. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5803. || rnd()%100 >= 50+10*skill_lv
  5804. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5805. {
  5806. if (sd)
  5807. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5808. break;
  5809. }
  5810. if(status_isimmune(bl) || !tsc || !tsc->count)
  5811. break;
  5812. for(i=0;i<SC_MAX;i++)
  5813. {
  5814. if (!tsc->data[i])
  5815. continue;
  5816. switch (i) {
  5817. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5818. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5819. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5820. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5821. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5822. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5823. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5824. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5825. case SC_EDP: case SC_AUTOBERSERK:
  5826. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5827. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5828. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5829. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5830. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5831. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5832. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5833. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5834. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5835. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5836. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5837. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5838. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5839. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5840. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5841. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5842. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5843. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  5844. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  5845. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  5846. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  5847. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  5848. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  5849. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  5850. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  5851. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  5852. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  5853. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  5854. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  5855. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  5856. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  5857. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  5858. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  5859. #ifdef RENEWAL
  5860. case SC_EXTREMITYFIST2:
  5861. #endif
  5862. continue;
  5863. /**
  5864. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5865. **/
  5866. case SC_WHISTLE:
  5867. case SC_ASSNCROS:
  5868. case SC_POEMBRAGI:
  5869. case SC_APPLEIDUN:
  5870. case SC_HUMMING:
  5871. case SC_DONTFORGETME:
  5872. case SC_FORTUNE:
  5873. case SC_SERVICE4U:
  5874. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5875. continue;
  5876. break;
  5877. case SC_ASSUMPTIO:
  5878. if( bl->type == BL_MOB )
  5879. continue;
  5880. break;
  5881. }
  5882. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  5883. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5884. }
  5885. break;
  5886. }
  5887. //Affect all targets on splash area.
  5888. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5889. src, skill_id, skill_lv, tick, flag|1,
  5890. skill_castend_damage_id);
  5891. break;
  5892. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5893. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5894. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  5895. break;
  5896. case TK_HIGHJUMP:
  5897. {
  5898. int x,y, dir = unit_getdir(src);
  5899. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5900. if( map[src->m].flag.noteleport &&
  5901. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5902. ) {
  5903. x = src->x;
  5904. y = src->y;
  5905. } else {
  5906. x = src->x + dirx[dir]*skill_lv*2;
  5907. y = src->y + diry[dir]*skill_lv*2;
  5908. }
  5909. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  5910. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5911. clif_slide(src,x,y);
  5912. unit_movepos(src, x, y, 1, 0);
  5913. }
  5914. }
  5915. break;
  5916. case SA_CASTCANCEL:
  5917. case SO_SPELLFIST:
  5918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5919. unit_skillcastcancel(src,1);
  5920. if(sd) {
  5921. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  5922. if( skill_id == SO_SPELLFIST ){
  5923. sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  5924. sd->skill_id_old = sd->skill_lv_old = 0;
  5925. break;
  5926. }
  5927. sp = sp * (90 - (skill_lv-1)*20) / 100;
  5928. if(sp < 0) sp = 0;
  5929. status_zap(src, 0, sp);
  5930. }
  5931. break;
  5932. case SA_SPELLBREAKER:
  5933. {
  5934. int sp;
  5935. if(tsc && tsc->data[SC_MAGICROD]) {
  5936. sp = skill_get_sp(skill_id,skill_lv);
  5937. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5938. if(sp < 1) sp = 1;
  5939. status_heal(bl,0,sp,2);
  5940. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5941. } else {
  5942. struct unit_data *ud = unit_bl2ud(bl);
  5943. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  5944. if (!ud || ud->skilltimer == INVALID_TIMER)
  5945. break; //Nothing to cancel.
  5946. bl_skill_id = ud->skill_id;
  5947. bl_skill_lv = ud->skill_lv;
  5948. if (tstatus->mode & MD_BOSS)
  5949. { //Only 10% success chance against bosses. [Skotlex]
  5950. if (rnd()%100 < 90)
  5951. {
  5952. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5953. break;
  5954. }
  5955. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5956. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5958. unit_skillcastcancel(bl,0);
  5959. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  5960. status_zap(bl, hp, sp);
  5961. if (hp && skill_lv >= 5)
  5962. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5963. else
  5964. hp = 0;
  5965. if (sp) //Recover some of the SP used
  5966. sp = sp*(25*(skill_lv-1))/100;
  5967. if(hp || sp)
  5968. status_heal(src, hp, sp, 2);
  5969. }
  5970. }
  5971. break;
  5972. case SA_MAGICROD:
  5973. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  5974. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5975. break;
  5976. case SA_AUTOSPELL:
  5977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5978. if(sd)
  5979. clif_autospell(sd,skill_lv);
  5980. else {
  5981. int maxlv=1,spellid=0;
  5982. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5983. if(skill_lv >= 10) {
  5984. spellid = MG_FROSTDIVER;
  5985. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5986. // maxlv = 10;
  5987. // else
  5988. maxlv = skill_lv - 9;
  5989. }
  5990. else if(skill_lv >=8) {
  5991. spellid = MG_FIREBALL;
  5992. maxlv = skill_lv - 7;
  5993. }
  5994. else if(skill_lv >=5) {
  5995. spellid = MG_SOULSTRIKE;
  5996. maxlv = skill_lv - 4;
  5997. }
  5998. else if(skill_lv >=2) {
  5999. int i = rnd()%3;
  6000. spellid = spellarray[i];
  6001. maxlv = skill_lv - 1;
  6002. }
  6003. else if(skill_lv > 0) {
  6004. spellid = MG_NAPALMBEAT;
  6005. maxlv = 3;
  6006. }
  6007. if(spellid > 0)
  6008. sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6009. skill_get_time(SA_AUTOSPELL,skill_lv));
  6010. }
  6011. break;
  6012. case BS_GREED:
  6013. if(sd){
  6014. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6015. map_foreachinrange(skill_greed,bl,
  6016. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6017. }
  6018. break;
  6019. case SA_ELEMENTWATER:
  6020. case SA_ELEMENTFIRE:
  6021. case SA_ELEMENTGROUND:
  6022. case SA_ELEMENTWIND:
  6023. if(sd && !dstmd) //Only works on monsters.
  6024. break;
  6025. if(tstatus->mode&MD_BOSS)
  6026. break;
  6027. case NPC_ATTRICHANGE:
  6028. case NPC_CHANGEWATER:
  6029. case NPC_CHANGEGROUND:
  6030. case NPC_CHANGEFIRE:
  6031. case NPC_CHANGEWIND:
  6032. case NPC_CHANGEPOISON:
  6033. case NPC_CHANGEHOLY:
  6034. case NPC_CHANGEDARKNESS:
  6035. case NPC_CHANGETELEKINESIS:
  6036. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6037. sc_start2(bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6038. skill_get_time(skill_id, skill_lv)));
  6039. break;
  6040. case NPC_CHANGEUNDEAD:
  6041. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6042. //TO-DO This is ugly, fix it
  6043. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6044. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6045. sc_start2(bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6046. skill_get_time(skill_id, skill_lv)));
  6047. break;
  6048. case NPC_PROVOCATION:
  6049. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6050. if (md) mob_unlocktarget(md, tick);
  6051. break;
  6052. case NPC_KEEPING:
  6053. case NPC_BARRIER:
  6054. {
  6055. int skill_time = skill_get_time(skill_id,skill_lv);
  6056. struct unit_data *ud = unit_bl2ud(bl);
  6057. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6058. sc_start(bl,type,100,skill_lv,skill_time))
  6059. && ud) { //Disable attacking/acting/moving for skill's duration.
  6060. ud->attackabletime =
  6061. ud->canact_tick =
  6062. ud->canmove_tick = tick + skill_time;
  6063. }
  6064. }
  6065. break;
  6066. case NPC_REBIRTH:
  6067. if( md && md->state.rebirth )
  6068. break; // only works once
  6069. sc_start(bl,type,100,skill_lv,-1);
  6070. break;
  6071. case NPC_DARKBLESSING:
  6072. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6073. sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6074. break;
  6075. case NPC_LICK:
  6076. status_zap(bl, 0, 100);
  6077. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6078. sc_start(bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6079. break;
  6080. case NPC_SUICIDE:
  6081. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6082. status_kill(src); //When suiciding, neither exp nor drops is given.
  6083. break;
  6084. case NPC_SUMMONSLAVE:
  6085. case NPC_SUMMONMONSTER:
  6086. if(md && md->skill_idx >= 0)
  6087. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6088. break;
  6089. case NPC_CALLSLAVE:
  6090. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6091. break;
  6092. case NPC_RANDOMMOVE:
  6093. if (md) {
  6094. md->next_walktime = tick - 1;
  6095. mob_randomwalk(md,tick);
  6096. }
  6097. break;
  6098. case NPC_SPEEDUP:
  6099. {
  6100. // or does it increase casting rate? just a guess xD
  6101. int i = SC_ASPDPOTION0 + skill_lv - 1;
  6102. if (i > SC_ASPDPOTION3)
  6103. i = SC_ASPDPOTION3;
  6104. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6105. sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
  6106. }
  6107. break;
  6108. case NPC_REVENGE:
  6109. // not really needed... but adding here anyway ^^
  6110. if (md && md->master_id > 0) {
  6111. struct block_list *mbl, *tbl;
  6112. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6113. (tbl = battle_gettargeted(mbl)) == NULL)
  6114. break;
  6115. md->state.provoke_flag = tbl->id;
  6116. mob_target(md, tbl, sstatus->rhw.range);
  6117. }
  6118. break;
  6119. case NPC_RUN:
  6120. {
  6121. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6122. uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6123. unit_stop_attack(src);
  6124. //Run skillv tiles overriding the can-move check.
  6125. if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
  6126. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6127. }
  6128. break;
  6129. case NPC_TRANSFORMATION:
  6130. case NPC_METAMORPHOSIS:
  6131. if(md && md->skill_idx >= 0) {
  6132. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6133. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6134. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6135. if (class_) mob_class_change(md, class_);
  6136. }
  6137. break;
  6138. case NPC_EMOTION_ON:
  6139. case NPC_EMOTION:
  6140. //va[0] is the emotion to use.
  6141. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6142. //val[1] 'sets' the mode
  6143. //val[2] adds to the current mode
  6144. //val[3] removes from the current mode
  6145. //val[4] if set, asks to delete the previous mode change.
  6146. if(md && md->skill_idx >= 0 && tsc)
  6147. {
  6148. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  6149. if(md->db->skill[md->skill_idx].val[4] && tsce)
  6150. status_change_end(bl, type, INVALID_TIMER);
  6151. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  6152. sc_start4(src, type, 100, skill_lv,
  6153. md->db->skill[md->skill_idx].val[1],
  6154. md->db->skill[md->skill_idx].val[2],
  6155. md->db->skill[md->skill_idx].val[3],
  6156. skill_get_time(skill_id, skill_lv));
  6157. }
  6158. break;
  6159. case NPC_POWERUP:
  6160. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  6161. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6162. sc_start(bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6163. break;
  6164. case NPC_AGIUP:
  6165. sc_start(bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6166. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6167. sc_start(bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6168. break;
  6169. case NPC_INVISIBLE:
  6170. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6171. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6172. sc_start4(bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  6173. break;
  6174. case NPC_SIEGEMODE:
  6175. // not sure what it does
  6176. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6177. break;
  6178. case WE_MALE:
  6179. {
  6180. int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
  6181. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  6182. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  6183. }
  6184. break;
  6185. case WE_FEMALE:
  6186. {
  6187. int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
  6188. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  6189. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  6190. }
  6191. break;
  6192. // parent-baby skills
  6193. case WE_BABY:
  6194. if(sd){
  6195. struct map_session_data *f_sd = pc_get_father(sd);
  6196. struct map_session_data *m_sd = pc_get_mother(sd);
  6197. // if neither was found
  6198. if(!f_sd && !m_sd){
  6199. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6200. map_freeblock_unlock();
  6201. return 0;
  6202. }
  6203. status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
  6204. if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6205. if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6206. }
  6207. break;
  6208. case PF_HPCONVERSION:
  6209. {
  6210. int hp, sp;
  6211. hp = sstatus->max_hp/10;
  6212. sp = hp * 10 * skill_lv / 100;
  6213. if (!status_charge(src,hp,0)) {
  6214. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6215. break;
  6216. }
  6217. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6218. status_heal(bl,0,sp,2);
  6219. }
  6220. break;
  6221. case MA_REMOVETRAP:
  6222. case HT_REMOVETRAP:
  6223. {
  6224. struct skill_unit* su;
  6225. struct skill_unit_group* sg;
  6226. su = BL_CAST(BL_SKILL, bl);
  6227. // Mercenaries can remove any trap
  6228. // Players can only remove their own traps or traps on Vs maps.
  6229. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  6230. {
  6231. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6232. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6233. { // prevent picking up expired traps
  6234. if( battle_config.skill_removetrap_type )
  6235. { // get back all items used to deploy the trap
  6236. for( i = 0; i < 10; i++ )
  6237. {
  6238. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  6239. {
  6240. int flag;
  6241. struct item item_tmp;
  6242. memset(&item_tmp,0,sizeof(item_tmp));
  6243. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  6244. item_tmp.identify = 1;
  6245. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  6246. {
  6247. clif_additem(sd,0,0,flag);
  6248. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6249. }
  6250. }
  6251. }
  6252. }
  6253. else
  6254. { // get back 1 trap
  6255. struct item item_tmp;
  6256. memset(&item_tmp,0,sizeof(item_tmp));
  6257. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6258. item_tmp.identify = 1;
  6259. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6260. {
  6261. clif_additem(sd,0,0,flag);
  6262. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6263. }
  6264. }
  6265. }
  6266. skill_delunit(su);
  6267. }else if(sd)
  6268. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6269. }
  6270. break;
  6271. case HT_SPRINGTRAP:
  6272. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6273. {
  6274. struct skill_unit *su=NULL;
  6275. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6276. switch(su->group->unit_id){
  6277. case UNT_ANKLESNARE: // ankle snare
  6278. if (su->group->val2 != 0)
  6279. // if it is already trapping something don't spring it,
  6280. // remove trap should be used instead
  6281. break;
  6282. // otherwise fallthrough to below
  6283. case UNT_BLASTMINE:
  6284. case UNT_SKIDTRAP:
  6285. case UNT_LANDMINE:
  6286. case UNT_SHOCKWAVE:
  6287. case UNT_SANDMAN:
  6288. case UNT_FLASHER:
  6289. case UNT_FREEZINGTRAP:
  6290. case UNT_CLAYMORETRAP:
  6291. case UNT_TALKIEBOX:
  6292. su->group->unit_id = UNT_USED_TRAPS;
  6293. clif_changetraplook(bl, UNT_USED_TRAPS);
  6294. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6295. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6296. }
  6297. }
  6298. }
  6299. break;
  6300. case BD_ENCORE:
  6301. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6302. if(sd)
  6303. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  6304. break;
  6305. case AS_SPLASHER:
  6306. if(tstatus->mode&MD_BOSS
  6307. /**
  6308. * Renewal dropped the 3/4 hp requirement
  6309. **/
  6310. #ifndef RENEWAL
  6311. || tstatus-> hp > tstatus->max_hp*3/4
  6312. #endif
  6313. ) {
  6314. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6315. map_freeblock_unlock();
  6316. return 1;
  6317. }
  6318. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6319. sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  6320. #ifndef RENEWAL
  6321. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  6322. #endif
  6323. break;
  6324. case PF_MINDBREAKER:
  6325. {
  6326. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6327. {
  6328. map_freeblock_unlock();
  6329. return 1;
  6330. }
  6331. if (tsce)
  6332. { //HelloKitty2 (?) explained that this silently fails when target is
  6333. //already inflicted. [Skotlex]
  6334. map_freeblock_unlock();
  6335. return 1;
  6336. }
  6337. //Has a 55% + skill_lv*5% success chance.
  6338. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6339. sc_start(bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  6340. {
  6341. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6342. map_freeblock_unlock();
  6343. return 0;
  6344. }
  6345. unit_skillcastcancel(bl,0);
  6346. if(tsc && tsc->count){
  6347. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6348. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6349. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6350. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6351. }
  6352. if(dstmd)
  6353. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  6354. }
  6355. break;
  6356. case PF_SOULCHANGE:
  6357. {
  6358. unsigned int sp1 = 0, sp2 = 0;
  6359. if (dstmd) {
  6360. if (dstmd->state.soul_change_flag) {
  6361. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6362. break;
  6363. }
  6364. dstmd->state.soul_change_flag = 1;
  6365. sp2 = sstatus->max_sp * 3 /100;
  6366. status_heal(src, 0, sp2, 2);
  6367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6368. break;
  6369. }
  6370. sp1 = sstatus->sp;
  6371. sp2 = tstatus->sp;
  6372. #ifdef RENEWAL
  6373. sp1 = sp1 / 2;
  6374. sp2 = sp2 / 2;
  6375. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6376. sp1 = tstatus->sp;
  6377. #endif
  6378. status_set_sp(src, sp2, 3);
  6379. status_set_sp(bl, sp1, 3);
  6380. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6381. }
  6382. break;
  6383. // Slim Pitcher
  6384. case CR_SLIMPITCHER:
  6385. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6386. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6387. break;
  6388. if (potion_hp || potion_sp) {
  6389. int hp = potion_hp, sp = potion_sp;
  6390. hp = hp * (100 + (tstatus->vit<<1))/100;
  6391. sp = sp * (100 + (tstatus->int_<<1))/100;
  6392. if (dstsd) {
  6393. if (hp)
  6394. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6395. if (sp)
  6396. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6397. }
  6398. if( tsc && tsc->count ) {
  6399. if (tsc->data[SC_CRITICALWOUND]) {
  6400. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6401. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6402. }
  6403. if (tsc->data[SC_DEATHHURT]) {
  6404. hp -= hp * 20 / 100;
  6405. sp -= sp * 20 / 100;
  6406. }
  6407. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6408. hp += hp / 10;
  6409. sp += sp / 10;
  6410. }
  6411. }
  6412. if(hp > 0)
  6413. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6414. if(sp > 0)
  6415. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6416. status_heal(bl,hp,sp,0);
  6417. }
  6418. break;
  6419. // Full Chemical Protection
  6420. case CR_FULLPROTECTION:
  6421. {
  6422. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6423. int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  6424. for (i=0 ; i<4; i++) {
  6425. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  6426. continue;
  6427. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
  6428. s++;
  6429. }
  6430. if( sd && !s ){
  6431. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6432. map_freeblock_unlock(); // Don't consume item requirements
  6433. return 0;
  6434. }
  6435. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6436. }
  6437. break;
  6438. case RG_CLEANER: //AppleGirl
  6439. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6440. break;
  6441. case CG_LONGINGFREEDOM:
  6442. {
  6443. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6444. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6445. {
  6446. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6447. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6448. }
  6449. }
  6450. break;
  6451. case CG_TAROTCARD:
  6452. {
  6453. int eff, count = -1;
  6454. if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  6455. {
  6456. if( sd )
  6457. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6458. map_freeblock_unlock();
  6459. return 0;
  6460. }
  6461. status_zap(src,0,skill_db[skill_get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
  6462. do {
  6463. eff = rnd() % 14;
  6464. clif_specialeffect(bl, 523 + eff, AREA);
  6465. switch (eff)
  6466. {
  6467. case 0: // heals SP to 0
  6468. status_percent_damage(src, bl, 0, 100, false);
  6469. break;
  6470. case 1: // matk halved
  6471. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6472. break;
  6473. case 2: // all buffs removed
  6474. status_change_clear_buffs(bl,1);
  6475. break;
  6476. case 3: // 1000 damage, random armor destroyed
  6477. {
  6478. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6479. status_fix_damage(src, bl, 1000, 0);
  6480. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6481. if( !status_isdead(bl) )
  6482. skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
  6483. }
  6484. break;
  6485. case 4: // atk halved
  6486. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6487. break;
  6488. case 5: // 2000HP heal, random teleported
  6489. status_heal(src, 2000, 0, 0);
  6490. if( !map_flag_vs(bl->m) )
  6491. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6492. break;
  6493. case 6: // random 2 other effects
  6494. if (count == -1)
  6495. count = 3;
  6496. else
  6497. count++; //Should not retrigger this one.
  6498. break;
  6499. case 7: // stop freeze or stoned
  6500. {
  6501. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6502. sc_start(bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6503. }
  6504. break;
  6505. case 8: // curse coma and poison
  6506. sc_start(bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6507. sc_start(bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6508. sc_start(bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6509. break;
  6510. case 9: // confusion
  6511. sc_start(bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6512. break;
  6513. case 10: // 6666 damage, atk matk halved, cursed
  6514. status_fix_damage(src, bl, 6666, 0);
  6515. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6516. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6517. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6518. sc_start(bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  6519. break;
  6520. case 11: // 4444 damage
  6521. status_fix_damage(src, bl, 4444, 0);
  6522. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6523. break;
  6524. case 12: // stun
  6525. sc_start(bl,SC_STUN,100,skill_lv,5000);
  6526. break;
  6527. case 13: // atk,matk,hit,flee,def reduced
  6528. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6529. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6530. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6531. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6532. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6533. break;
  6534. default:
  6535. break;
  6536. }
  6537. } while ((--count) > 0);
  6538. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6539. }
  6540. break;
  6541. case SL_ALCHEMIST:
  6542. case SL_ASSASIN:
  6543. case SL_BARDDANCER:
  6544. case SL_BLACKSMITH:
  6545. case SL_CRUSADER:
  6546. case SL_HUNTER:
  6547. case SL_KNIGHT:
  6548. case SL_MONK:
  6549. case SL_PRIEST:
  6550. case SL_ROGUE:
  6551. case SL_SAGE:
  6552. case SL_SOULLINKER:
  6553. case SL_STAR:
  6554. case SL_SUPERNOVICE:
  6555. case SL_WIZARD:
  6556. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  6557. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  6558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6559. break;
  6560. }
  6561. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  6562. { //Erase death count 1% of the casts
  6563. dstsd->die_counter = 0;
  6564. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  6565. clif_specialeffect(bl, 0x152, AREA);
  6566. //SC_SPIRIT invokes status_calc_pc for us.
  6567. }
  6568. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6569. sc_start4(bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  6570. sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6571. break;
  6572. case SL_HIGH:
  6573. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  6574. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6575. break;
  6576. }
  6577. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6578. sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  6579. sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6580. break;
  6581. case SL_SWOO:
  6582. if (tsce) {
  6583. if(sd)
  6584. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6585. status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  6586. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  6587. break;
  6588. }
  6589. case SL_SKA: // [marquis007]
  6590. case SL_SKE:
  6591. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  6592. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6593. status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  6594. break;
  6595. }
  6596. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6597. if (skill_id == SL_SKE)
  6598. sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6599. break;
  6600. // New guild skills [Celest]
  6601. case GD_BATTLEORDER:
  6602. if(flag&1) {
  6603. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6604. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6605. } else if (status_get_guild_id(src)) {
  6606. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6607. map_foreachinrange(skill_area_sub, src,
  6608. skill_get_splash(skill_id, skill_lv), BL_PC,
  6609. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6610. skill_castend_nodamage_id);
  6611. if (sd)
  6612. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6613. }
  6614. break;
  6615. case GD_REGENERATION:
  6616. if(flag&1) {
  6617. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6618. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6619. } else if (status_get_guild_id(src)) {
  6620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6621. map_foreachinrange(skill_area_sub, src,
  6622. skill_get_splash(skill_id, skill_lv), BL_PC,
  6623. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6624. skill_castend_nodamage_id);
  6625. if (sd)
  6626. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6627. }
  6628. break;
  6629. case GD_RESTORE:
  6630. if(flag&1) {
  6631. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6632. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  6633. } else if (status_get_guild_id(src)) {
  6634. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6635. map_foreachinrange(skill_area_sub, src,
  6636. skill_get_splash(skill_id, skill_lv), BL_PC,
  6637. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6638. skill_castend_nodamage_id);
  6639. if (sd)
  6640. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6641. }
  6642. break;
  6643. case GD_EMERGENCYCALL:
  6644. {
  6645. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  6646. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  6647. int j = 0;
  6648. struct guild *g = NULL;
  6649. // i don't know if it actually summons in a circle, but oh well. ;P
  6650. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  6651. if (!g)
  6652. break;
  6653. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6654. for(i = 0; i < g->max_member; i++, j++) {
  6655. if (j>8) j=0;
  6656. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  6657. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  6658. continue;
  6659. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  6660. dx[j] = dy[j] = 0;
  6661. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  6662. }
  6663. }
  6664. if (sd)
  6665. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6666. }
  6667. break;
  6668. case SG_FEEL:
  6669. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6670. if (sd) {
  6671. if(!sd->feel_map[skill_lv-1].index)
  6672. clif_feel_req(sd->fd,sd, skill_lv);
  6673. else
  6674. clif_feel_info(sd, skill_lv-1, 1);
  6675. }
  6676. break;
  6677. case SG_HATE:
  6678. if (sd) {
  6679. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6680. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  6681. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6682. }
  6683. break;
  6684. case GS_GLITTERING:
  6685. if(sd) {
  6686. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6687. if(rnd()%100 < (20+10*skill_lv))
  6688. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  6689. else if(sd->spiritball > 0)
  6690. pc_delspiritball(sd,1,0);
  6691. }
  6692. break;
  6693. case GS_CRACKER:
  6694. /* per official standards, this skill works on players and mobs. */
  6695. if (sd && (dstsd || dstmd))
  6696. {
  6697. i =65 -5*distance_bl(src,bl); //Base rate
  6698. if (i < 30) i = 30;
  6699. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6700. sc_start(bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  6701. }
  6702. break;
  6703. case AM_CALLHOMUN: //[orn]
  6704. if (sd && !merc_call_homunculus(sd))
  6705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6706. break;
  6707. case AM_REST:
  6708. if (sd) {
  6709. if (merc_hom_vaporize(sd,1))
  6710. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6711. else
  6712. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6713. }
  6714. break;
  6715. case HAMI_CASTLE: //[orn]
  6716. if(rnd()%100 < 20*skill_lv && src != bl)
  6717. {
  6718. int x,y;
  6719. x = src->x;
  6720. y = src->y;
  6721. if (hd)
  6722. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  6723. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6724. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  6725. clif_slide(src,bl->x,bl->y) ;
  6726. if (unit_movepos(bl,x,y,0,0))
  6727. {
  6728. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  6729. clif_slide(bl,x,y) ;
  6730. }
  6731. //TODO: Shouldn't also players and the like switch targets?
  6732. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6733. AREA_SIZE, BL_MOB, bl, src);
  6734. }
  6735. }
  6736. // Failed
  6737. else if (hd && hd->master)
  6738. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  6739. else if (sd)
  6740. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6741. break;
  6742. case HVAN_CHAOTIC: //[orn]
  6743. {
  6744. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6745. int r = rnd()%100;
  6746. i = (skill_lv-1)%5;
  6747. if(r<per[i][0]) //Self
  6748. bl = src;
  6749. else if(r<per[i][1]) //Master
  6750. bl = battle_get_master(src);
  6751. else //Enemy
  6752. bl = map_id2bl(battle_gettarget(src));
  6753. if (!bl) bl = src;
  6754. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  6755. //Eh? why double skill packet?
  6756. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6757. clif_skill_nodamage(src,bl,skill_id,i,1);
  6758. status_heal(bl, i, 0, 0);
  6759. }
  6760. break;
  6761. //Homun single-target support skills [orn]
  6762. case HAMI_BLOODLUST:
  6763. case HFLI_FLEET:
  6764. case HFLI_SPEED:
  6765. case HLIF_CHANGE:
  6766. case MH_ANGRIFFS_MODUS:
  6767. case MH_GOLDENE_FERSE:
  6768. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6769. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6770. if (hd)
  6771. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  6772. break;
  6773. case NPC_DRAGONFEAR:
  6774. if (flag&1) {
  6775. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  6776. int j;
  6777. j = i = rnd()%ARRAYLENGTH(sc);
  6778. while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  6779. i++;
  6780. if ( i == ARRAYLENGTH(sc) )
  6781. i = 0;
  6782. if (i == j)
  6783. break;
  6784. }
  6785. break;
  6786. }
  6787. case NPC_WIDEBLEEDING:
  6788. case NPC_WIDECONFUSE:
  6789. case NPC_WIDECURSE:
  6790. case NPC_WIDEFREEZE:
  6791. case NPC_WIDESLEEP:
  6792. case NPC_WIDESILENCE:
  6793. case NPC_WIDESTONE:
  6794. case NPC_WIDESTUN:
  6795. case NPC_SLOWCAST:
  6796. case NPC_WIDEHELLDIGNITY:
  6797. if (flag&1)
  6798. sc_start2(bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  6799. else {
  6800. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6801. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6802. map_foreachinrange(skill_area_sub, bl,
  6803. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  6804. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6805. skill_castend_nodamage_id);
  6806. }
  6807. break;
  6808. case NPC_WIDESOULDRAIN:
  6809. if (flag&1)
  6810. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  6811. else {
  6812. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6813. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6814. map_foreachinrange(skill_area_sub, bl,
  6815. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  6816. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6817. skill_castend_nodamage_id);
  6818. }
  6819. break;
  6820. case ALL_PARTYFLEE:
  6821. if( sd && !(flag&1) )
  6822. {
  6823. if( !sd->status.party_id )
  6824. {
  6825. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6826. break;
  6827. }
  6828. 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);
  6829. }
  6830. else
  6831. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6832. break;
  6833. case NPC_TALK:
  6834. case ALL_WEWISH:
  6835. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6836. break;
  6837. case ALL_BUYING_STORE:
  6838. if( sd )
  6839. {// players only, skill allows 5 buying slots
  6840. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6841. }
  6842. break;
  6843. case RK_ENCHANTBLADE:
  6844. clif_skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
  6845. sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skill_id,skill_lv)));
  6846. break;
  6847. case RK_DRAGONHOWLING:
  6848. if( flag&1)
  6849. sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  6850. else
  6851. {
  6852. skill_area_temp[2] = 0;
  6853. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6854. map_foreachinrange(skill_area_sub, src,
  6855. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  6856. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6857. skill_castend_nodamage_id);
  6858. }
  6859. break;
  6860. case RK_IGNITIONBREAK:
  6861. case LG_EARTHDRIVE:
  6862. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6863. i = skill_get_splash(skill_id,skill_lv);
  6864. if( skill_id == LG_EARTHDRIVE ) {
  6865. int dummy = 1;
  6866. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  6867. }
  6868. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  6869. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6870. break;
  6871. case RK_STONEHARDSKIN:
  6872. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  6873. {
  6874. int heal = sstatus->hp / 4; // 25% HP
  6875. if( status_charge(bl,heal,0) )
  6876. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  6877. else
  6878. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6879. }
  6880. break;
  6881. case RK_REFRESH:
  6882. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  6883. {
  6884. int heal = status_get_max_hp(bl) * 25 / 100;
  6885. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6886. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6887. status_heal(bl,heal,0,1);
  6888. status_change_clear_buffs(bl,4);
  6889. }
  6890. break;
  6891. case RK_MILLENNIUMSHIELD:
  6892. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  6893. {
  6894. short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
  6895. sc_start4(bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  6896. clif_millenniumshield(sd,shields);
  6897. clif_skill_nodamage(src,bl,skill_id,1,1);
  6898. }
  6899. break;
  6900. case RK_GIANTGROWTH:
  6901. case RK_VITALITYACTIVATION:
  6902. case RK_ABUNDANCE:
  6903. case RK_CRUSHSTRIKE:
  6904. if( sd )
  6905. {
  6906. int lv = 1; // RK_GIANTGROWTH
  6907. if( skill_id == RK_VITALITYACTIVATION )
  6908. lv = 2;
  6909. else if( skill_id == RK_ABUNDANCE )
  6910. lv = 6;
  6911. else if( skill_id == RK_CRUSHSTRIKE )
  6912. lv = 7;
  6913. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6914. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6915. }
  6916. break;
  6917. case RK_FIGHTINGSPIRIT:
  6918. if( flag&1 ) {
  6919. if( src == bl )
  6920. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
  6921. else
  6922. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skill_id,skill_lv));
  6923. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6924. if( sd->status.party_id ) {
  6925. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  6926. skill_area_temp[5] = 7 * i; // ATK
  6927. 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);
  6928. } else
  6929. sc_start2(bl,type,100,7,5,skill_get_time(skill_id,skill_lv));
  6930. }
  6931. clif_skill_nodamage(src,bl,skill_id,1,1);
  6932. break;
  6933. /**
  6934. * Guilotine Cross
  6935. **/
  6936. case GC_ROLLINGCUTTER:
  6937. {
  6938. short count = 1;
  6939. skill_area_temp[2] = 0;
  6940. 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);
  6941. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6942. { // Every time the skill is casted the status change is reseted adding a counter.
  6943. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6944. if( count > 10 )
  6945. count = 10; // Max coounter
  6946. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6947. }
  6948. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  6949. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6950. }
  6951. break;
  6952. case GC_WEAPONBLOCKING:
  6953. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6954. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6955. else
  6956. sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6958. break;
  6959. case GC_CREATENEWPOISON:
  6960. if( sd )
  6961. {
  6962. clif_skill_produce_mix_list(sd,skill_id,25);
  6963. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6964. }
  6965. break;
  6966. case GC_POISONINGWEAPON:
  6967. if( sd ) {
  6968. clif_poison_list(sd,skill_lv);
  6969. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6970. }
  6971. break;
  6972. case GC_ANTIDOTE:
  6973. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6974. if( tsc )
  6975. {
  6976. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6977. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6978. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6979. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6980. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6981. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6982. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6983. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6984. }
  6985. break;
  6986. case GC_PHANTOMMENACE:
  6987. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6988. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6989. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  6990. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6991. break;
  6992. case GC_HALLUCINATIONWALK:
  6993. {
  6994. int heal = status_get_max_hp(bl) / 10;
  6995. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6996. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6997. break;
  6998. }
  6999. if( !status_charge(bl,heal,0) )
  7000. {
  7001. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7002. break;
  7003. }
  7004. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7005. }
  7006. break;
  7007. /**
  7008. * Arch Bishop
  7009. **/
  7010. case AB_ANCILLA:
  7011. if( sd ) {
  7012. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7013. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7014. }
  7015. break;
  7016. case AB_CLEMENTIA:
  7017. case AB_CANTO:
  7018. {
  7019. int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10);
  7020. int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10);
  7021. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7022. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,
  7023. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7024. else if( sd )
  7025. 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);
  7026. }
  7027. break;
  7028. case AB_PRAEFATIO:
  7029. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7030. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
  7031. else if( sd )
  7032. 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);
  7033. break;
  7034. case AB_CHEAL:
  7035. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7036. {
  7037. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  7038. {
  7039. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7040. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7041. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7042. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7043. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7044. i = ~i + 1;
  7045. status_heal(bl, i, 0, 0);
  7046. }
  7047. }
  7048. else if( sd )
  7049. 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);
  7050. break;
  7051. case AB_ORATIO:
  7052. if( flag&1 )
  7053. sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7054. else
  7055. {
  7056. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7057. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7058. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7059. }
  7060. break;
  7061. case AB_LAUDAAGNUS:
  7062. if( flag&1 || sd == NULL ) {
  7063. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7064. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7065. // Success Chance: (40 + 10 * Skill Level) %
  7066. if( rnd()%100 > 40+10*skill_lv ) break;
  7067. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7068. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7069. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7070. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7071. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7072. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7073. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7074. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7075. sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7076. } else if( sd )
  7077. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7078. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7079. break;
  7080. case AB_LAUDARAMUS:
  7081. if( flag&1 || sd == NULL ) {
  7082. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
  7083. // Success Chance: (40 + 10 * Skill Level) %
  7084. if( rnd()%100 > 40+10*skill_lv ) break;
  7085. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7086. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7087. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7088. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7089. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7090. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7091. sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7092. } else if( sd )
  7093. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7094. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7095. break;
  7096. case AB_CLEARANCE:
  7097. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  7098. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7099. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7100. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv)
  7101. {
  7102. if (sd)
  7103. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7104. break;
  7105. }
  7106. if(status_isimmune(bl) || !tsc || !tsc->count)
  7107. break;
  7108. for(i=0;i<SC_MAX;i++)
  7109. {
  7110. if (!tsc->data[i])
  7111. continue;
  7112. switch (i) {
  7113. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7114. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7115. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7116. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7117. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7118. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7119. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7120. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7121. case SC_SPIRIT: case SC_AUTOBERSERK:
  7122. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7123. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7124. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7125. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7126. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7127. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7128. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7129. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7130. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7131. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7132. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7133. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7134. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7135. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7136. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7137. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7138. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7139. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7140. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7141. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7142. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7143. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7144. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7145. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7146. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7147. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7148. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7149. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7150. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7151. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7152. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7153. #ifdef RENEWAL
  7154. case SC_EXTREMITYFIST2:
  7155. #endif
  7156. continue;
  7157. case SC_ASSUMPTIO:
  7158. if( bl->type == BL_MOB )
  7159. continue;
  7160. break;
  7161. }
  7162. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7163. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7164. }
  7165. break;
  7166. }
  7167. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  7168. break;
  7169. case AB_SILENTIUM:
  7170. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7171. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7172. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7173. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7174. break;
  7175. /**
  7176. * Warlock
  7177. **/
  7178. case WL_STASIS:
  7179. if( flag&1 )
  7180. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7181. else
  7182. {
  7183. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7184. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7185. }
  7186. break;
  7187. case WL_WHITEIMPRISON:
  7188. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
  7189. {
  7190. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7191. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  7192. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  7193. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  7194. if( sd )
  7195. skill_blockpc_start(sd,skill_id,4000);
  7196. if( !(tsc && tsc->data[type]) ){
  7197. i = sc_start2(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));
  7198. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7199. if( !i )
  7200. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7201. }
  7202. }else
  7203. if( sd )
  7204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  7205. break;
  7206. case WL_FROSTMISTY:
  7207. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7208. 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,skill_castend_damage_id);
  7209. break;
  7210. case WL_JACKFROST:
  7211. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7212. map_foreachinshootrange(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);
  7213. break;
  7214. case WL_MARSHOFABYSS:
  7215. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7216. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7217. sc_start4(bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7218. skill_get_time(skill_id, skill_lv)));
  7219. break;
  7220. case WL_SIENNAEXECRATE:
  7221. if( status_isimmune(bl) || !tsc )
  7222. break;
  7223. if( flag&1 ) {
  7224. if( bl->id == skill_area_temp[1] )
  7225. break; // Already work on this target
  7226. if( tsc && tsc->data[SC_STONE] )
  7227. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7228. else
  7229. status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7230. } else {
  7231. int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  7232. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7233. if( rnd()%100 < rate ) { // Success on First Target
  7234. if( !tsc->data[SC_STONE] )
  7235. rate = status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7236. else {
  7237. rate = 1;
  7238. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7239. }
  7240. if( rate ) {
  7241. skill_area_temp[1] = bl->id;
  7242. 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);
  7243. }
  7244. // Doesn't send failure packet if it fails on defense.
  7245. }
  7246. else if( sd ) // Failure on Rate
  7247. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7248. }
  7249. break;
  7250. case WL_SUMMONFB:
  7251. case WL_SUMMONBL:
  7252. case WL_SUMMONWB:
  7253. case WL_SUMMONSTONE:
  7254. {
  7255. short element = 0, sctype = 0, pos = -1;
  7256. struct status_change *sc = status_get_sc(src);
  7257. if( !sc ) break;
  7258. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7259. {
  7260. if( !sctype && !sc->data[i] )
  7261. sctype = i; // Take the free SC
  7262. if( sc->data[i] )
  7263. pos = max(sc->data[i]->val2,pos);
  7264. }
  7265. if( !sctype )
  7266. {
  7267. if( sd ) // No free slots to put SC
  7268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  7269. break;
  7270. }
  7271. pos++; // Used in val2 for SC. Indicates the order of this ball
  7272. switch( skill_id )
  7273. { // Set val1. The SC element for this ball
  7274. case WL_SUMMONFB: element = WLS_FIRE; break;
  7275. case WL_SUMMONBL: element = WLS_WIND; break;
  7276. case WL_SUMMONWB: element = WLS_WATER; break;
  7277. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7278. }
  7279. sc_start4(src,sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  7280. clif_skill_nodamage(src,bl,skill_id,0,0);
  7281. }
  7282. break;
  7283. case WL_READING_SB:
  7284. if( sd ) {
  7285. struct status_change *sc = status_get_sc(bl);
  7286. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7287. if( sc && !sc->data[i] )
  7288. break;
  7289. if( i == SC_MAXSPELLBOOK ) {
  7290. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7291. break;
  7292. }
  7293. sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7294. clif_spellbook_list(sd);
  7295. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7296. }
  7297. break;
  7298. /**
  7299. * Ranger
  7300. **/
  7301. case RA_FEARBREEZE:
  7302. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7303. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7304. break;
  7305. case RA_WUGMASTERY:
  7306. if( sd ) {
  7307. if( !pc_iswug(sd) )
  7308. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7309. else
  7310. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7311. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7312. }
  7313. break;
  7314. case RA_WUGRIDER:
  7315. if( sd ) {
  7316. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7317. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7318. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7319. } else if( pc_isridingwug(sd) ) {
  7320. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7321. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7322. }
  7323. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7324. }
  7325. break;
  7326. case RA_WUGDASH:
  7327. if( tsce ) {
  7328. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7329. map_freeblock_unlock();
  7330. return 0;
  7331. }
  7332. if( sd && pc_isridingwug(sd) ) {
  7333. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
  7334. clif_walkok(sd);
  7335. }
  7336. break;
  7337. case RA_SENSITIVEKEEN:
  7338. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7339. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7340. 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);
  7341. break;
  7342. /**
  7343. * Mechanic
  7344. **/
  7345. case NC_F_SIDESLIDE:
  7346. case NC_B_SIDESLIDE:
  7347. {
  7348. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7349. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
  7350. clif_slide(src,src->x,src->y);
  7351. clif_fixpos(src); //Aegis sent this packet
  7352. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7353. }
  7354. break;
  7355. case NC_SELFDESTRUCTION:
  7356. if( sd ) {
  7357. if( pc_ismadogear(sd) )
  7358. pc_setmadogear(sd, 0);
  7359. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7360. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7361. status_set_sp(src, 0, 0);
  7362. }
  7363. break;
  7364. case NC_ANALYZE:
  7365. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7366. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7367. sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  7368. if( sd ) pc_overheat(sd,1);
  7369. break;
  7370. case NC_MAGNETICFIELD:
  7371. if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  7372. {
  7373. map_foreachinrange(skill_area_sub,src,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);;
  7374. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  7375. if (sd) pc_overheat(sd,1);
  7376. }
  7377. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  7378. break;
  7379. case NC_REPAIR:
  7380. if( sd )
  7381. {
  7382. int heal;
  7383. if( dstsd && pc_ismadogear(dstsd) )
  7384. {
  7385. heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
  7386. status_heal(bl,heal,0,2);
  7387. } else {
  7388. heal = sd->status.max_hp * (3+3*skill_lv) / 100;
  7389. status_heal(src,heal,0,2);
  7390. }
  7391. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7392. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  7393. }
  7394. break;
  7395. case NC_DISJOINT:
  7396. {
  7397. if( bl->type != BL_MOB ) break;
  7398. md = map_id2md(bl->id);
  7399. if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
  7400. status_kill(bl);
  7401. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7402. }
  7403. break;
  7404. case SC_AUTOSHADOWSPELL:
  7405. if( sd ) {
  7406. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7407. sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  7408. clif_autoshadowspell_list(sd);
  7409. clif_skill_nodamage(src,bl,skill_id,1,1);
  7410. }
  7411. else
  7412. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7413. }
  7414. break;
  7415. case SC_SHADOWFORM:
  7416. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7417. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  7418. dstsd->shadowform_id = src->id;
  7419. }
  7420. else if( sd )
  7421. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7422. break;
  7423. case SC_BODYPAINT:
  7424. if( flag&1 ) {
  7425. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  7426. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  7427. tsc->data[SC__INVISIBILITY]) ) {
  7428. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7429. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7430. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  7431. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7432. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  7433. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7434. sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7435. }
  7436. } else {
  7437. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  7438. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7439. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7440. }
  7441. break;
  7442. case SC_ENERVATION:
  7443. case SC_GROOMY:
  7444. case SC_LAZINESS:
  7445. case SC_UNLUCKY:
  7446. case SC_WEAKNESS:
  7447. if( !(tsc && tsc->data[type]) ) {
  7448. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  7449. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7450. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7451. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  7452. clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  7453. } else if( sd )
  7454. clif_skill_fail(sd,skill_id,0,0);
  7455. break;
  7456. case SC_IGNORANCE:
  7457. if( !(tsc && tsc->data[type]) ) {
  7458. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7459. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7460. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  7461. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  7462. int sp = 200 * skill_lv;
  7463. if( dstmd ) sp = dstmd->level * 2;
  7464. if( status_zap(bl,0,sp) )
  7465. status_heal(src,0,sp/2,3);
  7466. }
  7467. else if( sd ) clif_skill_fail(sd,skill_id,0,0);
  7468. } else if( sd )
  7469. clif_skill_fail(sd,skill_id,0,0);
  7470. break;
  7471. case LG_TRAMPLE:
  7472. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7473. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  7474. break;
  7475. case LG_REFLECTDAMAGE:
  7476. if( tsc && tsc->data[type] )
  7477. status_change_end(bl,type,INVALID_TIMER);
  7478. else
  7479. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7480. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7481. break;
  7482. case LG_SHIELDSPELL:
  7483. if( flag&1 ) {
  7484. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  7485. sc_start(bl,SC_SILENCE,100,skill_lv,duration);
  7486. } else if( sd ) {
  7487. int opt = skill_lv;
  7488. int rate = rnd()%100;
  7489. int val, brate;
  7490. switch( skill_lv ) {
  7491. case 1:
  7492. {
  7493. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  7494. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  7495. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7496. break;
  7497. }
  7498. brate = shield_data->def * 10;
  7499. if( rate < 50 )
  7500. opt = 1;
  7501. else if( rate < 75 )
  7502. opt = 2;
  7503. else
  7504. opt = 3;
  7505. switch( opt ) {
  7506. case 1:
  7507. sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  7508. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7509. if( rate < brate )
  7510. map_foreachinrange(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_damage_id);
  7511. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  7512. break;
  7513. case 2:
  7514. val = shield_data->def / 10; // % Reflected damage.
  7515. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  7516. break;
  7517. case 3:
  7518. val = shield_data->def; // Attack increase.
  7519. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  7520. break;
  7521. }
  7522. }
  7523. break;
  7524. case 2:
  7525. brate = sd->bonus.shieldmdef * 20;
  7526. if( rate < 30 )
  7527. opt = 1;
  7528. else if( rate < 60 )
  7529. opt = 2;
  7530. else
  7531. opt = 3;
  7532. switch( opt ) {
  7533. case 1:
  7534. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7535. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7536. if( rate < brate )
  7537. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  7538. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  7539. break;
  7540. case 2:
  7541. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7542. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7543. if( rate < brate )
  7544. map_foreachinrange(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);
  7545. break;
  7546. case 3:
  7547. if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  7548. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  7549. sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  7550. break;
  7551. }
  7552. break;
  7553. case 3:
  7554. {
  7555. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  7556. if( !it ) { // No shield?
  7557. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7558. break;
  7559. }
  7560. brate = it->refine * 5;
  7561. if( rate < 25 )
  7562. opt = 1;
  7563. else if( rate < 50 )
  7564. opt = 2;
  7565. else
  7566. opt = 3;
  7567. switch( opt ) {
  7568. case 1:
  7569. val = 105 * it->refine / 10;
  7570. sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skill_id,skill_lv));
  7571. break;
  7572. case 2: case 3:
  7573. if( rate < brate )
  7574. {
  7575. val = sstatus->max_hp * (11 + it->refine) / 100;
  7576. status_heal(bl, val, 0, 3);
  7577. }
  7578. break;
  7579. /*case 3:
  7580. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  7581. break;*/
  7582. }
  7583. }
  7584. break;
  7585. }
  7586. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7587. }
  7588. break;
  7589. case LG_PIETY:
  7590. if( flag&1 )
  7591. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7592. else {
  7593. skill_area_temp[2] = 0;
  7594. map_foreachinrange(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);
  7595. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7596. }
  7597. break;
  7598. case LG_INSPIRATION:
  7599. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  7600. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  7601. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  7602. clif_updatestatus(sd,SP_BASEEXP);
  7603. clif_updatestatus(sd,SP_JOBEXP);
  7604. }
  7605. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  7606. sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7607. break;
  7608. case SR_CURSEDCIRCLE:
  7609. if( flag&1 ) {
  7610. if( is_boss(bl) ) break;
  7611. if( sc_start2(bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  7612. if( bl->type == BL_MOB )
  7613. mob_unlocktarget((TBL_MOB*)bl,gettick());
  7614. unit_stop_attack(bl);
  7615. clif_bladestop(src, bl->id, 1);
  7616. map_freeblock_unlock();
  7617. return 1;
  7618. }
  7619. } else {
  7620. int count = 0;
  7621. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7622. 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
  7623. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7624. if( sd ) pc_delspiritball(sd, count, 0);
  7625. clif_skill_nodamage(src, src, skill_id, skill_lv,
  7626. sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  7627. }
  7628. break;
  7629. case SR_RAISINGDRAGON:
  7630. if( sd ) {
  7631. short max = 5 + skill_lv;
  7632. sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7633. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  7634. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  7635. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  7636. }
  7637. break;
  7638. case SR_ASSIMILATEPOWER:
  7639. if( flag&1 ) {
  7640. i = 0;
  7641. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  7642. {
  7643. i = dstsd->spiritball; //1%sp per spiritball.
  7644. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  7645. }
  7646. if( i ) status_percent_heal(src, 0, i);
  7647. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  7648. } else {
  7649. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7650. 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|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  7651. }
  7652. break;
  7653. case SR_POWERVELOCITY:
  7654. if( !dstsd )
  7655. break;
  7656. if( sd && dstsd->spiritball <= 5 ) {
  7657. for(i = 0; i <= 5; i++) {
  7658. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  7659. pc_delspiritball(sd, sd->spiritball, 0);
  7660. }
  7661. }
  7662. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7663. break;
  7664. case SR_GENTLETOUCH_CURE:
  7665. {
  7666. int heal;
  7667. if( status_isimmune(bl) )
  7668. {
  7669. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7670. break;
  7671. }
  7672. heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
  7673. status_heal(bl, heal, 0, 0);
  7674. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  7675. {
  7676. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7677. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7678. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7679. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7680. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7681. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7682. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7683. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7684. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7685. }
  7686. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7687. }
  7688. break;
  7689. case SR_GENTLETOUCH_CHANGE:
  7690. case SR_GENTLETOUCH_REVITALIZE:
  7691. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7692. sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  7693. break;
  7694. case WA_SWING_DANCE:
  7695. case WA_MOONLIT_SERENADE:
  7696. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7697. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7698. else if( sd ) { // Only shows effects on caster.
  7699. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7700. 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);
  7701. }
  7702. break;
  7703. case WA_SYMPHONY_OF_LOVER:
  7704. case MI_RUSH_WINDMILL:
  7705. case MI_ECHOSONG:
  7706. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7707. sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skill_id,skill_lv));
  7708. else if( sd ) { // Only shows effects on caster.
  7709. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7710. 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);
  7711. }
  7712. break;
  7713. case MI_HARMONIZE:
  7714. if( src != bl )
  7715. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  7716. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  7717. break;
  7718. case WM_DEADHILLHERE:
  7719. if( bl->type == BL_PC ) {
  7720. if( !status_isdead(bl) )
  7721. break;
  7722. if( rnd()%100 < 88 + 2 * skill_lv ) {
  7723. int heal = tstatus->sp;
  7724. if( heal <= 0 )
  7725. heal = 1;
  7726. tstatus->hp = heal;
  7727. tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
  7728. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7729. pc_revive((TBL_PC*)bl,heal,0);
  7730. clif_resurrection(bl,1);
  7731. }
  7732. }
  7733. break;
  7734. case WM_SIRCLEOFNATURE:
  7735. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7736. case WM_VOICEOFSIREN:
  7737. if( skill_id != WM_SIRCLEOFNATURE )
  7738. flag &= ~BCT_SELF;
  7739. if( flag&1 ) {
  7740. sc_start2(bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
  7741. } else {
  7742. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7743. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7744. }
  7745. break;
  7746. case WM_GLOOMYDAY:
  7747. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7748. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  7749. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  7750. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  7751. {
  7752. sc_start(bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7753. break;
  7754. }
  7755. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7756. break;
  7757. case WM_SATURDAY_NIGHT_FEVER:
  7758. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  7759. if( !(tsc && tsc->data[type]) )
  7760. sc_start(bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  7761. } else if( flag&2 ) {
  7762. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  7763. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7764. } else if( sd ) {
  7765. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  7766. if( !sd->status.party_id || (rnd()%100 > chance)) {
  7767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  7768. break;
  7769. }
  7770. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  7771. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  7772. flag |= 2;
  7773. else
  7774. flag |= 1;
  7775. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  7776. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7777. sc_start(src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7778. if( flag&2 ) // Dealed here to prevent conflicts
  7779. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7780. }
  7781. break;
  7782. case WM_SONG_OF_MANA:
  7783. case WM_DANCE_WITH_WUG:
  7784. case WM_LERADS_DEW:
  7785. if( flag&1 ) { // These affect to to all party members near the caster.
  7786. struct status_change *sc = status_get_sc(src);
  7787. if( sc && sc->data[type] ) {
  7788. sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill_get_time(skill_id,skill_lv));
  7789. }
  7790. } else if( sd ) {
  7791. short lv = (short)skill_lv;
  7792. int count = skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1);
  7793. if( sc_start2(bl,type,100,skill_lv,count,skill_get_time(skill_id,skill_lv)) )
  7794. 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);
  7795. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7796. }
  7797. break;
  7798. case WM_MELODYOFSINK:
  7799. case WM_BEYOND_OF_WARCRY:
  7800. case WM_UNLIMITED_HUMMING_VOICE:
  7801. if( flag&1 ) {
  7802. sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill_get_time(skill_id,skill_lv));
  7803. } else { // These affect to all targets arround the caster.
  7804. short lv = (short)skill_lv;
  7805. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
  7806. map_foreachinrange(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);
  7807. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7808. }
  7809. break;
  7810. case WM_RANDOMIZESPELL: {
  7811. int improv_skill_id = 0, improv_skill_lv;
  7812. do {
  7813. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  7814. improv_skill_id = skill_improvise_db[i].skill_id;
  7815. } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  7816. improv_skill_lv = 4 + skill_lv;
  7817. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  7818. if( sd ) {
  7819. sd->state.abra_flag = 2;
  7820. sd->skillitem = improv_skill_id;
  7821. sd->skillitemlv = improv_skill_lv;
  7822. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  7823. } else {
  7824. struct unit_data *ud = unit_bl2ud(src);
  7825. int inf = skill_get_inf(improv_skill_id);
  7826. int target_id = 0;
  7827. if (!ud) break;
  7828. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7829. if (src->type == BL_PET)
  7830. bl = (struct block_list*)((TBL_PET*)src)->msd;
  7831. if (!bl) bl = src;
  7832. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  7833. } else {
  7834. if (ud->target)
  7835. target_id = ud->target;
  7836. else switch (src->type) {
  7837. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7838. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7839. }
  7840. if (!target_id)
  7841. break;
  7842. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  7843. bl = map_id2bl(target_id);
  7844. if (!bl) bl = src;
  7845. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  7846. } else
  7847. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  7848. }
  7849. }
  7850. }
  7851. break;
  7852. case RETURN_TO_ELDICASTES:
  7853. case ALL_GUARDIAN_RECALL:
  7854. if( sd )
  7855. {
  7856. short x, y; // Destiny position.
  7857. unsigned short mapindex;
  7858. if( skill_id == RETURN_TO_ELDICASTES)
  7859. {
  7860. x = 198;
  7861. y = 187;
  7862. mapindex = mapindex_name2id(MAP_DICASTES);
  7863. }
  7864. else
  7865. {
  7866. x = 44;
  7867. y = 151;
  7868. mapindex = mapindex_name2id(MAP_MORA);
  7869. }
  7870. if(!mapindex)
  7871. { //Given map not found?
  7872. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7873. map_freeblock_unlock();
  7874. return 0;
  7875. }
  7876. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  7877. }
  7878. break;
  7879. case GM_SANDMAN:
  7880. if( tsc ) {
  7881. if( tsc->opt1 == OPT1_SLEEP )
  7882. tsc->opt1 = 0;
  7883. else
  7884. tsc->opt1 = OPT1_SLEEP;
  7885. clif_changeoption(bl);
  7886. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  7887. }
  7888. break;
  7889. case SO_ARRULLO:
  7890. {
  7891. // [(15 + 5 * Skill Level) + ( Caster’s INT / 5 ) + ( Caster’s Job Level / 5 ) - ( Target’s INT / 6 ) - ( Target’s LUK / 10 )] %
  7892. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd)?sd->status.job_level:0;
  7893. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  7894. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7895. sc_start2(bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  7896. }
  7897. break;
  7898. case WM_LULLABY_DEEPSLEEP:
  7899. if( flag&1 ){
  7900. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster’s Base Level / 15) + (Caster’s Job Level / 5)] %
  7901. int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
  7902. if( bl != src )
  7903. sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  7904. }else {
  7905. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7906. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7907. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  7908. }
  7909. break;
  7910. case SO_SUMMON_AGNI:
  7911. case SO_SUMMON_AQUA:
  7912. case SO_SUMMON_VENTUS:
  7913. case SO_SUMMON_TERA:
  7914. if( sd ) {
  7915. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  7916. // Remove previous elemental fisrt.
  7917. if( sd->ed )
  7918. elemental_delete(sd->ed,0);
  7919. // Summoning the new one.
  7920. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  7921. clif_skill_fail(sd,skill_id,0,0);
  7922. break;
  7923. }
  7924. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7925. }
  7926. break;
  7927. case SO_EL_CONTROL:
  7928. if( sd ) {
  7929. int mode = EL_MODE_PASSIVE; // Standard mode.
  7930. if( !sd->ed ) break;
  7931. if( skill_lv == 4 ) {// At level 4 delete elementals.
  7932. elemental_delete(sd->ed, 0);
  7933. break;
  7934. }
  7935. switch( skill_lv ) {// Select mode bassed on skill level used.
  7936. case 2: mode = EL_MODE_ASSIST; break;
  7937. case 3: mode = EL_MODE_AGGRESSIVE; break;
  7938. }
  7939. if( !elemental_change_mode(sd->ed,mode) ) {
  7940. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7941. break;
  7942. }
  7943. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7944. }
  7945. break;
  7946. case SO_EL_ACTION:
  7947. if( sd ) {
  7948. int duration = 3000;
  7949. if( !sd->ed ) break;
  7950. sd->skill_id_old = skill_id;
  7951. elemental_action(sd->ed, bl, tick);
  7952. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7953. switch(sd->ed->db->class_){
  7954. case 2115:case 2124:
  7955. case 2118:case 2121:
  7956. duration = 6000;
  7957. break;
  7958. case 2116:case 2119:
  7959. case 2122:case 2125:
  7960. duration = 9000;
  7961. break;
  7962. }
  7963. skill_blockpc_start(sd, skill_id, duration);
  7964. }
  7965. break;
  7966. case SO_EL_CURE:
  7967. if( sd ) {
  7968. struct elemental_data *ed = sd->ed;
  7969. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  7970. int e_hp, e_sp;
  7971. if( !ed ) break;
  7972. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  7973. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7974. break;
  7975. }
  7976. e_hp = ed->battle_status.max_hp * 10 / 100;
  7977. e_sp = ed->battle_status.max_sp * 10 / 100;
  7978. status_heal(&ed->bl,e_hp,e_sp,3);
  7979. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  7980. }
  7981. break;
  7982. case GN_CHANGEMATERIAL:
  7983. case SO_EL_ANALYSIS:
  7984. if( sd ) {
  7985. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7986. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  7987. }
  7988. break;
  7989. case GN_BLOOD_SUCKER:
  7990. {
  7991. struct status_change *sc = status_get_sc(src);
  7992. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  7993. if( tsc && tsc->data[type] ){
  7994. (sc->bs_counter)--;
  7995. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  7996. }
  7997. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7998. sc_start2(bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  7999. (sc->bs_counter)++;
  8000. } else if( sd ) {
  8001. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8002. break;
  8003. }
  8004. }
  8005. break;
  8006. case GN_MANDRAGORA:
  8007. if( flag&1 ) {
  8008. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  8009. sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv))) )
  8010. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  8011. } else
  8012. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8013. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8014. break;
  8015. case GN_SLINGITEM:
  8016. if( sd ) {
  8017. short ammo_id;
  8018. i = sd->equip_index[EQI_AMMO];
  8019. if( i <= 0 )
  8020. break; // No ammo.
  8021. ammo_id = sd->inventory_data[i]->nameid;
  8022. if( ammo_id <= 0 )
  8023. break;
  8024. sd->itemid = ammo_id;
  8025. if( itemdb_is_GNbomb(ammo_id) ) {
  8026. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  8027. if( ammo_id == 13263 )
  8028. 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);
  8029. else
  8030. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  8031. } else //Otherwise, it fails, shows animation and removes items.
  8032. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
  8033. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8034. struct script_code *script = sd->inventory_data[i]->script;
  8035. if( !script )
  8036. break;
  8037. if( dstsd )
  8038. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8039. else
  8040. run_script(script,0,src->id,0);
  8041. }
  8042. }
  8043. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8044. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  8045. break;
  8046. case GN_MIX_COOKING:
  8047. case GN_MAKEBOMB:
  8048. case GN_S_PHARMACY:
  8049. if( sd ) {
  8050. int qty = 1;
  8051. sd->skill_id_old = skill_id;
  8052. sd->skill_lv_old = skill_lv;
  8053. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  8054. qty = 10;
  8055. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  8056. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8057. }
  8058. break;
  8059. case EL_CIRCLE_OF_FIRE:
  8060. case EL_PYROTECHNIC:
  8061. case EL_HEATER:
  8062. case EL_TROPIC:
  8063. case EL_AQUAPLAY:
  8064. case EL_COOLER:
  8065. case EL_CHILLY_AIR:
  8066. case EL_GUST:
  8067. case EL_BLAST:
  8068. case EL_WILD_STORM:
  8069. case EL_PETROLOGY:
  8070. case EL_CURSED_SOIL:
  8071. case EL_UPHEAVAL:
  8072. case EL_FIRE_CLOAK:
  8073. case EL_WATER_DROP:
  8074. case EL_WIND_CURTAIN:
  8075. case EL_SOLID_SKIN:
  8076. case EL_STONE_SHIELD:
  8077. case EL_WIND_STEP: {
  8078. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8079. if( ele ) {
  8080. sc_type type2 = type-1;
  8081. struct status_change *sc = status_get_sc(&ele->bl);
  8082. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8083. elemental_clean_single_effect(ele, skill_id);
  8084. } else {
  8085. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8086. 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, 6);
  8087. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  8088. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  8089. sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8090. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8091. }
  8092. }
  8093. }
  8094. break;
  8095. case EL_FIRE_MANTLE:
  8096. case EL_WATER_BARRIER:
  8097. case EL_ZEPHYR:
  8098. case EL_POWER_OF_GAIA:
  8099. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8100. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8101. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  8102. break;
  8103. case EL_WATER_SCREEN: {
  8104. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8105. if( ele ) {
  8106. struct status_change *sc = status_get_sc(&ele->bl);
  8107. sc_type type2 = type-1;
  8108. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8109. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8110. elemental_clean_single_effect(ele, skill_id);
  8111. } else {
  8112. // This not heals at the end.
  8113. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8114. sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8115. sc_start(bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  8116. }
  8117. }
  8118. }
  8119. break;
  8120. case KO_KAHU_ENTEN:
  8121. case KO_HYOUHU_HUBUKI:
  8122. case KO_KAZEHU_SEIRAN:
  8123. case KO_DOHU_KOUKAI:
  8124. if(sd) {
  8125. int ttype = skill_get_ele(skill_id, skill_lv);
  8126. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8127. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  8128. }
  8129. break;
  8130. case KO_ZANZOU:
  8131. if(sd){
  8132. struct mob_data *md;
  8133. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  8134. if( md )
  8135. {
  8136. md->master_id = src->id;
  8137. md->special_state.ai = AI_ZANZOU;
  8138. if( md->deletetimer != INVALID_TIMER )
  8139. delete_timer(md->deletetimer, mob_timer_delete);
  8140. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  8141. mob_spawn( md );
  8142. pc_setinvincibletimer(sd,500);// unlock target lock
  8143. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8144. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  8145. }
  8146. }
  8147. break;
  8148. case KO_KYOUGAKU:
  8149. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8150. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8151. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8152. }else if( sd )
  8153. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8154. break;
  8155. case KO_JYUSATSU:
  8156. if( dstsd && tsc && !tsc->data[type] &&
  8157. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  8158. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8159. status_change_start(bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
  8160. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  8161. if( status_get_lv(bl) <= status_get_lv(src) )
  8162. status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  8163. }else if( sd )
  8164. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8165. break;
  8166. case KO_GENWAKU:
  8167. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8168. int x = src->x, y = src->y;
  8169. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  8170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8171. break;
  8172. }
  8173. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8174. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8175. clif_slide(src,bl->x,bl->y) ;
  8176. sc_start(src,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8177. if (unit_movepos(bl,x,y,0,0))
  8178. {
  8179. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  8180. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8181. clif_sitting(bl); //Avoid sitting sync problem
  8182. clif_slide(bl,x,y) ;
  8183. sc_start(bl,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8184. }
  8185. }
  8186. }
  8187. break;
  8188. case OB_AKAITSUKI:
  8189. case OB_OBOROGENSOU:
  8190. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8191. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8193. break;
  8194. }
  8195. case KO_IZAYOI:
  8196. case OB_ZANGETSU:
  8197. case KG_KYOMU:
  8198. case KG_KAGEMUSYA:
  8199. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8200. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8201. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8202. break;
  8203. case KG_KAGEHUMI:
  8204. if( flag&1 ){
  8205. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8206. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8207. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8208. sc_start(src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8209. sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8210. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8211. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8212. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8213. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8214. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8215. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8216. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8217. }
  8218. if( skill_area_temp[2] == 1 ){
  8219. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8220. sc_start(src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8221. }
  8222. }else{
  8223. skill_area_temp[2] = 0;
  8224. 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|SD_SPLASH|1, skill_castend_nodamage_id);
  8225. }
  8226. break;
  8227. case MH_SILENT_BREEZE: {
  8228. struct status_change *ssc = status_get_sc(src);
  8229. struct block_list *m_bl = battle_get_master(src);
  8230. const enum sc_type scs[] = {
  8231. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  8232. };
  8233. int heal;
  8234. if(tsc){
  8235. for (i = 0; i < ARRAYLENGTH(scs); i++) {
  8236. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  8237. }
  8238. if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
  8239. status_change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8240. }
  8241. heal = status_get_matk_min(src)*4;
  8242. status_heal(bl, heal, 0, 7);
  8243. //now inflict silence on everyone
  8244. if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
  8245. status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8246. if(m_bl){
  8247. struct status_change *msc = status_get_sc(m_bl);
  8248. if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
  8249. status_change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8250. }
  8251. if (hd)
  8252. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8253. }
  8254. break;
  8255. case MH_OVERED_BOOST:
  8256. if (hd){
  8257. struct block_list *s_bl = battle_get_master(src);
  8258. if(hd->homunculus.hunger>50) //reduce hunger
  8259. hd->homunculus.hunger = hd->homunculus.hunger/2;
  8260. else
  8261. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  8262. if(s_bl && s_bl->type==BL_PC){
  8263. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  8264. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  8265. sc_start(s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  8266. }
  8267. sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8268. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8269. }
  8270. break;
  8271. case MH_GRANITIC_ARMOR:
  8272. case MH_PYROCLASTIC: {
  8273. struct block_list *s_bl = battle_get_master(src);
  8274. if(s_bl) sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  8275. sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  8276. if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8277. }
  8278. break;
  8279. case MH_LIGHT_OF_REGENE:
  8280. if(hd){
  8281. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  8282. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  8283. }
  8284. //don't break need to start status and start block timer
  8285. case MH_STYLE_CHANGE:
  8286. case MH_MAGMA_FLOW:
  8287. case MH_PAIN_KILLER:
  8288. sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8289. if (hd)
  8290. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8291. break;
  8292. case MH_SUMMON_LEGION:
  8293. {
  8294. int summons[5] = {1004, 1303, 1303, 1994, 1994};
  8295. int qty[5] = {3 , 3 , 4 , 4 , 5};
  8296. struct mob_data *md;
  8297. int i;
  8298. for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
  8299. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  8300. if (md) {
  8301. md->master_id = src->id;
  8302. if (md->deletetimer != INVALID_TIMER)
  8303. delete_timer(md->deletetimer, mob_timer_delete);
  8304. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  8305. mob_spawn(md); //Now it is ready for spawning.
  8306. sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000);
  8307. }
  8308. }
  8309. if (hd)
  8310. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8311. }
  8312. break;
  8313. default:
  8314. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  8315. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8316. map_freeblock_unlock();
  8317. return 1;
  8318. }
  8319. if(skill_id != SR_CURSEDCIRCLE){
  8320. struct status_change *sc = status_get_sc(src);
  8321. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  8322. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  8323. }
  8324. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  8325. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  8326. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  8327. }
  8328. if( sd && !(flag&1) )
  8329. {// ensure that the skill last-cast tick is recorded
  8330. sd->canskill_tick = gettick();
  8331. if( sd->state.arrow_atk )
  8332. {// consume arrow on last invocation to this skill.
  8333. battle_consume_ammo(sd, skill_id, skill_lv);
  8334. }
  8335. skill_onskillusage(sd, bl, skill_id, tick);
  8336. // perform skill requirement consumption
  8337. skill_consume_requirement(sd,skill_id,skill_lv,2);
  8338. }
  8339. map_freeblock_unlock();
  8340. return 0;
  8341. }
  8342. /*==========================================
  8343. *
  8344. *------------------------------------------*/
  8345. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  8346. {
  8347. struct block_list *target, *src;
  8348. struct map_session_data *sd;
  8349. struct mob_data *md;
  8350. struct unit_data *ud;
  8351. struct status_change *sc = NULL;
  8352. int inf,inf2,flag = 0;
  8353. src = map_id2bl(id);
  8354. if( src == NULL )
  8355. {
  8356. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  8357. return 0;// not found
  8358. }
  8359. ud = unit_bl2ud(src);
  8360. if( ud == NULL )
  8361. {
  8362. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  8363. return 0;// ???
  8364. }
  8365. sd = BL_CAST(BL_PC, src);
  8366. md = BL_CAST(BL_MOB, src);
  8367. if( src->prev == NULL ) {
  8368. ud->skilltimer = INVALID_TIMER;
  8369. return 0;
  8370. }
  8371. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  8372. if( ud->skilltimer != tid ) {
  8373. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  8374. ud->skilltimer = INVALID_TIMER;
  8375. return 0;
  8376. }
  8377. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  8378. {// restore original walk speed
  8379. ud->skilltimer = INVALID_TIMER;
  8380. status_calc_bl(&sd->bl, SCB_SPEED);
  8381. }
  8382. ud->skilltimer = INVALID_TIMER;
  8383. }
  8384. if (ud->skilltarget == id)
  8385. target = src;
  8386. else
  8387. target = map_id2bl(ud->skilltarget);
  8388. // Use a do so that you can break out of it when the skill fails.
  8389. do {
  8390. if(!target || target->prev==NULL) break;
  8391. if(src->m != target->m || status_isdead(src)) break;
  8392. switch (ud->skill_id) {
  8393. //These should become skill_castend_pos
  8394. case WE_CALLPARTNER:
  8395. if(sd) clif_callpartner(sd);
  8396. case WE_CALLPARENT:
  8397. case WE_CALLBABY:
  8398. case AM_RESURRECTHOMUN:
  8399. case PF_SPIDERWEB:
  8400. //Find a random spot to place the skill. [Skotlex]
  8401. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  8402. ud->skillx = target->x + inf2;
  8403. ud->skilly = target->y + inf2;
  8404. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  8405. ud->skillx = target->x;
  8406. ud->skilly = target->y;
  8407. }
  8408. ud->skilltimer=tid;
  8409. return skill_castend_pos(tid,tick,id,data);
  8410. case GN_WALLOFTHORN:
  8411. ud->skillx = target->x;
  8412. ud->skilly = target->y;
  8413. ud->skilltimer = tid;
  8414. return skill_castend_pos(tid,tick,id,data);
  8415. }
  8416. if(ud->skill_id == RG_BACKSTAP) {
  8417. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  8418. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  8419. break;
  8420. }
  8421. }
  8422. if( ud->skill_id == PR_TURNUNDEAD )
  8423. {
  8424. struct status_data *tstatus = status_get_status_data(target);
  8425. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  8426. break;
  8427. }
  8428. if( ud->skill_id == RA_WUGSTRIKE ){
  8429. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  8430. break;
  8431. }
  8432. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  8433. {
  8434. sc = status_get_sc(target);
  8435. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  8436. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  8437. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  8438. break;
  8439. }
  8440. }
  8441. else
  8442. { // Check target validity.
  8443. inf = skill_get_inf(ud->skill_id);
  8444. inf2 = skill_get_inf2(ud->skill_id);
  8445. if(inf&INF_ATTACK_SKILL ||
  8446. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  8447. ) // Casted through combo.
  8448. inf = BCT_ENEMY; //Offensive skill.
  8449. else if(inf2&INF2_NO_ENEMY)
  8450. inf = BCT_NOENEMY;
  8451. else
  8452. inf = 0;
  8453. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  8454. {
  8455. inf |=
  8456. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  8457. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  8458. //Remove neutral targets (but allow enemy if skill is designed to be so)
  8459. inf &= ~BCT_NEUTRAL;
  8460. }
  8461. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  8462. {
  8463. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  8464. break;
  8465. }
  8466. else if (inf && battle_check_target(src, target, inf) <= 0){
  8467. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8468. break;
  8469. }
  8470. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  8471. sc->data[SC_FOGWALL] &&
  8472. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  8473. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  8474. break;
  8475. }
  8476. }
  8477. //Avoid doing double checks for instant-cast skills.
  8478. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  8479. break;
  8480. if(md) {
  8481. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8482. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  8483. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  8484. }
  8485. if(src != target && battle_config.skill_add_range &&
  8486. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  8487. {
  8488. if (sd) {
  8489. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8490. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  8491. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  8492. }
  8493. break;
  8494. }
  8495. if( sd )
  8496. {
  8497. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  8498. break;
  8499. else
  8500. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  8501. }
  8502. #ifdef OFFICIAL_WALKPATH
  8503. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  8504. break;
  8505. #endif
  8506. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  8507. break;
  8508. if (ud->state.running && ud->skill_id == TK_JUMPKICK)
  8509. {
  8510. ud->state.running = 0;
  8511. status_change_end(src, SC_RUN, INVALID_TIMER);
  8512. flag = 1;
  8513. }
  8514. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  8515. unit_stop_walking(src,1);
  8516. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8517. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  8518. if (sd) { //Cooldown application
  8519. int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
  8520. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8521. if (sd->skillcooldown[i].id == ud->skill_id){
  8522. cooldown += sd->skillcooldown[i].val;
  8523. break;
  8524. }
  8525. }
  8526. if(cooldown)
  8527. skill_blockpc_start(sd, ud->skill_id, cooldown);
  8528. }
  8529. if( battle_config.display_status_timers && sd )
  8530. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  8531. if( sd )
  8532. {
  8533. switch( ud->skill_id )
  8534. {
  8535. case GS_DESPERADO:
  8536. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  8537. break;
  8538. case CR_GRANDCROSS:
  8539. case NPC_GRANDDARKNESS:
  8540. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  8541. {
  8542. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  8543. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  8544. break;
  8545. }
  8546. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  8547. break;
  8548. }
  8549. }
  8550. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  8551. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  8552. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8553. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  8554. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  8555. map_freeblock_lock();
  8556. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8557. skill_toggle_magicpower(src, ud->skill_id);
  8558. if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
  8559. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  8560. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  8561. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  8562. else
  8563. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  8564. sc = status_get_sc(src);
  8565. if(sc && sc->count) {
  8566. if(sc->data[SC_SPIRIT] &&
  8567. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  8568. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  8569. ud->skill_id != WZ_WATERBALL)
  8570. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  8571. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  8572. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  8573. }
  8574. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  8575. sd->skillitem = sd->skillitemlv = 0;
  8576. if (ud->skilltimer == INVALID_TIMER) {
  8577. if(md) md->skill_idx = -1;
  8578. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  8579. ud->skill_lv = ud->skilltarget = 0;
  8580. }
  8581. map_freeblock_unlock();
  8582. return 1;
  8583. } while(0);
  8584. //Skill failed.
  8585. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  8586. { //When Asura fails... (except when it fails from Fog of Wall)
  8587. //Consume SP/spheres
  8588. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  8589. status_set_sp(src, 0, 0);
  8590. sc = &sd->sc;
  8591. if (sc->count)
  8592. { //End states
  8593. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8594. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  8595. #ifdef RENEWAL
  8596. sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  8597. #endif
  8598. }
  8599. if (target && target->m == src->m)
  8600. { //Move character to target anyway.
  8601. if (unit_movepos(src, src->x+3, src->y+3, 1, 1))
  8602. { //Display movement + animation.
  8603. clif_slide(src,src->x,src->y);
  8604. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
  8605. }
  8606. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8607. }
  8608. }
  8609. ud->skill_id = ud->skill_lv = ud->skilltarget = 0;
  8610. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8611. ud->canact_tick = tick;
  8612. //You can't place a skill failed packet here because it would be
  8613. //sent in ALL cases, even cases where skill_check_condition fails
  8614. //which would lead to double 'skill failed' messages u.u [Skotlex]
  8615. if(sd)
  8616. sd->skillitem = sd->skillitemlv = 0;
  8617. else if(md)
  8618. md->skill_idx = -1;
  8619. return 0;
  8620. }
  8621. /*==========================================
  8622. *
  8623. *------------------------------------------*/
  8624. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  8625. {
  8626. struct block_list* src = map_id2bl(id);
  8627. int maxcount;
  8628. struct map_session_data *sd;
  8629. struct unit_data *ud = unit_bl2ud(src);
  8630. struct mob_data *md;
  8631. nullpo_ret(ud);
  8632. sd = BL_CAST(BL_PC , src);
  8633. md = BL_CAST(BL_MOB, src);
  8634. if( src->prev == NULL ) {
  8635. ud->skilltimer = INVALID_TIMER;
  8636. return 0;
  8637. }
  8638. if( ud->skilltimer != tid )
  8639. {
  8640. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  8641. ud->skilltimer = INVALID_TIMER;
  8642. return 0;
  8643. }
  8644. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  8645. {// restore original walk speed
  8646. ud->skilltimer = INVALID_TIMER;
  8647. status_calc_bl(&sd->bl, SCB_SPEED);
  8648. }
  8649. ud->skilltimer = INVALID_TIMER;
  8650. do {
  8651. if( status_isdead(src) )
  8652. break;
  8653. if( !(src->type&battle_config.skill_reiteration) &&
  8654. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  8655. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  8656. )
  8657. {
  8658. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8659. break;
  8660. }
  8661. if( src->type&battle_config.skill_nofootset &&
  8662. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  8663. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  8664. )
  8665. {
  8666. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8667. break;
  8668. }
  8669. if( src->type&battle_config.land_skill_limit &&
  8670. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  8671. ) {
  8672. int i;
  8673. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  8674. if(ud->skillunit[i]->skill_id == ud->skill_id)
  8675. maxcount--;
  8676. }
  8677. if( maxcount == 0 )
  8678. {
  8679. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8680. break;
  8681. }
  8682. }
  8683. if(tid != INVALID_TIMER)
  8684. { //Avoid double checks on instant cast skills. [Skotlex]
  8685. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  8686. break;
  8687. if(battle_config.skill_add_range &&
  8688. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  8689. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  8690. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  8691. break;
  8692. }
  8693. }
  8694. if( sd )
  8695. {
  8696. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  8697. break;
  8698. else
  8699. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  8700. }
  8701. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  8702. break;
  8703. if(md) {
  8704. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8705. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  8706. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  8707. }
  8708. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8709. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  8710. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  8711. if (ud->walktimer != INVALID_TIMER)
  8712. unit_stop_walking(src,1);
  8713. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8714. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  8715. if (sd) { //Cooldown application
  8716. int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
  8717. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8718. if (sd->skillcooldown[i].id == ud->skill_id){
  8719. cooldown += sd->skillcooldown[i].val;
  8720. break;
  8721. }
  8722. }
  8723. if(cooldown)
  8724. skill_blockpc_start(sd, ud->skill_id, cooldown);
  8725. }
  8726. if( battle_config.display_status_timers && sd )
  8727. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  8728. // if( sd )
  8729. // {
  8730. // switch( ud->skill_id )
  8731. // {
  8732. // case ????:
  8733. // sd->canequip_tick = tick + ????;
  8734. // break;
  8735. // }
  8736. // }
  8737. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  8738. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
  8739. map_freeblock_lock();
  8740. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  8741. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  8742. sd->skillitem = sd->skillitemlv = 0;
  8743. if (ud->skilltimer == INVALID_TIMER) {
  8744. if (md) md->skill_idx = -1;
  8745. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  8746. ud->skill_lv = ud->skillx = ud->skilly = 0;
  8747. }
  8748. map_freeblock_unlock();
  8749. return 1;
  8750. } while(0);
  8751. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8752. ud->canact_tick = tick;
  8753. ud->skill_id = ud->skill_lv = 0;
  8754. if(sd)
  8755. sd->skillitem = sd->skillitemlv = 0;
  8756. else if(md)
  8757. md->skill_idx = -1;
  8758. return 0;
  8759. }
  8760. /* skill count without self */
  8761. static int skill_count_wos(struct block_list *bl,va_list ap) {
  8762. struct block_list* src = va_arg(ap, struct block_list*);
  8763. if( src->id != bl->id ) {
  8764. return 1;
  8765. }
  8766. return 0;
  8767. }
  8768. /*==========================================
  8769. *
  8770. *------------------------------------------*/
  8771. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  8772. {
  8773. struct map_session_data* sd;
  8774. struct status_change* sc;
  8775. struct status_change_entry *sce;
  8776. struct skill_unit_group* sg;
  8777. enum sc_type type;
  8778. int i;
  8779. //if(skill_lv <= 0) return 0;
  8780. if(skill_id > 0 && !skill_lv) return 0; // celest
  8781. nullpo_ret(src);
  8782. if(status_isdead(src))
  8783. return 0;
  8784. sd = BL_CAST(BL_PC, src);
  8785. sc = status_get_sc(src);
  8786. type = status_skill2sc(skill_id);
  8787. sce = (sc && type != -1)?sc->data[type]:NULL;
  8788. switch (skill_id) { //Skill effect.
  8789. case WZ_METEOR:
  8790. case MO_BODYRELOCATION:
  8791. case CR_CULTIVATION:
  8792. case HW_GANBANTEIN:
  8793. case LG_EARTHDRIVE:
  8794. break; //Effect is displayed on respective switch case.
  8795. default:
  8796. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  8797. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8798. else
  8799. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  8800. }
  8801. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8802. skill_toggle_magicpower(src, skill_id);
  8803. switch(skill_id)
  8804. {
  8805. case PR_BENEDICTIO:
  8806. skill_area_temp[1] = src->id;
  8807. i = skill_get_splash(skill_id, skill_lv);
  8808. map_foreachinarea(skill_area_sub,
  8809. src->m, x-i, y-i, x+i, y+i, BL_PC,
  8810. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  8811. skill_castend_nodamage_id);
  8812. map_foreachinarea(skill_area_sub,
  8813. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8814. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  8815. skill_castend_damage_id);
  8816. break;
  8817. case BS_HAMMERFALL:
  8818. i = skill_get_splash(skill_id, skill_lv);
  8819. map_foreachinarea (skill_area_sub,
  8820. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8821. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  8822. skill_castend_nodamage_id);
  8823. break;
  8824. case HT_DETECTING:
  8825. i = skill_get_splash(skill_id, skill_lv);
  8826. map_foreachinarea( status_change_timer_sub,
  8827. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  8828. src,NULL,SC_SIGHT,tick);
  8829. if(battle_config.traps_setting&1)
  8830. map_foreachinarea( skill_reveal_trap,
  8831. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  8832. break;
  8833. case SR_RIDEINLIGHTNING:
  8834. i = skill_get_splash(skill_id, skill_lv);
  8835. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8836. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  8837. break;
  8838. case SA_VOLCANO:
  8839. case SA_DELUGE:
  8840. case SA_VIOLENTGALE:
  8841. { //Does not consumes if the skill is already active. [Skotlex]
  8842. struct skill_unit_group *sg;
  8843. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  8844. {
  8845. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  8846. {
  8847. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  8848. return 0; // not to consume items
  8849. }
  8850. else
  8851. sg->limit = 0; //Disable it.
  8852. }
  8853. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  8854. break;
  8855. }
  8856. case MG_SAFETYWALL:
  8857. case MG_FIREWALL:
  8858. case MG_THUNDERSTORM:
  8859. case AL_PNEUMA:
  8860. case WZ_ICEWALL:
  8861. case WZ_FIREPILLAR:
  8862. case WZ_QUAGMIRE:
  8863. case WZ_VERMILION:
  8864. case WZ_STORMGUST:
  8865. case WZ_HEAVENDRIVE:
  8866. case PR_SANCTUARY:
  8867. case PR_MAGNUS:
  8868. case CR_GRANDCROSS:
  8869. case NPC_GRANDDARKNESS:
  8870. case HT_SKIDTRAP:
  8871. case MA_SKIDTRAP:
  8872. case HT_LANDMINE:
  8873. case MA_LANDMINE:
  8874. case HT_ANKLESNARE:
  8875. case HT_SHOCKWAVE:
  8876. case HT_SANDMAN:
  8877. case MA_SANDMAN:
  8878. case HT_FLASHER:
  8879. case HT_FREEZINGTRAP:
  8880. case MA_FREEZINGTRAP:
  8881. case HT_BLASTMINE:
  8882. case HT_CLAYMORETRAP:
  8883. case AS_VENOMDUST:
  8884. case AM_DEMONSTRATION:
  8885. case PF_FOGWALL:
  8886. case PF_SPIDERWEB:
  8887. case HT_TALKIEBOX:
  8888. case WE_CALLPARTNER:
  8889. case WE_CALLPARENT:
  8890. case WE_CALLBABY:
  8891. case AC_SHOWER: //Ground-placed skill implementation.
  8892. case MA_SHOWER:
  8893. case SA_LANDPROTECTOR:
  8894. case BD_LULLABY:
  8895. case BD_RICHMANKIM:
  8896. case BD_ETERNALCHAOS:
  8897. case BD_DRUMBATTLEFIELD:
  8898. case BD_RINGNIBELUNGEN:
  8899. case BD_ROKISWEIL:
  8900. case BD_INTOABYSS:
  8901. case BD_SIEGFRIED:
  8902. case BA_DISSONANCE:
  8903. case BA_POEMBRAGI:
  8904. case BA_WHISTLE:
  8905. case BA_ASSASSINCROSS:
  8906. case BA_APPLEIDUN:
  8907. case DC_UGLYDANCE:
  8908. case DC_HUMMING:
  8909. case DC_DONTFORGETME:
  8910. case DC_FORTUNEKISS:
  8911. case DC_SERVICEFORYOU:
  8912. case CG_MOONLIT:
  8913. case GS_DESPERADO:
  8914. case NJ_KAENSIN:
  8915. case NJ_BAKUENRYU:
  8916. case NJ_SUITON:
  8917. case NJ_HYOUSYOURAKU:
  8918. case NJ_RAIGEKISAI:
  8919. case NJ_KAMAITACHI:
  8920. #ifdef RENEWAL
  8921. case NJ_HUUMA:
  8922. #endif
  8923. case NPC_EVILLAND:
  8924. case RA_ELECTRICSHOCKER:
  8925. case RA_CLUSTERBOMB:
  8926. case RA_MAGENTATRAP:
  8927. case RA_COBALTTRAP:
  8928. case RA_MAIZETRAP:
  8929. case RA_VERDURETRAP:
  8930. case RA_FIRINGTRAP:
  8931. case RA_ICEBOUNDTRAP:
  8932. case SC_MANHOLE:
  8933. case SC_DIMENSIONDOOR:
  8934. case SC_CHAOSPANIC:
  8935. case SC_MAELSTROM:
  8936. case WM_REVERBERATION:
  8937. case WM_SEVERE_RAINSTORM:
  8938. case WM_POEMOFNETHERWORLD:
  8939. case SO_PSYCHIC_WAVE:
  8940. case SO_VACUUM_EXTREME:
  8941. case GN_WALLOFTHORN:
  8942. case GN_THORNS_TRAP:
  8943. case GN_DEMONIC_FIRE:
  8944. case GN_HELLS_PLANT:
  8945. case SO_EARTHGRAVE:
  8946. case SO_DIAMONDDUST:
  8947. case SO_FIRE_INSIGNIA:
  8948. case SO_WATER_INSIGNIA:
  8949. case SO_WIND_INSIGNIA:
  8950. case SO_EARTH_INSIGNIA:
  8951. case KO_HUUMARANKA:
  8952. case KO_MUCHANAGE:
  8953. case KO_BAKURETSU:
  8954. case KO_ZENKAI:
  8955. case MH_LAVA_SLIDE:
  8956. case MH_VOLCANIC_ASH:
  8957. case MH_POISON_MIST:
  8958. case MH_STEINWAND:
  8959. case MH_XENO_SLASHER:
  8960. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  8961. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  8962. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  8963. break;
  8964. case RG_GRAFFITI: /* Graffiti [Valaris] */
  8965. skill_clear_unitgroup(src);
  8966. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  8967. flag|=1;
  8968. break;
  8969. case HP_BASILICA:
  8970. if( sc->data[SC_BASILICA] )
  8971. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  8972. else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  8973. if( map_foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) {
  8974. if( sd )
  8975. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  8976. return 1;
  8977. }
  8978. skill_clear_unitgroup(src);
  8979. if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
  8980. sc_start4(src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
  8981. flag|=1;
  8982. }
  8983. break;
  8984. case CG_HERMODE:
  8985. skill_clear_unitgroup(src);
  8986. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  8987. sc_start4(src,SC_DANCING,100,
  8988. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  8989. flag|=1;
  8990. break;
  8991. case RG_CLEANER: // [Valaris]
  8992. i = skill_get_splash(skill_id, skill_lv);
  8993. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  8994. break;
  8995. case SO_WARMER:
  8996. flag|= 8;
  8997. case SO_CLOUD_KILL:
  8998. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  8999. break;
  9000. case WZ_METEOR: {
  9001. int area = skill_get_splash(skill_id, skill_lv);
  9002. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  9003. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  9004. // Creates a random Cell in the Splash Area
  9005. tmpx = x - area + rnd()%(area * 2 + 1);
  9006. tmpy = y - area + rnd()%(area * 2 + 1);
  9007. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  9008. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  9009. if( i > 0 )
  9010. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  9011. x1 = tmpx;
  9012. y1 = tmpy;
  9013. }
  9014. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  9015. }
  9016. break;
  9017. case AL_WARP:
  9018. if(sd)
  9019. {
  9020. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  9021. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  9022. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  9023. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  9024. );
  9025. }
  9026. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9027. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9028. return 0; // not to consume item.
  9029. case MO_BODYRELOCATION:
  9030. if (unit_movepos(src, x, y, 1, 1)) {
  9031. #if PACKETVER >= 20111005
  9032. clif_snap(src, src->x, src->y);
  9033. #else
  9034. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  9035. #endif
  9036. if (sd)
  9037. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  9038. }
  9039. break;
  9040. case NJ_SHADOWJUMP:
  9041. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  9042. unit_movepos(src, x, y, 1, 0);
  9043. clif_slide(src,x,y);
  9044. }
  9045. status_change_end(src, SC_HIDING, INVALID_TIMER);
  9046. break;
  9047. case AM_SPHEREMINE:
  9048. case AM_CANNIBALIZE:
  9049. {
  9050. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  9051. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  9052. int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
  9053. struct mob_data *md;
  9054. // Correct info, don't change any of this! [celest]
  9055. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9056. if (md) {
  9057. md->master_id = src->id;
  9058. md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  9059. if( md->deletetimer != INVALID_TIMER )
  9060. delete_timer(md->deletetimer, mob_timer_delete);
  9061. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  9062. mob_spawn (md); //Now it is ready for spawning.
  9063. }
  9064. }
  9065. break;
  9066. // Slim Pitcher [Celest]
  9067. case CR_SLIMPITCHER:
  9068. if (sd) {
  9069. int i = skill_lv%11 - 1;
  9070. int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]);
  9071. if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
  9072. {
  9073. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9074. return 1;
  9075. }
  9076. potion_flag = 1;
  9077. potion_hp = 0;
  9078. potion_sp = 0;
  9079. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  9080. potion_flag = 0;
  9081. //Apply skill bonuses
  9082. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  9083. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  9084. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  9085. + pc_skillheal_bonus(sd, skill_id);
  9086. potion_hp = potion_hp * (100+i)/100;
  9087. potion_sp = potion_sp * (100+i)/100;
  9088. if(potion_hp > 0 || potion_sp > 0) {
  9089. i = skill_get_splash(skill_id, skill_lv);
  9090. map_foreachinarea(skill_area_sub,
  9091. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9092. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9093. skill_castend_nodamage_id);
  9094. }
  9095. } else {
  9096. int i = skill_lv%11 - 1;
  9097. struct item_data *item;
  9098. i = skill_db[skill_id].itemid[i];
  9099. item = itemdb_search(i);
  9100. potion_flag = 1;
  9101. potion_hp = 0;
  9102. potion_sp = 0;
  9103. run_script(item->script,0,src->id,0);
  9104. potion_flag = 0;
  9105. i = skill_get_max(CR_SLIMPITCHER)*10;
  9106. potion_hp = potion_hp * (100+i)/100;
  9107. potion_sp = potion_sp * (100+i)/100;
  9108. if(potion_hp > 0 || potion_sp > 0) {
  9109. i = skill_get_splash(skill_id, skill_lv);
  9110. map_foreachinarea(skill_area_sub,
  9111. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9112. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9113. skill_castend_nodamage_id);
  9114. }
  9115. }
  9116. break;
  9117. case HW_GANBANTEIN:
  9118. if (rnd()%100 < 80) {
  9119. int dummy = 1;
  9120. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9121. i = skill_get_splash(skill_id, skill_lv);
  9122. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  9123. } else {
  9124. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9125. return 1;
  9126. }
  9127. break;
  9128. case HW_GRAVITATION:
  9129. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9130. sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  9131. flag|=1;
  9132. break;
  9133. // Plant Cultivation [Celest]
  9134. case CR_CULTIVATION:
  9135. if (sd) {
  9136. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  9137. {
  9138. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9139. return 1;
  9140. }
  9141. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9142. if (rnd()%100 < 50) {
  9143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9144. } else {
  9145. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  9146. int i;
  9147. if (!md) break;
  9148. if ((i = skill_get_time(skill_id, skill_lv)) > 0)
  9149. {
  9150. if( md->deletetimer != INVALID_TIMER )
  9151. delete_timer(md->deletetimer, mob_timer_delete);
  9152. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  9153. }
  9154. mob_spawn (md);
  9155. }
  9156. }
  9157. break;
  9158. case SG_SUN_WARM:
  9159. case SG_MOON_WARM:
  9160. case SG_STAR_WARM:
  9161. skill_clear_unitgroup(src);
  9162. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  9163. sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  9164. flag|=1;
  9165. break;
  9166. case PA_GOSPEL:
  9167. if (sce && sce->val4 == BCT_SELF)
  9168. {
  9169. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  9170. return 0;
  9171. }
  9172. else
  9173. {
  9174. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  9175. if (!sg) break;
  9176. if (sce)
  9177. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  9178. sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  9179. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  9180. }
  9181. break;
  9182. case NJ_TATAMIGAESHI:
  9183. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  9184. sc_start(src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  9185. break;
  9186. case AM_RESURRECTHOMUN: //[orn]
  9187. if (sd)
  9188. {
  9189. if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
  9190. {
  9191. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9192. break;
  9193. }
  9194. }
  9195. break;
  9196. case RK_WINDCUTTER:
  9197. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9198. case NC_COLDSLOWER:
  9199. case NC_ARMSCANNON:
  9200. case RK_DRAGONBREATH:
  9201. i = skill_get_splash(skill_id,skill_lv);
  9202. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9203. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9204. break;
  9205. case SO_ARRULLO:
  9206. i = skill_get_splash(skill_id,skill_lv);
  9207. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9208. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9209. break;
  9210. /**
  9211. * Guilotine Cross
  9212. **/
  9213. case GC_POISONSMOKE:
  9214. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9215. if( sd )
  9216. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  9217. return 0;
  9218. }
  9219. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  9220. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  9221. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  9222. break;
  9223. /**
  9224. * Arch Bishop
  9225. **/
  9226. case AB_EPICLESIS:
  9227. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  9228. i = sg->unit->range;
  9229. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  9230. }
  9231. break;
  9232. /**
  9233. * Warlock
  9234. **/
  9235. case WL_COMET:
  9236. if( sc ) {
  9237. sc->comet_x = x;
  9238. sc->comet_y = y;
  9239. }
  9240. i = skill_get_splash(skill_id,skill_lv);
  9241. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9242. break;
  9243. case WL_EARTHSTRAIN:
  9244. {
  9245. int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  9246. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  9247. for( i = 1; i <= wave; i++ )
  9248. {
  9249. switch( dir ){
  9250. case 0: case 1: case 7: sy = y + i; break;
  9251. case 3: case 4: case 5: sy = y - i; break;
  9252. case 2: sx = x - i; break;
  9253. case 6: sx = x + i; break;
  9254. }
  9255. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  9256. }
  9257. }
  9258. break;
  9259. /**
  9260. * Ranger
  9261. **/
  9262. case RA_DETONATOR:
  9263. i = skill_get_splash(skill_id, skill_lv);
  9264. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  9265. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9266. break;
  9267. /**
  9268. * Mechanic
  9269. **/
  9270. case NC_NEUTRALBARRIER:
  9271. case NC_STEALTHFIELD:
  9272. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  9273. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  9274. sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  9275. if( sd ) pc_overheat(sd,1);
  9276. }
  9277. break;
  9278. case NC_SILVERSNIPER:
  9279. {
  9280. int class_ = 2042;
  9281. struct mob_data *md;
  9282. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9283. if( md )
  9284. {
  9285. md->master_id = src->id;
  9286. md->special_state.ai = AI_FLORA;
  9287. if( md->deletetimer != INVALID_TIMER )
  9288. delete_timer(md->deletetimer, mob_timer_delete);
  9289. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  9290. mob_spawn( md );
  9291. }
  9292. }
  9293. break;
  9294. case NC_MAGICDECOY:
  9295. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  9296. break;
  9297. case SC_FEINTBOMB:
  9298. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9299. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  9300. if( skill_blown(src,src,6,unit_getdir(src),0) )
  9301. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  9302. break;
  9303. case LG_OVERBRAND:
  9304. {
  9305. int width;//according to data from irowiki it actually is a square
  9306. for( width = 0; width < 7; width++ )
  9307. for( i = 0; i < 7; i++ )
  9308. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9309. for( width = 0; width < 7; width++ )
  9310. for( i = 0; i < 7; i++ )
  9311. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9312. }
  9313. break;
  9314. case LG_BANDING:
  9315. if( sc && sc->data[SC_BANDING] )
  9316. status_change_end(src,SC_BANDING,INVALID_TIMER);
  9317. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  9318. sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  9319. if( sd ) pc_banding(sd,skill_lv);
  9320. }
  9321. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9322. break;
  9323. case LG_RAYOFGENESIS:
  9324. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  9325. i = skill_get_splash(skill_id,skill_lv);
  9326. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9327. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9328. } else if( sd )
  9329. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9330. break;
  9331. case WM_DOMINION_IMPULSE:
  9332. i = skill_get_splash(skill_id, skill_lv);
  9333. map_foreachinarea( skill_ative_reverberation,
  9334. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9335. break;
  9336. case WM_GREAT_ECHO:
  9337. flag|=1; // Should counsume 1 item per skill usage.
  9338. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  9339. break;
  9340. case GN_CRAZYWEED: {
  9341. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  9342. short x1 = 0, y1 = 0;
  9343. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  9344. x1 = x - area + rnd()%(area * 2 + 1);
  9345. y1 = y - area + rnd()%(area * 2 + 1);
  9346. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  9347. }
  9348. }
  9349. break;
  9350. case GN_FIRE_EXPANSION: {
  9351. int i;
  9352. struct unit_data *ud = unit_bl2ud(src);
  9353. if( !ud ) break;
  9354. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  9355. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  9356. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  9357. switch( skill_lv ) {
  9358. case 3:
  9359. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  9360. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  9361. break;
  9362. case 4:
  9363. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  9364. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  9365. break;
  9366. case 5:
  9367. map_foreachinarea(skill_area_sub, src->m,
  9368. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  9369. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  9370. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  9371. skill_delunit(ud->skillunit[i]->unit);
  9372. break;
  9373. default:
  9374. ud->skillunit[i]->unit->val2 = skill_lv;
  9375. ud->skillunit[i]->unit->group->val2 = skill_lv;
  9376. break;
  9377. }
  9378. }
  9379. }
  9380. }
  9381. break;
  9382. case SO_FIREWALK:
  9383. case SO_ELECTRICWALK:
  9384. if( sc && sc->data[type] )
  9385. status_change_end(src,type,INVALID_TIMER);
  9386. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  9387. sc_start2(src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  9388. break;
  9389. case SC_BLOODYLUST: //set in another group so instance will move if recasted
  9390. flag |= 33;
  9391. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  9392. break;
  9393. case KO_MAKIBISHI:
  9394. for( i = 0; i < (skill_lv+2); i++ ) {
  9395. x = src->x - 1 + rnd()%3;
  9396. y = src->y - 1 + rnd()%3;
  9397. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9398. }
  9399. break;
  9400. default:
  9401. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  9402. return 1;
  9403. }
  9404. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9405. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9406. if( sd )
  9407. {// ensure that the skill last-cast tick is recorded
  9408. sd->canskill_tick = gettick();
  9409. if( sd->state.arrow_atk && !(flag&1) )
  9410. {// consume arrow if this is a ground skill
  9411. battle_consume_ammo(sd, skill_id, skill_lv);
  9412. }
  9413. // perform skill requirement consumption
  9414. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9415. }
  9416. return 0;
  9417. }
  9418. /*==========================================
  9419. *
  9420. *------------------------------------------*/
  9421. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
  9422. {
  9423. nullpo_ret(sd);
  9424. //Simplify skill_failed code.
  9425. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  9426. if(skill_id != sd->menuskill_id)
  9427. return 0;
  9428. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  9429. skill_failed(sd);
  9430. return 0;
  9431. }
  9432. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  9433. skill_failed(sd);
  9434. return 0;
  9435. }
  9436. if(sd->sc.count && (
  9437. sd->sc.data[SC_SILENCE] ||
  9438. sd->sc.data[SC_ROKISWEIL] ||
  9439. sd->sc.data[SC_AUTOCOUNTER] ||
  9440. sd->sc.data[SC_STEELBODY] ||
  9441. (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  9442. sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
  9443. sd->sc.data[SC_BASILICA] ||
  9444. sd->sc.data[SC_MARIONETTE] ||
  9445. sd->sc.data[SC_WHITEIMPRISON] ||
  9446. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
  9447. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
  9448. sd->sc.data[SC_OBLIVIONCURSE] ||
  9449. sd->sc.data[SC__MANHOLE] ||
  9450. (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH
  9451. )) {
  9452. skill_failed(sd);
  9453. return 0;
  9454. }
  9455. pc_stop_attack(sd);
  9456. pc_stop_walking(sd,0);
  9457. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  9458. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
  9459. if(strcmp(map,"cancel")==0) {
  9460. skill_failed(sd);
  9461. return 0;
  9462. }
  9463. switch(skill_id)
  9464. {
  9465. case AL_TELEPORT:
  9466. if(strcmp(map,"Random")==0)
  9467. pc_randomwarp(sd,CLR_TELEPORT);
  9468. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  9469. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  9470. break;
  9471. case AL_WARP:
  9472. {
  9473. const struct point *p[4];
  9474. struct skill_unit_group *group;
  9475. int i, lv, wx, wy;
  9476. int maxcount=0;
  9477. int x,y;
  9478. unsigned short mapindex;
  9479. mapindex = mapindex_name2id((char*)map);
  9480. if(!mapindex) { //Given map not found?
  9481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9482. skill_failed(sd);
  9483. return 0;
  9484. }
  9485. p[0] = &sd->status.save_point;
  9486. p[1] = &sd->status.memo_point[0];
  9487. p[2] = &sd->status.memo_point[1];
  9488. p[3] = &sd->status.memo_point[2];
  9489. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  9490. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  9491. if(sd->ud.skillunit[i]->skill_id == skill_id)
  9492. maxcount--;
  9493. }
  9494. if(!maxcount) {
  9495. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9496. skill_failed(sd);
  9497. return 0;
  9498. }
  9499. }
  9500. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  9501. wx = sd->menuskill_val>>16;
  9502. wy = sd->menuskill_val&0xffff;
  9503. if( lv <= 0 ) return 0;
  9504. if( lv > 4 ) lv = 4; // crash prevention
  9505. // check if the chosen map exists in the memo list
  9506. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  9507. if( i < lv ) {
  9508. x=p[i]->x;
  9509. y=p[i]->y;
  9510. } else {
  9511. skill_failed(sd);
  9512. return 0;
  9513. }
  9514. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  9515. { // This checks versus skill_id/skill_lv...
  9516. skill_failed(sd);
  9517. return 0;
  9518. }
  9519. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  9520. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  9521. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  9522. skill_failed(sd);
  9523. return 0;
  9524. }
  9525. group->val1 = (group->val1<<16)|(short)0;
  9526. // record the destination coordinates
  9527. group->val2 = (x<<16)|y;
  9528. group->val3 = mapindex;
  9529. }
  9530. break;
  9531. }
  9532. sd->menuskill_id = sd->menuskill_val = 0;
  9533. return 0;
  9534. #undef skill_failed
  9535. }
  9536. /// transforms 'target' skill unit into dissonance (if conditions are met)
  9537. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  9538. {
  9539. struct skill_unit* target = (struct skill_unit*)bl;
  9540. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  9541. int flag = va_arg(ap, int);
  9542. if (src == target)
  9543. return 0;
  9544. if (!target->group || !(target->group->state.song_dance&0x1))
  9545. return 0;
  9546. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  9547. return 0;
  9548. if (flag) //Set dissonance
  9549. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  9550. else //Remove dissonance
  9551. target->val2 &= ~UF_ENSEMBLE;
  9552. clif_skill_setunit(target); //Update look of affected cell.
  9553. return 1;
  9554. }
  9555. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  9556. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  9557. //When 1, this unit has been positioned, so start the cancel effect.
  9558. int skill_dance_overlap(struct skill_unit* unit, int flag)
  9559. {
  9560. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  9561. return 0;
  9562. if (!flag && !(unit->val2&UF_ENSEMBLE))
  9563. return 0; //Nothing to remove, this unit is not overlapped.
  9564. if (unit->val1 != unit->group->skill_id)
  9565. { //Reset state
  9566. unit->val1 = unit->group->skill_id;
  9567. unit->val2 &= ~UF_ENSEMBLE;
  9568. }
  9569. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  9570. }
  9571. /*==========================================
  9572. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  9573. * Flag: 0 - Convert, 1 - Revert.
  9574. *------------------------------------------*/
  9575. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  9576. {
  9577. static int prevflag = 1; // by default the backup is empty
  9578. static struct skill_unit_group backup;
  9579. struct skill_unit_group* group = unit->group;
  9580. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  9581. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  9582. return false;
  9583. if( flag == prevflag )
  9584. {// protection against attempts to read an empty backup / write to a full backup
  9585. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  9586. flag ? "read an empty backup" : "write to a full backup",
  9587. group->skill_id, group->skill_lv, group->src_id);
  9588. return false;
  9589. }
  9590. prevflag = flag;
  9591. if( !flag )
  9592. { //Transform
  9593. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  9594. // backup
  9595. backup.skill_id = group->skill_id;
  9596. backup.skill_lv = group->skill_lv;
  9597. backup.unit_id = group->unit_id;
  9598. backup.target_flag = group->target_flag;
  9599. backup.bl_flag = group->bl_flag;
  9600. backup.interval = group->interval;
  9601. // replace
  9602. group->skill_id = skill_id;
  9603. group->skill_lv = 1;
  9604. group->unit_id = skill_get_unit_id(skill_id,0);
  9605. group->target_flag = skill_get_unit_target(skill_id);
  9606. group->bl_flag = skill_get_unit_bl_target(skill_id);
  9607. group->interval = skill_get_unit_interval(skill_id);
  9608. }
  9609. else
  9610. { //Restore
  9611. group->skill_id = backup.skill_id;
  9612. group->skill_lv = backup.skill_lv;
  9613. group->unit_id = backup.unit_id;
  9614. group->target_flag = backup.target_flag;
  9615. group->bl_flag = backup.bl_flag;
  9616. group->interval = backup.interval;
  9617. }
  9618. return true;
  9619. }
  9620. /**
  9621. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  9622. **/
  9623. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  9624. struct block_list *target = NULL;
  9625. struct mob_data *md = ((TBL_MOB*)bl);
  9626. nullpo_ret(bl);
  9627. nullpo_ret(md);
  9628. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  9629. return 0;
  9630. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  9631. return 0;
  9632. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  9633. mob_unlocktarget(md,gettick());
  9634. mob_stop_walking(md,1);
  9635. }
  9636. return 0;
  9637. }
  9638. /*==========================================
  9639. * Initializes and sets a ground skill.
  9640. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  9641. *------------------------------------------*/
  9642. struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  9643. {
  9644. struct skill_unit_group *group;
  9645. int i,limit,val1=0,val2=0,val3=0;
  9646. int target,interval,range,unit_flag,req_item=0;
  9647. struct s_skill_unit_layout *layout;
  9648. struct map_session_data *sd;
  9649. struct status_data *status;
  9650. struct status_change *sc;
  9651. int active_flag=1;
  9652. int subunt=0;
  9653. nullpo_retr(NULL, src);
  9654. limit = skill_get_time(skill_id,skill_lv);
  9655. range = skill_get_unit_range(skill_id,skill_lv);
  9656. interval = skill_get_unit_interval(skill_id);
  9657. target = skill_get_unit_target(skill_id);
  9658. unit_flag = skill_get_unit_flag(skill_id);
  9659. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  9660. sd = BL_CAST(BL_PC, src);
  9661. status = status_get_status_data(src);
  9662. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  9663. switch( skill_id ) {
  9664. case MH_STEINWAND:
  9665. val2 = 4 + skill_lv; //nb of attack blocked
  9666. break;
  9667. case MG_SAFETYWALL:
  9668. #ifdef RENEWAL
  9669. /**
  9670. * According to data provided in RE, SW life is equal to 3 times caster's health
  9671. **/
  9672. val2 = status_get_max_hp(src) * 3;
  9673. #else
  9674. val2 = skill_lv+1;
  9675. #endif
  9676. break;
  9677. case MG_FIREWALL:
  9678. if(sc && sc->data[SC_VIOLENTGALE])
  9679. limit = limit*3/2;
  9680. val2=4+skill_lv;
  9681. break;
  9682. case AL_WARP:
  9683. val1=skill_lv+6;
  9684. if(!(flag&1))
  9685. limit=2000;
  9686. else // previous implementation (not used anymore)
  9687. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  9688. if( src->type != BL_SKILL ) return NULL;
  9689. group = ((TBL_SKILL*)src)->group;
  9690. src = map_id2bl(group->src_id);
  9691. if( !src ) return NULL;
  9692. val2 = group->val2; //Copy the (x,y) position you warp to
  9693. val3 = group->val3; //as well as the mapindex to warp to.
  9694. }
  9695. break;
  9696. case HP_BASILICA:
  9697. val1 = src->id; // Store caster id.
  9698. break;
  9699. case PR_SANCTUARY:
  9700. case NPC_EVILLAND:
  9701. val1=(skill_lv+3)*2;
  9702. break;
  9703. case WZ_FIREPILLAR:
  9704. if((flag&1)!=0)
  9705. limit=1000;
  9706. val1=skill_lv+2;
  9707. break;
  9708. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  9709. case AM_DEMONSTRATION:
  9710. case GN_HELLS_PLANT:
  9711. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  9712. && (src->type&battle_config.vs_traps_bctall))
  9713. target = BCT_ALL;
  9714. break;
  9715. case HT_SHOCKWAVE:
  9716. val1=skill_lv*15+10;
  9717. case HT_SANDMAN:
  9718. case MA_SANDMAN:
  9719. case HT_CLAYMORETRAP:
  9720. case HT_SKIDTRAP:
  9721. case MA_SKIDTRAP:
  9722. case HT_LANDMINE:
  9723. case MA_LANDMINE:
  9724. case HT_ANKLESNARE:
  9725. case HT_FLASHER:
  9726. case HT_FREEZINGTRAP:
  9727. case MA_FREEZINGTRAP:
  9728. case HT_BLASTMINE:
  9729. /**
  9730. * Ranger
  9731. **/
  9732. case RA_ELECTRICSHOCKER:
  9733. case RA_CLUSTERBOMB:
  9734. case RA_MAGENTATRAP:
  9735. case RA_COBALTTRAP:
  9736. case RA_MAIZETRAP:
  9737. case RA_VERDURETRAP:
  9738. case RA_FIRINGTRAP:
  9739. case RA_ICEBOUNDTRAP:
  9740. {
  9741. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  9742. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  9743. if( req.itemid[i] )
  9744. req_item = req.itemid[i];
  9745. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  9746. limit *= 4; // longer trap times in WOE [celest]
  9747. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  9748. target = BCT_ALL;
  9749. }
  9750. break;
  9751. case SA_LANDPROTECTOR:
  9752. case SA_VOLCANO:
  9753. case SA_DELUGE:
  9754. case SA_VIOLENTGALE:
  9755. {
  9756. struct skill_unit_group *old_sg;
  9757. if ((old_sg = skill_locate_element_field(src)) != NULL)
  9758. { //HelloKitty confirmed that these are interchangeable,
  9759. //so you can change element and not consume gemstones.
  9760. if ((
  9761. old_sg->skill_id == SA_VOLCANO ||
  9762. old_sg->skill_id == SA_DELUGE ||
  9763. old_sg->skill_id == SA_VIOLENTGALE
  9764. ) && old_sg->limit > 0)
  9765. { //Use the previous limit (minus the elapsed time) [Skotlex]
  9766. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  9767. if (limit < 0) //This can happen...
  9768. limit = skill_get_time(skill_id,skill_lv);
  9769. }
  9770. skill_clear_group(src,1);
  9771. }
  9772. break;
  9773. }
  9774. case BA_DISSONANCE:
  9775. case DC_UGLYDANCE:
  9776. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  9777. break;
  9778. case BA_WHISTLE:
  9779. val1 = skill_lv +status->agi/10; // Flee increase
  9780. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  9781. if(sd){
  9782. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9783. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9784. }
  9785. break;
  9786. case DC_HUMMING:
  9787. val1 = 2*skill_lv+status->dex/10; // Hit increase
  9788. #ifdef RENEWAL
  9789. val1 *= 2;
  9790. #endif
  9791. if(sd)
  9792. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9793. break;
  9794. case BA_POEMBRAGI:
  9795. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  9796. //For some reason at level 10 the base delay reduction is 50%.
  9797. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  9798. if(sd){
  9799. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9800. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9801. }
  9802. break;
  9803. case DC_DONTFORGETME:
  9804. val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
  9805. val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
  9806. if(sd){
  9807. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9808. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  9809. }
  9810. break;
  9811. case BA_APPLEIDUN:
  9812. val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
  9813. if(sd)
  9814. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9815. break;
  9816. case DC_SERVICEFORYOU:
  9817. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  9818. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  9819. if(sd){
  9820. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  9821. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  9822. }
  9823. break;
  9824. case BA_ASSASSINCROSS:
  9825. val1 = 100+(10*skill_lv)+(status->agi/10); // ASPD increase
  9826. if(sd)
  9827. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  9828. break;
  9829. case DC_FORTUNEKISS:
  9830. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  9831. if(sd)
  9832. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9833. val1*=10; //Because every 10 crit is an actual cri point.
  9834. break;
  9835. case BD_DRUMBATTLEFIELD:
  9836. #ifdef RENEWAL
  9837. val1 = (skill_lv+5)*25; //Watk increase
  9838. val2 = skill_lv*10; //Def increase
  9839. #else
  9840. val1 = (skill_lv+1)*25; //Watk increase
  9841. val2 = (skill_lv+1)*2; //Def increase
  9842. #endif
  9843. break;
  9844. case BD_RINGNIBELUNGEN:
  9845. val1 = (skill_lv+2)*25; //Watk increase
  9846. break;
  9847. case BD_RICHMANKIM:
  9848. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  9849. break;
  9850. case BD_SIEGFRIED:
  9851. val1 = 55 + skill_lv*5; //Elemental Resistance
  9852. val2 = skill_lv*10; //Status ailment resistance
  9853. break;
  9854. case WE_CALLPARTNER:
  9855. if (sd) val1 = sd->status.partner_id;
  9856. break;
  9857. case WE_CALLPARENT:
  9858. if (sd) {
  9859. val1 = sd->status.father;
  9860. val2 = sd->status.mother;
  9861. }
  9862. break;
  9863. case WE_CALLBABY:
  9864. if (sd) val1 = sd->status.child;
  9865. break;
  9866. case NJ_KAENSIN:
  9867. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  9868. val2 = (skill_lv+1)/2 + 4;
  9869. break;
  9870. case NJ_SUITON:
  9871. skill_clear_group(src, 1);
  9872. break;
  9873. case GS_GROUNDDRIFT:
  9874. {
  9875. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  9876. val1 = status->rhw.ele;
  9877. if (!val1)
  9878. val1=element[rnd()%5];
  9879. switch (val1)
  9880. {
  9881. case ELE_FIRE:
  9882. subunt++;
  9883. case ELE_WATER:
  9884. subunt++;
  9885. case ELE_POISON:
  9886. subunt++;
  9887. case ELE_DARK:
  9888. subunt++;
  9889. case ELE_WIND:
  9890. break;
  9891. default:
  9892. subunt=rnd()%5;
  9893. break;
  9894. }
  9895. break;
  9896. }
  9897. case GC_POISONSMOKE:
  9898. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  9899. return NULL;
  9900. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  9901. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  9902. limit = 4000 + 2000 * skill_lv;
  9903. break;
  9904. case GD_LEADERSHIP:
  9905. case GD_GLORYWOUNDS:
  9906. case GD_SOULCOLD:
  9907. case GD_HAWKEYES:
  9908. limit = 1000000;//it doesn't matter
  9909. break;
  9910. case LG_BANDING:
  9911. limit = -1;
  9912. break;
  9913. case WM_REVERBERATION:
  9914. interval = limit;
  9915. val2 = 1;
  9916. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  9917. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  9918. return NULL;
  9919. break;
  9920. case SO_CLOUD_KILL:
  9921. skill_clear_group(src, 4);
  9922. break;
  9923. case SO_WARMER:
  9924. skill_clear_group(src, 8);
  9925. break;
  9926. case SO_VACUUM_EXTREME:
  9927. range++;
  9928. break;
  9929. case SC_BLOODYLUST:
  9930. skill_clear_group(src, 32);
  9931. break;
  9932. case GN_WALLOFTHORN:
  9933. if( flag&1 )
  9934. limit = 3000;
  9935. val3 = (x<<16)|y;
  9936. break;
  9937. case KO_ZENKAI:
  9938. if( sd ){
  9939. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  9940. if( i < 5 ){
  9941. val1 = sd->talisman[i]; // no. of aura
  9942. val2 = i; // aura type
  9943. limit += val1 * 1000;
  9944. subunt = i - 1;
  9945. pc_del_talisman(sd, sd->talisman[i], i);
  9946. }
  9947. }
  9948. break;
  9949. }
  9950. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
  9951. group->val1=val1;
  9952. group->val2=val2;
  9953. group->val3=val3;
  9954. group->target_flag=target;
  9955. group->bl_flag= skill_get_unit_bl_target(skill_id);
  9956. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  9957. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  9958. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  9959. group->item_id = req_item;
  9960. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  9961. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  9962. active_flag = 0;
  9963. if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
  9964. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  9965. if (sd)
  9966. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  9967. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  9968. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  9969. }
  9970. if (group->state.song_dance) {
  9971. if(sd){
  9972. sd->skill_id_dance = skill_id;
  9973. sd->skill_lv_dance = skill_lv;
  9974. }
  9975. if (
  9976. sc_start4(src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
  9977. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  9978. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  9979. )
  9980. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  9981. }
  9982. limit = group->limit;
  9983. for( i = 0; i < layout->count; i++ )
  9984. {
  9985. struct skill_unit *unit;
  9986. int ux = x + layout->dx[i];
  9987. int uy = y + layout->dy[i];
  9988. int val1 = skill_lv;
  9989. int val2 = 0;
  9990. int alive = 1;
  9991. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  9992. continue; // don't place skill units on walls (except for songs/dances/encores)
  9993. if( battle_config.skill_wall_check && skill_get_unit_flag(skill_id)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  9994. continue; // no path between cell and center of casting.
  9995. switch( skill_id )
  9996. {
  9997. case MG_FIREWALL:
  9998. case NJ_KAENSIN:
  9999. val2=group->val2;
  10000. break;
  10001. case WZ_ICEWALL:
  10002. val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  10003. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  10004. break;
  10005. case HT_LANDMINE:
  10006. case MA_LANDMINE:
  10007. case HT_ANKLESNARE:
  10008. case HT_SHOCKWAVE:
  10009. case HT_SANDMAN:
  10010. case MA_SANDMAN:
  10011. case HT_FLASHER:
  10012. case HT_FREEZINGTRAP:
  10013. case MA_FREEZINGTRAP:
  10014. case HT_TALKIEBOX:
  10015. case HT_SKIDTRAP:
  10016. case MA_SKIDTRAP:
  10017. case HT_CLAYMORETRAP:
  10018. case HT_BLASTMINE:
  10019. /**
  10020. * Ranger
  10021. **/
  10022. case RA_ELECTRICSHOCKER:
  10023. case RA_CLUSTERBOMB:
  10024. case RA_MAGENTATRAP:
  10025. case RA_COBALTTRAP:
  10026. case RA_MAIZETRAP:
  10027. case RA_VERDURETRAP:
  10028. case RA_FIRINGTRAP:
  10029. case RA_ICEBOUNDTRAP:
  10030. val1 = 3500;
  10031. break;
  10032. case GS_DESPERADO:
  10033. val1 = abs(layout->dx[i]);
  10034. val2 = abs(layout->dy[i]);
  10035. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  10036. if (val2 > val1) val1 = val2;
  10037. if (val1) val1--;
  10038. val1 = 36 -12*val1;
  10039. } else //Diagonal edges
  10040. val1 = 28 -4*val1 -4*val2;
  10041. if (val1 < 1) val1 = 1;
  10042. val2 = 0;
  10043. break;
  10044. case WM_REVERBERATION:
  10045. val1 = 1 + skill_lv;
  10046. break;
  10047. case GN_WALLOFTHORN:
  10048. val1 = 1000 * skill_lv; // Need official value. [LimitLine]
  10049. break;
  10050. default:
  10051. if (group->state.song_dance&0x1)
  10052. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  10053. break;
  10054. }
  10055. if (skill_get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  10056. val2 |= UF_RANGEDSINGLEUNIT; // center.
  10057. if( range <= 0 )
  10058. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  10059. if( !alive )
  10060. continue;
  10061. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  10062. unit->limit=limit;
  10063. unit->range=range;
  10064. if (skill_id == PF_FOGWALL && alive == 2)
  10065. { //Double duration of cells on top of Deluge/Suiton
  10066. unit->limit *= 2;
  10067. group->limit = unit->limit;
  10068. }
  10069. // execute on all targets standing on this cell
  10070. if (range==0 && active_flag)
  10071. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  10072. }
  10073. if (!group->alive_count)
  10074. { //No cells? Something that was blocked completely by Land Protector?
  10075. skill_delunitgroup(group);
  10076. return NULL;
  10077. }
  10078. //success, unit created.
  10079. switch( skill_id ) {
  10080. case WZ_ICEWALL:
  10081. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  10082. break;
  10083. case NJ_TATAMIGAESHI: //Store number of tiles.
  10084. group->val1 = group->alive_count;
  10085. break;
  10086. }
  10087. return group;
  10088. }
  10089. /*==========================================
  10090. *
  10091. *------------------------------------------*/
  10092. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  10093. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10094. {
  10095. struct skill_unit_group *sg;
  10096. struct block_list *ss;
  10097. struct status_change *sc;
  10098. struct status_change_entry *sce;
  10099. enum sc_type type;
  10100. uint16 skill_id;
  10101. nullpo_ret(src);
  10102. nullpo_ret(bl);
  10103. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  10104. return 0;
  10105. nullpo_ret(sg=src->group);
  10106. nullpo_ret(ss=map_id2bl(sg->src_id));
  10107. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  10108. return 0; //AoE skills are ineffective. [Skotlex]
  10109. sc = status_get_sc(bl);
  10110. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  10111. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  10112. type = status_skill2sc(sg->skill_id);
  10113. sce = (sc && type != -1)?sc->data[type]:NULL;
  10114. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  10115. switch (sg->unit_id)
  10116. {
  10117. case UNT_SPIDERWEB:
  10118. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  10119. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  10120. sc->data[SC_SPIDERWEB]->val2++;
  10121. break;
  10122. }
  10123. else if( sc )
  10124. {
  10125. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10126. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  10127. {
  10128. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  10129. if( td )
  10130. sec = DIFF_TICK(td->tick, tick);
  10131. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10132. clif_fixpos(bl);
  10133. sg->val2 = bl->id;
  10134. }
  10135. else
  10136. sec = 3000; //Couldn't trap it?
  10137. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10138. }
  10139. break;
  10140. case UNT_SAFETYWALL:
  10141. if (!sce)
  10142. sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  10143. break;
  10144. case UNT_PNEUMA:
  10145. case UNT_CHAOSPANIC:
  10146. case UNT_MAELSTROM:
  10147. if (!sce)
  10148. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10149. break;
  10150. case UNT_BLOODYLUST:
  10151. if (sg->src_id == bl->id)
  10152. break; //Does not affect the caster.
  10153. if (!sce) {
  10154. TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
  10155. if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1))
  10156. clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
  10157. sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
  10158. else {
  10159. if (sd) sd->bloodylust_tick = gettick();
  10160. clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
  10161. sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
  10162. }
  10163. }
  10164. break;
  10165. case UNT_WARP_WAITING: {
  10166. int working = sg->val1&0xffff;
  10167. if(bl->type==BL_PC && !working){
  10168. struct map_session_data *sd = (struct map_session_data *)bl;
  10169. if((!sd->chatID || battle_config.chat_warpportal)
  10170. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  10171. {
  10172. int x = sg->val2>>16;
  10173. int y = sg->val2&0xffff;
  10174. int count = sg->val1>>16;
  10175. unsigned short m = sg->val3;
  10176. if( --count <= 0 )
  10177. skill_delunitgroup(sg);
  10178. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  10179. working = 1;/* we break it because officials break it, lovely stuff. */
  10180. sg->val1 = (count<<16)|working;
  10181. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  10182. }
  10183. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  10184. int16 m = map_mapindex2mapid(sg->val3);
  10185. if (m < 0) break; //Map not available on this map-server.
  10186. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  10187. }
  10188. }
  10189. break;
  10190. case UNT_QUAGMIRE:
  10191. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  10192. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10193. break;
  10194. case UNT_VOLCANO:
  10195. case UNT_DELUGE:
  10196. case UNT_VIOLENTGALE:
  10197. if(!sce)
  10198. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  10199. break;
  10200. case UNT_SUITON:
  10201. if(!sce)
  10202. sc_start4(bl,type,100,sg->skill_lv,
  10203. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  10204. 0,0,sg->limit);
  10205. break;
  10206. case UNT_HERMODE:
  10207. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  10208. status_change_clear_buffs(bl,1); //Should dispell only allies.
  10209. case UNT_RICHMANKIM:
  10210. case UNT_ETERNALCHAOS:
  10211. case UNT_DRUMBATTLEFIELD:
  10212. case UNT_RINGNIBELUNGEN:
  10213. case UNT_ROKISWEIL:
  10214. case UNT_INTOABYSS:
  10215. case UNT_SIEGFRIED:
  10216. //Needed to check when a dancer/bard leaves their ensemble area.
  10217. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10218. return skill_id;
  10219. if (!sce)
  10220. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10221. break;
  10222. case UNT_WHISTLE:
  10223. case UNT_ASSASSINCROSS:
  10224. case UNT_POEMBRAGI:
  10225. case UNT_APPLEIDUN:
  10226. case UNT_HUMMING:
  10227. case UNT_DONTFORGETME:
  10228. case UNT_FORTUNEKISS:
  10229. case UNT_SERVICEFORYOU:
  10230. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10231. return 0;
  10232. if (!sc) return 0;
  10233. if (!sce)
  10234. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10235. else if (sce->val4 == 1) {
  10236. //Readjust timers since the effect will not last long.
  10237. sce->val4 = 0;
  10238. delete_timer(sce->timer, status_change_timer);
  10239. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  10240. }
  10241. break;
  10242. case UNT_FOGWALL:
  10243. if (!sce)
  10244. {
  10245. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  10246. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10247. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  10248. }
  10249. break;
  10250. case UNT_GRAVITATION:
  10251. if (!sce)
  10252. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  10253. break;
  10254. // officially, icewall has no problems existing on occupied cells [ultramage]
  10255. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  10256. // src->val1 = 0;
  10257. // if(src->limit + sg->tick > tick + 700)
  10258. // src->limit = DIFF_TICK(tick+700,sg->tick);
  10259. // break;
  10260. case UNT_MOONLIT:
  10261. //Knockback out of area if affected char isn't in Moonlit effect
  10262. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  10263. break;
  10264. if (ss == bl) //Also needed to prevent infinite loop crash.
  10265. break;
  10266. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10267. break;
  10268. case UNT_WALLOFTHORN:
  10269. if( status_get_mode(bl)&MD_BOSS )
  10270. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  10271. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  10272. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10273. break;
  10274. case UNT_VOLCANIC_ASH:
  10275. if (!sce)
  10276. sc_start(bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  10277. break;
  10278. case UNT_GD_LEADERSHIP:
  10279. case UNT_GD_GLORYWOUNDS:
  10280. case UNT_GD_SOULCOLD:
  10281. case UNT_GD_HAWKEYES:
  10282. if ( !sce )
  10283. sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
  10284. break;
  10285. }
  10286. return skill_id;
  10287. }
  10288. /*==========================================
  10289. *
  10290. *------------------------------------------*/
  10291. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10292. {
  10293. struct skill_unit_group *sg;
  10294. struct block_list *ss;
  10295. TBL_PC* tsd;
  10296. struct status_data *tstatus;
  10297. struct status_change *tsc;
  10298. struct skill_unit_group_tickset *ts;
  10299. enum sc_type type;
  10300. uint16 skill_id;
  10301. int diff=0;
  10302. nullpo_ret(src);
  10303. nullpo_ret(bl);
  10304. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  10305. return 0;
  10306. nullpo_ret(sg=src->group);
  10307. nullpo_ret(ss=map_id2bl(sg->src_id));
  10308. tsd = BL_CAST(BL_PC, bl);
  10309. tsc = status_get_sc(bl);
  10310. if ( tsc && tsc->data[SC_HOVERING] )
  10311. return 0; //Under hovering characters are immune to trap and ground target skills.
  10312. tstatus = status_get_status_data(bl);
  10313. type = status_skill2sc(sg->skill_id);
  10314. skill_id = sg->skill_id;
  10315. if (sg->interval == -1) {
  10316. switch (sg->unit_id) {
  10317. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  10318. case UNT_FIREPILLAR_ACTIVE:
  10319. case UNT_ELECTRICSHOCKER:
  10320. case UNT_MANHOLE:
  10321. return 0;
  10322. default:
  10323. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  10324. return 0;
  10325. }
  10326. }
  10327. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  10328. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  10329. diff = DIFF_TICK(tick,ts->tick);
  10330. if (diff < 0)
  10331. return 0;
  10332. ts->tick = tick+sg->interval;
  10333. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  10334. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  10335. }
  10336. switch (sg->unit_id)
  10337. {
  10338. case UNT_FIREWALL:
  10339. case UNT_KAEN:
  10340. {
  10341. int count=0;
  10342. const int x = bl->x, y = bl->y;
  10343. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  10344. break;
  10345. //Take into account these hit more times than the timer interval can handle.
  10346. do
  10347. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  10348. while(--src->val2 && x == bl->x && y == bl->y &&
  10349. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  10350. if (src->val2<=0)
  10351. skill_delunit(src);
  10352. }
  10353. break;
  10354. case UNT_SANCTUARY:
  10355. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  10356. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  10357. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  10358. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  10359. }
  10360. else
  10361. {
  10362. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10363. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10364. #ifdef RENEWAL
  10365. if( md && md->class_ == MOBID_EMPERIUM )
  10366. break;
  10367. #endif
  10368. if( md && mob_is_battleground(md) )
  10369. break;
  10370. if( tstatus->hp >= tstatus->max_hp )
  10371. break;
  10372. if( status_isimmune(bl) )
  10373. heal = 0;
  10374. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10375. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  10376. heal = ~heal + 1;
  10377. status_heal(bl, heal, 0, 0);
  10378. if( diff >= 500 )
  10379. sg->val1--;
  10380. }
  10381. if( sg->val1 <= 0 )
  10382. skill_delunitgroup(sg);
  10383. break;
  10384. case UNT_EVILLAND:
  10385. //Will heal demon and undead element monsters, but not players.
  10386. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  10387. { //Damage enemies
  10388. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10389. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10390. } else {
  10391. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10392. if (tstatus->hp >= tstatus->max_hp)
  10393. break;
  10394. if (status_isimmune(bl))
  10395. heal = 0;
  10396. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10397. status_heal(bl, heal, 0, 0);
  10398. }
  10399. break;
  10400. case UNT_MAGNUS:
  10401. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  10402. break;
  10403. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10404. break;
  10405. case UNT_DUMMYSKILL:
  10406. switch (sg->skill_id)
  10407. {
  10408. case SG_SUN_WARM: //SG skills [Komurka]
  10409. case SG_MOON_WARM:
  10410. case SG_STAR_WARM:
  10411. {
  10412. int count = 0;
  10413. const int x = bl->x, y = bl->y;
  10414. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  10415. do
  10416. {
  10417. if( bl->type == BL_PC )
  10418. status_zap(bl, 0, 15); // sp damage to players
  10419. else // mobs
  10420. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  10421. {
  10422. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  10423. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  10424. }
  10425. else
  10426. { //should end when out of sp.
  10427. sg->limit = DIFF_TICK(tick,sg->tick);
  10428. break;
  10429. }
  10430. } while( x == bl->x && y == bl->y &&
  10431. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  10432. }
  10433. break;
  10434. /**
  10435. * The storm gust counter was dropped in renewal
  10436. **/
  10437. #ifndef RENEWAL
  10438. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  10439. if (tsc)
  10440. tsc->sg_counter++; //SG hit counter.
  10441. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  10442. tsc->sg_counter=0; //Attack absorbed.
  10443. break;
  10444. #endif
  10445. case GS_DESPERADO:
  10446. if (rnd()%100 < src->val1)
  10447. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10448. break;
  10449. case GN_CRAZYWEED_ATK:
  10450. if( bl->type == BL_SKILL ){
  10451. struct skill_unit *su = (struct skill_unit *)bl;
  10452. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  10453. break;
  10454. }
  10455. default:
  10456. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10457. }
  10458. break;
  10459. case UNT_FIREPILLAR_WAITING:
  10460. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  10461. skill_delunit(src);
  10462. break;
  10463. case UNT_SKIDTRAP:
  10464. {
  10465. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10466. sg->unit_id = UNT_USED_TRAPS;
  10467. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10468. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10469. }
  10470. break;
  10471. case UNT_ANKLESNARE:
  10472. case UNT_MANHOLE:
  10473. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  10474. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10475. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  10476. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10477. if( td )
  10478. sec = DIFF_TICK(td->tick, tick);
  10479. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10480. clif_fixpos(bl);
  10481. sg->val2 = bl->id;
  10482. } else
  10483. sec = 3000; //Couldn't trap it?
  10484. if( sg->unit_id == UNT_ANKLESNARE ) {
  10485. clif_skillunit_update(&src->bl);
  10486. /**
  10487. * If you're snared from a trap that was invisible this makes the trap be
  10488. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  10489. * bugreport:3961
  10490. **/
  10491. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  10492. }
  10493. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10494. sg->interval = -1;
  10495. src->range = 0;
  10496. }
  10497. break;
  10498. case UNT_ELECTRICSHOCKER:
  10499. if( bl->id != ss->id ) {
  10500. if( status_get_mode(bl)&MD_BOSS )
  10501. break;
  10502. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
  10503. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10504. clif_fixpos(bl);
  10505. }
  10506. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  10507. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10508. }
  10509. break;
  10510. case UNT_VENOMDUST:
  10511. if(tsc && !tsc->data[type])
  10512. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  10513. break;
  10514. case UNT_MAGENTATRAP:
  10515. case UNT_COBALTTRAP:
  10516. case UNT_MAIZETRAP:
  10517. case UNT_VERDURETRAP:
  10518. if( bl->type == BL_PC )// it won't work on players
  10519. break;
  10520. case UNT_FIRINGTRAP:
  10521. case UNT_ICEBOUNDTRAP:
  10522. case UNT_CLUSTERBOMB:
  10523. if( bl->id == ss->id )// it won't trigger on caster
  10524. break;
  10525. case UNT_LANDMINE:
  10526. case UNT_CLAYMORETRAP:
  10527. case UNT_BLASTMINE:
  10528. case UNT_SHOCKWAVE:
  10529. case UNT_SANDMAN:
  10530. case UNT_FLASHER:
  10531. case UNT_FREEZINGTRAP:
  10532. case UNT_FIREPILLAR_ACTIVE:
  10533. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10534. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  10535. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  10536. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  10537. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  10538. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10539. break;
  10540. case UNT_TALKIEBOX:
  10541. if (sg->src_id == bl->id)
  10542. break;
  10543. if (sg->val2 == 0){
  10544. clif_talkiebox(&src->bl, sg->valstr);
  10545. sg->unit_id = UNT_USED_TRAPS;
  10546. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10547. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  10548. sg->val2 = -1;
  10549. }
  10550. break;
  10551. case UNT_LULLABY:
  10552. if (ss->id == bl->id)
  10553. break;
  10554. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10555. break;
  10556. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  10557. if (ss->id != bl->id)
  10558. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10559. break;
  10560. case UNT_DISSONANCE:
  10561. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10562. break;
  10563. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  10564. {
  10565. int heal;
  10566. #ifdef RENEWAL
  10567. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10568. if( md && md->class_ == MOBID_EMPERIUM )
  10569. break;
  10570. #endif
  10571. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  10572. break; // affects self only when soullinked
  10573. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  10574. if( tsc->data[SC_AKAITSUKI] && heal )
  10575. heal = ~heal + 1;
  10576. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10577. status_heal(bl, heal, 0, 0);
  10578. break;
  10579. }
  10580. case UNT_TATAMIGAESHI:
  10581. case UNT_DEMONSTRATION:
  10582. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10583. break;
  10584. case UNT_GOSPEL:
  10585. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  10586. break;
  10587. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  10588. { // Support Effect only on party, not guild
  10589. int heal;
  10590. int i = rnd()%13; // Positive buff count
  10591. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  10592. switch (i)
  10593. {
  10594. case 0: // Heal 1~9999 HP
  10595. heal = rnd() %9999+1;
  10596. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  10597. status_heal(bl,heal,0,0);
  10598. break;
  10599. case 1: // End all negative status
  10600. status_change_clear_buffs(bl,6);
  10601. if (tsd) clif_gospel_info(tsd, 0x15);
  10602. break;
  10603. case 2: // Immunity to all status
  10604. sc_start(bl,SC_SCRESIST,100,100,time);
  10605. if (tsd) clif_gospel_info(tsd, 0x16);
  10606. break;
  10607. case 3: // MaxHP +100%
  10608. sc_start(bl,SC_INCMHPRATE,100,100,time);
  10609. if (tsd) clif_gospel_info(tsd, 0x17);
  10610. break;
  10611. case 4: // MaxSP +100%
  10612. sc_start(bl,SC_INCMSPRATE,100,100,time);
  10613. if (tsd) clif_gospel_info(tsd, 0x18);
  10614. break;
  10615. case 5: // All stats +20
  10616. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  10617. if (tsd) clif_gospel_info(tsd, 0x19);
  10618. break;
  10619. case 6: // Level 10 Blessing
  10620. sc_start(bl,SC_BLESSING,100,10,time);
  10621. break;
  10622. case 7: // Level 10 Increase AGI
  10623. sc_start(bl,SC_INCREASEAGI,100,10,time);
  10624. break;
  10625. case 8: // Enchant weapon with Holy element
  10626. sc_start(bl,SC_ASPERSIO,100,1,time);
  10627. if (tsd) clif_gospel_info(tsd, 0x1c);
  10628. break;
  10629. case 9: // Enchant armor with Holy element
  10630. sc_start(bl,SC_BENEDICTIO,100,1,time);
  10631. if (tsd) clif_gospel_info(tsd, 0x1d);
  10632. break;
  10633. case 10: // DEF +25%
  10634. sc_start(bl,SC_INCDEFRATE,100,25,time);
  10635. if (tsd) clif_gospel_info(tsd, 0x1e);
  10636. break;
  10637. case 11: // ATK +100%
  10638. sc_start(bl,SC_INCATKRATE,100,100,time);
  10639. if (tsd) clif_gospel_info(tsd, 0x1f);
  10640. break;
  10641. case 12: // HIT/Flee +50
  10642. sc_start(bl,SC_INCHIT,100,50,time);
  10643. sc_start(bl,SC_INCFLEE,100,50,time);
  10644. if (tsd) clif_gospel_info(tsd, 0x20);
  10645. break;
  10646. }
  10647. }
  10648. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10649. { // Offensive Effect
  10650. int i = rnd()%9; // Negative buff count
  10651. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  10652. switch (i)
  10653. {
  10654. case 0: // Deal 1~9999 damage
  10655. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10656. break;
  10657. case 1: // Curse
  10658. sc_start(bl,SC_CURSE,100,1,time);
  10659. break;
  10660. case 2: // Blind
  10661. sc_start(bl,SC_BLIND,100,1,time);
  10662. break;
  10663. case 3: // Poison
  10664. sc_start(bl,SC_POISON,100,1,time);
  10665. break;
  10666. case 4: // Level 10 Provoke
  10667. sc_start(bl,SC_PROVOKE,100,10,time);
  10668. break;
  10669. case 5: // DEF -100%
  10670. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  10671. break;
  10672. case 6: // ATK -100%
  10673. sc_start(bl,SC_INCATKRATE,100,-100,time);
  10674. break;
  10675. case 7: // Flee -100%
  10676. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  10677. break;
  10678. case 8: // Speed/ASPD -25%
  10679. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  10680. break;
  10681. }
  10682. }
  10683. break;
  10684. case UNT_BASILICA:
  10685. {
  10686. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  10687. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  10688. { // knock-back any enemy except Boss
  10689. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  10690. clif_fixpos(bl);
  10691. }
  10692. if( sg->src_id != bl->id && i <= 0 )
  10693. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  10694. }
  10695. break;
  10696. case UNT_GRAVITATION:
  10697. case UNT_EARTHSTRAIN:
  10698. case UNT_FIREWALK:
  10699. case UNT_ELECTRICWALK:
  10700. case UNT_PSYCHIC_WAVE:
  10701. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10702. break;
  10703. case UNT_GROUNDDRIFT_WIND:
  10704. case UNT_GROUNDDRIFT_DARK:
  10705. case UNT_GROUNDDRIFT_POISON:
  10706. case UNT_GROUNDDRIFT_WATER:
  10707. case UNT_GROUNDDRIFT_FIRE:
  10708. map_foreachinrange(skill_trap_splash,&src->bl,
  10709. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  10710. &src->bl,tick);
  10711. sg->unit_id = UNT_USED_TRAPS;
  10712. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  10713. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10714. break;
  10715. /**
  10716. * 3rd stuff
  10717. **/
  10718. case UNT_POISONSMOKE:
  10719. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  10720. sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  10721. break;
  10722. case UNT_EPICLESIS:
  10723. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  10724. {
  10725. if( ++sg->val2 % 3 == 0 ) {
  10726. int hp, sp;
  10727. switch( sg->skill_lv )
  10728. {
  10729. case 1: case 2: hp = 3; sp = 2; break;
  10730. case 3: case 4: hp = 4; sp = 3; break;
  10731. case 5: default: hp = 5; sp = 4; break;
  10732. }
  10733. hp = tstatus->max_hp * hp / 100;
  10734. sp = tstatus->max_sp * sp / 100;
  10735. status_heal(bl, hp, sp, 2);
  10736. sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  10737. }
  10738. // Reveal hidden players every 5 seconds.
  10739. if( sg->val2 % 5 == 0 ) {
  10740. // TODO: check if other hidden status can be removed.
  10741. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  10742. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  10743. }
  10744. }
  10745. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  10746. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  10747. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  10748. break;
  10749. case UNT_STEALTHFIELD:
  10750. if( bl->id == sg->src_id )
  10751. break; // Dont work on Self (video shows that)
  10752. case UNT_NEUTRALBARRIER:
  10753. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  10754. break;
  10755. case UNT_DIMENSIONDOOR:
  10756. if( tsd && !map[bl->m].flag.noteleport )
  10757. pc_randomwarp(tsd,3);
  10758. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  10759. unit_warp(bl,-1,-1,-1,3);
  10760. break;
  10761. case UNT_REVERBERATION:
  10762. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  10763. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10764. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10765. sg->unit_id = UNT_USED_TRAPS;
  10766. break;
  10767. case UNT_SEVERE_RAINSTORM:
  10768. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10769. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  10770. break;
  10771. case UNT_NETHERWORLD:
  10772. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) ) {
  10773. if( !(tsc && tsc->data[type]) ){
  10774. sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10775. sg->limit = DIFF_TICK(tick,sg->tick);
  10776. sg->unit_id = UNT_USED_TRAPS;
  10777. }
  10778. }
  10779. break;
  10780. case UNT_THORNS_TRAP:
  10781. if( tsc ) {
  10782. if( !sg->val2 ) {
  10783. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  10784. if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
  10785. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10786. if( td )
  10787. sec = DIFF_TICK(td->tick, tick);
  10788. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  10789. clif_fixpos(bl);
  10790. sg->val2 = bl->id;
  10791. } else
  10792. sec = 3000; // Couldn't trap it?
  10793. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  10794. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  10795. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  10796. }
  10797. break;
  10798. case UNT_DEMONIC_FIRE: {
  10799. TBL_PC* sd = BL_CAST(BL_PC, ss);
  10800. switch( sg->val2 ) {
  10801. case 1:
  10802. case 2:
  10803. default:
  10804. sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  10805. skill_get_time2(sg->skill_id, sg->skill_lv));
  10806. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  10807. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  10808. break;
  10809. case 3:
  10810. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  10811. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  10812. break;
  10813. }
  10814. }
  10815. break;
  10816. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  10817. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  10818. break;
  10819. case UNT_FIRE_EXPANSION_TEAR_GAS:
  10820. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  10821. break;
  10822. case UNT_HELLS_PLANT:
  10823. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  10824. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  10825. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  10826. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  10827. break;
  10828. case UNT_CLOUD_KILL:
  10829. if(tsc && !tsc->data[type])
  10830. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  10831. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10832. break;
  10833. case UNT_WARMER:
  10834. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  10835. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  10836. struct status_change *ssc = status_get_sc(ss);
  10837. if( ssc && ssc->data[SC_HEATER_OPTION] )
  10838. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  10839. if( tstatus->hp != tstatus->max_hp )
  10840. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  10841. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  10842. hp = ~hp + 1;
  10843. status_heal(bl, hp, 0, 0);
  10844. sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10845. }
  10846. break;
  10847. case UNT_FIRE_INSIGNIA:
  10848. case UNT_WATER_INSIGNIA:
  10849. case UNT_WIND_INSIGNIA:
  10850. case UNT_EARTH_INSIGNIA:
  10851. case UNT_ZEPHYR:
  10852. sc_start(bl,type, 100, sg->skill_lv, sg->interval);
  10853. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  10854. int hp = tstatus->max_hp / 100; //+1% each 5s
  10855. if ((sg->val3) % 5) { //each 5s
  10856. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  10857. status_heal(bl, hp, 0, 2);
  10858. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  10859. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  10860. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  10861. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  10862. ){
  10863. status_heal(bl, -hp, 0, 0);
  10864. }
  10865. }
  10866. sg->val3++; //timer
  10867. if (sg->val3 > 5) sg->val3 = 0;
  10868. }
  10869. break;
  10870. case UNT_VACUUM_EXTREME:
  10871. {// TODO: official behavior in gvg area. [malufett]
  10872. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  10873. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  10874. if( tsc && !tsc->data[type] &&
  10875. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  10876. sc_start(bl, type, 100, sg->skill_lv, sec);
  10877. if( unit_is_walking(bl) && // wait until target stop walking
  10878. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  10879. break;
  10880. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  10881. break;
  10882. if( unit_is_walking(bl) &&
  10883. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  10884. unit_stop_walking(bl,1);
  10885. if( !unit_is_walking(bl) &&
  10886. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  10887. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  10888. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10889. clif_fixpos(bl);
  10890. }
  10891. }
  10892. break;
  10893. case UNT_FIRE_MANTLE:
  10894. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10895. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10896. break;
  10897. case UNT_ZENKAI_WATER:
  10898. case UNT_ZENKAI_LAND:
  10899. case UNT_ZENKAI_FIRE:
  10900. case UNT_ZENKAI_WIND:
  10901. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  10902. switch( sg->unit_id ){
  10903. case UNT_ZENKAI_WATER:
  10904. sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10905. sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10906. sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10907. break;
  10908. case UNT_ZENKAI_LAND:
  10909. sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10910. sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10911. break;
  10912. case UNT_ZENKAI_FIRE:
  10913. sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10914. break;
  10915. case UNT_ZENKAI_WIND:
  10916. sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10917. sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10918. sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10919. break;
  10920. }
  10921. }else
  10922. sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  10923. break;
  10924. case UNT_MAKIBISHI:
  10925. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10926. sg->limit = DIFF_TICK(tick, sg->tick);
  10927. sg->unit_id = UNT_USED_TRAPS;
  10928. break;
  10929. case UNT_LAVA_SLIDE:
  10930. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10931. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  10932. sg->limit = DIFF_TICK(tick, sg->tick);
  10933. break;
  10934. case UNT_POISON_MIST:
  10935. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10936. status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
  10937. break;
  10938. }
  10939. if (bl->type == BL_MOB && ss != bl)
  10940. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  10941. return skill_id;
  10942. }
  10943. /*==========================================
  10944. * Triggered when a char steps out of a skill cell
  10945. *------------------------------------------*/
  10946. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10947. {
  10948. struct skill_unit_group *sg;
  10949. struct status_change *sc;
  10950. struct status_change_entry *sce;
  10951. enum sc_type type;
  10952. nullpo_ret(src);
  10953. nullpo_ret(bl);
  10954. nullpo_ret(sg=src->group);
  10955. sc = status_get_sc(bl);
  10956. type = status_skill2sc(sg->skill_id);
  10957. sce = (sc && type != -1)?sc->data[type]:NULL;
  10958. if( bl->prev==NULL ||
  10959. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  10960. return 0;
  10961. switch(sg->unit_id){
  10962. case UNT_SAFETYWALL:
  10963. case UNT_PNEUMA:
  10964. case UNT_EPICLESIS://Arch Bishop
  10965. case UNT_NEUTRALBARRIER:
  10966. case UNT_STEALTHFIELD:
  10967. if (sce)
  10968. status_change_end(bl, type, INVALID_TIMER);
  10969. break;
  10970. case UNT_BASILICA:
  10971. if( sce && sce->val4 == src->bl.id )
  10972. status_change_end(bl, type, INVALID_TIMER);
  10973. break;
  10974. case UNT_HERMODE: //Clear Hermode if the owner moved.
  10975. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  10976. status_change_end(bl, type, INVALID_TIMER);
  10977. break;
  10978. case UNT_SPIDERWEB:
  10979. {
  10980. struct block_list *target = map_id2bl(sg->val2);
  10981. if (target && target==bl)
  10982. {
  10983. if (sce && sce->val3 == sg->group_id)
  10984. status_change_end(bl, type, INVALID_TIMER);
  10985. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10986. }
  10987. break;
  10988. }
  10989. }
  10990. return sg->skill_id;
  10991. }
  10992. /*==========================================
  10993. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  10994. *------------------------------------------*/
  10995. static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
  10996. {
  10997. struct status_change *sc;
  10998. struct status_change_entry *sce;
  10999. enum sc_type type;
  11000. sc = status_get_sc(bl);
  11001. if (sc && !sc->count)
  11002. sc = NULL;
  11003. type = status_skill2sc(skill_id);
  11004. sce = (sc && type != -1)?sc->data[type]:NULL;
  11005. switch (skill_id)
  11006. {
  11007. case WZ_QUAGMIRE:
  11008. if (bl->type==BL_MOB)
  11009. break;
  11010. if (sce)
  11011. status_change_end(bl, type, INVALID_TIMER);
  11012. break;
  11013. case BD_LULLABY:
  11014. case BD_RICHMANKIM:
  11015. case BD_ETERNALCHAOS:
  11016. case BD_DRUMBATTLEFIELD:
  11017. case BD_RINGNIBELUNGEN:
  11018. case BD_ROKISWEIL:
  11019. case BD_INTOABYSS:
  11020. case BD_SIEGFRIED:
  11021. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  11022. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  11023. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  11024. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  11025. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  11026. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  11027. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  11028. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11029. }
  11030. case MH_STEINWAND:
  11031. case MG_SAFETYWALL:
  11032. case AL_PNEUMA:
  11033. case SA_VOLCANO:
  11034. case SA_DELUGE:
  11035. case SA_VIOLENTGALE:
  11036. case CG_HERMODE:
  11037. case HW_GRAVITATION:
  11038. case NJ_SUITON:
  11039. case SC_MAELSTROM:
  11040. case EL_WATER_BARRIER:
  11041. case EL_ZEPHYR:
  11042. case EL_POWER_OF_GAIA:
  11043. case SO_FIRE_INSIGNIA:
  11044. case SO_WATER_INSIGNIA:
  11045. case SO_WIND_INSIGNIA:
  11046. case SO_EARTH_INSIGNIA:
  11047. if (sce)
  11048. status_change_end(bl, type, INVALID_TIMER);
  11049. break;
  11050. case SC_BLOODYLUST:
  11051. if (sce) {
  11052. status_change_end(bl, type, INVALID_TIMER);
  11053. status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone
  11054. }
  11055. break;
  11056. case BA_POEMBRAGI:
  11057. case BA_WHISTLE:
  11058. case BA_ASSASSINCROSS:
  11059. case BA_APPLEIDUN:
  11060. case DC_HUMMING:
  11061. case DC_DONTFORGETME:
  11062. case DC_FORTUNEKISS:
  11063. case DC_SERVICEFORYOU:
  11064. if (sce)
  11065. {
  11066. delete_timer(sce->timer, status_change_timer);
  11067. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  11068. //not possible on our current implementation.
  11069. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11070. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  11071. }
  11072. break;
  11073. case PF_FOGWALL:
  11074. if (sce)
  11075. {
  11076. status_change_end(bl, type, INVALID_TIMER);
  11077. if ((sce=sc->data[SC_BLIND]))
  11078. {
  11079. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  11080. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  11081. else {
  11082. delete_timer(sce->timer, status_change_timer);
  11083. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  11084. }
  11085. }
  11086. }
  11087. break;
  11088. case GD_LEADERSHIP:
  11089. case GD_GLORYWOUNDS:
  11090. case GD_SOULCOLD:
  11091. case GD_HAWKEYES:
  11092. if( !(sce && sce->val4) )
  11093. status_change_end(bl, type, INVALID_TIMER);
  11094. break;
  11095. }
  11096. return skill_id;
  11097. }
  11098. /*==========================================
  11099. * Invoked when a unit cell has been placed/removed/deleted.
  11100. * flag values:
  11101. * flag&1: Invoke onplace function (otherwise invoke onout)
  11102. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  11103. *------------------------------------------*/
  11104. static int skill_unit_effect (struct block_list* bl, va_list ap)
  11105. {
  11106. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  11107. struct skill_unit_group* group = unit->group;
  11108. unsigned int tick = va_arg(ap,unsigned int);
  11109. unsigned int flag = va_arg(ap,unsigned int);
  11110. uint16 skill_id;
  11111. bool dissonance;
  11112. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  11113. return 0;
  11114. nullpo_ret(group);
  11115. dissonance = skill_dance_switch(unit, 0);
  11116. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11117. skill_id = group->skill_id;
  11118. //Target-type check.
  11119. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) && (flag&4) ) {
  11120. if( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) )
  11121. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  11122. } else {
  11123. if( flag&1 )
  11124. skill_unit_onplace(unit,bl,tick);
  11125. else
  11126. skill_unit_onout(unit,bl,tick);
  11127. if( flag&4 )
  11128. skill_unit_onleft(skill_id, bl, tick);
  11129. }
  11130. if( dissonance ) skill_dance_switch(unit, 1);
  11131. return 0;
  11132. }
  11133. /*==========================================
  11134. *
  11135. *------------------------------------------*/
  11136. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  11137. {
  11138. struct skill_unit_group *sg;
  11139. nullpo_ret(src);
  11140. nullpo_ret(sg=src->group);
  11141. switch( sg->unit_id ) {
  11142. case UNT_BLASTMINE:
  11143. case UNT_SKIDTRAP:
  11144. case UNT_LANDMINE:
  11145. case UNT_SHOCKWAVE:
  11146. case UNT_SANDMAN:
  11147. case UNT_FLASHER:
  11148. case UNT_CLAYMORETRAP:
  11149. case UNT_FREEZINGTRAP:
  11150. case UNT_TALKIEBOX:
  11151. case UNT_ANKLESNARE:
  11152. case UNT_ICEWALL:
  11153. case UNT_REVERBERATION:
  11154. case UNT_WALLOFTHORN:
  11155. src->val1-=damage;
  11156. break;
  11157. default:
  11158. damage = 0;
  11159. break;
  11160. }
  11161. return damage;
  11162. }
  11163. /*==========================================
  11164. *
  11165. *------------------------------------------*/
  11166. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  11167. {
  11168. int *c, skill_id;
  11169. struct block_list *src;
  11170. struct map_session_data *sd;
  11171. struct map_session_data *tsd;
  11172. int *p_sd; //Contains the list of characters found.
  11173. nullpo_ret(bl);
  11174. nullpo_ret(tsd=(struct map_session_data*)bl);
  11175. nullpo_ret(src=va_arg(ap,struct block_list *));
  11176. nullpo_ret(sd=(struct map_session_data*)src);
  11177. c=va_arg(ap,int *);
  11178. p_sd = va_arg(ap, int *);
  11179. skill_id = va_arg(ap,int);
  11180. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  11181. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  11182. if (bl == src)
  11183. return 0;
  11184. if(pc_isdead(tsd))
  11185. return 0;
  11186. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  11187. return 0;
  11188. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  11189. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  11190. p_sd[(*c)++] = tsd->bl.id;
  11191. return 1;
  11192. } else {
  11193. switch(skill_id) {
  11194. case PR_BENEDICTIO: {
  11195. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  11196. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  11197. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  11198. && sd->status.sp >= 10)
  11199. p_sd[(*c)++]=tsd->bl.id;
  11200. return 1;
  11201. }
  11202. case AB_ADORAMUS:
  11203. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  11204. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  11205. p_sd[(*c)++] = tsd->bl.id;
  11206. return 1;
  11207. case WL_COMET:
  11208. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  11209. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  11210. p_sd[(*c)++] = tsd->bl.id;
  11211. return 1;
  11212. case LG_RAYOFGENESIS:
  11213. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  11214. tsd->sc.data[SC_BANDING] )
  11215. p_sd[(*c)++] = tsd->bl.id;
  11216. return 1;
  11217. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  11218. {
  11219. uint16 skill_lv;
  11220. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  11221. return 0;
  11222. if (sd->status.sex != tsd->status.sex &&
  11223. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  11224. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  11225. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  11226. sd->status.party_id && tsd->status.party_id &&
  11227. sd->status.party_id == tsd->status.party_id &&
  11228. !tsd->sc.data[SC_DANCING])
  11229. {
  11230. p_sd[(*c)++]=tsd->bl.id;
  11231. return skill_lv;
  11232. } else {
  11233. return 0;
  11234. }
  11235. }
  11236. break;
  11237. }
  11238. }
  11239. return 0;
  11240. }
  11241. /*==========================================
  11242. * Checks and stores partners for ensemble skills [Skotlex]
  11243. *------------------------------------------*/
  11244. int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag)
  11245. {
  11246. static int c=0;
  11247. static int p_sd[2] = { 0, 0 };
  11248. int i;
  11249. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  11250. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  11251. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  11252. if (cast_flag) { //Execute the skill on the partners.
  11253. struct map_session_data* tsd;
  11254. switch (skill_id) {
  11255. case PR_BENEDICTIO:
  11256. for (i = 0; i < c; i++) {
  11257. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  11258. status_charge(&tsd->bl, 0, 10);
  11259. }
  11260. return c;
  11261. case AB_ADORAMUS:
  11262. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  11263. i = 2 * (*skill_lv);
  11264. status_charge(&tsd->bl, 0, i);
  11265. }
  11266. break;
  11267. case WM_GREAT_ECHO:
  11268. for( i = 0; i < c; i++ ) {
  11269. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  11270. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  11271. }
  11272. break;
  11273. default: //Warning: Assuming Ensemble skills here (for speed)
  11274. if( is_chorus )
  11275. break;//Chorus skills are not to be parsed as ensambles
  11276. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  11277. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  11278. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  11279. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  11280. tsd->skill_id_dance = skill_id;
  11281. tsd->skill_lv_dance = *skill_lv;
  11282. }
  11283. return c;
  11284. }
  11285. }
  11286. //Else: new search for partners.
  11287. c = 0;
  11288. memset (p_sd, 0, sizeof(p_sd));
  11289. if( is_chorus )
  11290. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  11291. else
  11292. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  11293. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  11294. *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.
  11295. return c;
  11296. }
  11297. /*==========================================
  11298. *
  11299. *------------------------------------------*/
  11300. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  11301. {
  11302. int *c,src_id,mob_class,skill;
  11303. struct mob_data *md;
  11304. md=(struct mob_data*)bl;
  11305. src_id=va_arg(ap,int);
  11306. mob_class=va_arg(ap,int);
  11307. skill=va_arg(ap,int);
  11308. c=va_arg(ap,int *);
  11309. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3) )
  11310. return 0; //Non alchemist summoned mobs have nothing to do here.
  11311. if(md->class_==mob_class)
  11312. (*c)++;
  11313. return 1;
  11314. }
  11315. /*==========================================
  11316. * Determines if a given skill should be made to consume ammo
  11317. * when used by the player. [Skotlex]
  11318. *------------------------------------------*/
  11319. int skill_isammotype (struct map_session_data *sd, int skill)
  11320. {
  11321. return (
  11322. battle_config.arrow_decrement==2 &&
  11323. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  11324. skill != HT_PHANTASMIC &&
  11325. skill_get_type(skill) == BF_WEAPON &&
  11326. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  11327. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  11328. );
  11329. }
  11330. int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  11331. struct status_data *status;
  11332. struct status_change *sc;
  11333. struct skill_condition require;
  11334. int i;
  11335. nullpo_ret(sd);
  11336. if (sd->chatID) return 0;
  11337. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  11338. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11339. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  11340. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11341. return 1;
  11342. }
  11343. switch( sd->menuskill_id ) {
  11344. case AM_PHARMACY:
  11345. switch( skill_id ) {
  11346. case AM_PHARMACY:
  11347. case AC_MAKINGARROW:
  11348. case BS_REPAIRWEAPON:
  11349. case AM_TWILIGHT1:
  11350. case AM_TWILIGHT2:
  11351. case AM_TWILIGHT3:
  11352. return 0;
  11353. }
  11354. break;
  11355. case GN_MIX_COOKING:
  11356. case GN_MAKEBOMB:
  11357. case GN_S_PHARMACY:
  11358. case GN_CHANGEMATERIAL:
  11359. if( sd->menuskill_id != skill_id )
  11360. return 0;
  11361. break;
  11362. }
  11363. status = &sd->battle_status;
  11364. sc = &sd->sc;
  11365. if( !sc->count )
  11366. sc = NULL;
  11367. if( sd->skillitem == skill_id )
  11368. {
  11369. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  11370. sd->state.abra_flag = 0;
  11371. else
  11372. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  11373. if( (i = sd->itemindex) == -1 ||
  11374. sd->status.inventory[i].nameid != sd->itemid ||
  11375. sd->inventory_data[i] == NULL ||
  11376. !sd->inventory_data[i]->flag.delay_consume ||
  11377. sd->status.inventory[i].amount < 1
  11378. )
  11379. { //Something went wrong, item exploit?
  11380. sd->itemid = sd->itemindex = -1;
  11381. return 0;
  11382. }
  11383. //Consume
  11384. sd->itemid = sd->itemindex = -1;
  11385. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  11386. ; //Do not consume item.
  11387. else if( sd->status.inventory[i].expire_time == 0 )
  11388. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  11389. }
  11390. return 1;
  11391. }
  11392. if( pc_is90overweight(sd) )
  11393. {
  11394. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  11395. return 0;
  11396. }
  11397. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  11398. return 0;
  11399. switch( skill_id ) { // Turn off check.
  11400. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  11401. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  11402. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  11403. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
  11404. if( sc && sc->data[status_skill2sc(skill_id)] )
  11405. return 1;
  11406. }
  11407. // Check the skills that can be used while mounted on a warg
  11408. if( pc_isridingwug(sd) ) {
  11409. switch( skill_id ) {
  11410. case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
  11411. case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
  11412. case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
  11413. case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
  11414. case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
  11415. break;
  11416. default: // in official there is no message.
  11417. return 0;
  11418. }
  11419. }
  11420. if( pc_ismadogear(sd) ) {
  11421. switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
  11422. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  11423. case BS_HAMMERFALL: case WS_CARTBOOST:
  11424. case BS_ADRENALINE: case WS_WEAPONREFINE:
  11425. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  11426. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  11427. case BS_MAXIMIZE: case NC_AXEBOOMERANG:
  11428. case BS_ADRENALINE2: case NC_POWERSWING:
  11429. case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
  11430. case BS_GREED:
  11431. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11432. return 0;
  11433. default: //Only Mechanic exlcusive skill can be used.
  11434. break;
  11435. }
  11436. }
  11437. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  11438. return 0;
  11439. require = skill_get_requirement(sd,skill_id,skill_lv);
  11440. //Can only update state when weapon/arrow info is checked.
  11441. sd->state.arrow_atk = require.ammo?1:0;
  11442. // perform skill-specific checks (and actions)
  11443. switch( skill_id ) {
  11444. case SO_SPELLFIST:
  11445. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){
  11446. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11447. return 0;
  11448. }
  11449. case SA_CASTCANCEL:
  11450. if(sd->ud.skilltimer == INVALID_TIMER) {
  11451. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11452. return 0;
  11453. }
  11454. break;
  11455. case AL_WARP:
  11456. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  11457. char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_WARP));
  11458. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  11459. return 0;
  11460. }
  11461. break;
  11462. case MO_CALLSPIRITS:
  11463. if(sc && sc->data[SC_RAISINGDRAGON])
  11464. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  11465. if(sd->spiritball >= skill_lv) {
  11466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11467. return 0;
  11468. }
  11469. break;
  11470. case MO_FINGEROFFENSIVE:
  11471. case GS_FLING:
  11472. case SR_RAMPAGEBLASTER:
  11473. case SR_RIDEINLIGHTNING:
  11474. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  11475. sd->spiritball_old = require.spiritball = sd->spiritball;
  11476. else
  11477. sd->spiritball_old = require.spiritball;
  11478. break;
  11479. case MO_CHAINCOMBO:
  11480. if(!sc)
  11481. return 0;
  11482. if(sc->data[SC_BLADESTOP])
  11483. break;
  11484. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  11485. break;
  11486. return 0;
  11487. case MO_COMBOFINISH:
  11488. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  11489. return 0;
  11490. break;
  11491. case CH_TIGERFIST:
  11492. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  11493. return 0;
  11494. break;
  11495. case CH_CHAINCRUSH:
  11496. if(!(sc && sc->data[SC_COMBO]))
  11497. return 0;
  11498. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  11499. return 0;
  11500. break;
  11501. case MO_EXTREMITYFIST:
  11502. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  11503. // return 0;
  11504. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  11505. break;
  11506. if( sc && sc->data[SC_COMBO] )
  11507. {
  11508. switch(sc->data[SC_COMBO]->val1) {
  11509. case MO_COMBOFINISH:
  11510. case CH_TIGERFIST:
  11511. case CH_CHAINCRUSH:
  11512. break;
  11513. default:
  11514. return 0;
  11515. }
  11516. }
  11517. else if( !unit_can_move(&sd->bl) )
  11518. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  11519. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11520. return 0;
  11521. }
  11522. break;
  11523. case TK_MISSION:
  11524. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  11525. {// Cannot be used by Non-Taekwon classes
  11526. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11527. return 0;
  11528. }
  11529. break;
  11530. case TK_READYCOUNTER:
  11531. case TK_READYDOWN:
  11532. case TK_READYSTORM:
  11533. case TK_READYTURN:
  11534. case TK_JUMPKICK:
  11535. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  11536. {// Soul Linkers cannot use this skill
  11537. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11538. return 0;
  11539. }
  11540. break;
  11541. case TK_TURNKICK:
  11542. case TK_STORMKICK:
  11543. case TK_DOWNKICK:
  11544. case TK_COUNTER:
  11545. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  11546. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  11547. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  11548. return 0; //Combo needs to be ready
  11549. if (sc->data[SC_COMBO]->val3) { //Kick chain
  11550. //Do not repeat a kick.
  11551. if (sc->data[SC_COMBO]->val3 != skill_id)
  11552. break;
  11553. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  11554. return 0;
  11555. }
  11556. if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  11557. unit_cancel_combo(&sd->bl);
  11558. return 0;
  11559. }
  11560. break; //Combo ready.
  11561. case BD_ADAPTATION:
  11562. {
  11563. int time;
  11564. if(!(sc && sc->data[SC_DANCING]))
  11565. {
  11566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11567. return 0;
  11568. }
  11569. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  11570. if (skill_get_time(
  11571. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  11572. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  11573. - time < skill_get_time2(skill_id,skill_lv))
  11574. {
  11575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11576. return 0;
  11577. }
  11578. }
  11579. break;
  11580. case PR_BENEDICTIO:
  11581. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2)
  11582. {
  11583. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11584. return 0;
  11585. }
  11586. break;
  11587. case SL_SMA:
  11588. if(!(sc && sc->data[SC_SMA]))
  11589. return 0;
  11590. break;
  11591. case HT_POWER:
  11592. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id))
  11593. return 0;
  11594. break;
  11595. case CG_HERMODE:
  11596. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv)))
  11597. {
  11598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11599. return 0;
  11600. }
  11601. break;
  11602. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  11603. {
  11604. int i,x,y,range = skill_get_splash(skill_id, skill_lv)+1;
  11605. int size = range*2+1;
  11606. for (i=0;i<size*size;i++) {
  11607. x = sd->bl.x+(i%size-range);
  11608. y = sd->bl.y+(i/size-range);
  11609. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  11610. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11611. return 0;
  11612. }
  11613. }
  11614. }
  11615. break;
  11616. case PR_REDEMPTIO:
  11617. {
  11618. int exp;
  11619. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  11620. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  11621. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  11622. return 0;
  11623. }
  11624. break;
  11625. }
  11626. case AM_TWILIGHT2:
  11627. case AM_TWILIGHT3:
  11628. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv))
  11629. {
  11630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11631. return 0;
  11632. }
  11633. break;
  11634. case SG_SUN_WARM:
  11635. case SG_MOON_WARM:
  11636. case SG_STAR_WARM:
  11637. if (sc && sc->data[SC_MIRACLE])
  11638. break;
  11639. i = skill_id-SG_SUN_WARM;
  11640. if (sd->bl.m == sd->feel_map[i].m)
  11641. break;
  11642. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11643. return 0;
  11644. break;
  11645. case SG_SUN_COMFORT:
  11646. case SG_MOON_COMFORT:
  11647. case SG_STAR_COMFORT:
  11648. if (sc && sc->data[SC_MIRACLE])
  11649. break;
  11650. i = skill_id-SG_SUN_COMFORT;
  11651. if (sd->bl.m == sd->feel_map[i].m &&
  11652. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  11653. break;
  11654. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11655. return 0;
  11656. case SG_FUSION:
  11657. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  11658. break;
  11659. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  11660. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  11661. if( require.sp > 0 )
  11662. {
  11663. if (status->sp < (unsigned int)require.sp)
  11664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11665. else
  11666. status_zap(&sd->bl, 0, require.sp);
  11667. }
  11668. return 0;
  11669. case GD_BATTLEORDER:
  11670. case GD_REGENERATION:
  11671. case GD_RESTORE:
  11672. if (!map_flag_gvg2(sd->bl.m)) {
  11673. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11674. return 0;
  11675. }
  11676. case GD_EMERGENCYCALL:
  11677. // other checks were already done in skillnotok()
  11678. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  11679. return 0;
  11680. break;
  11681. case GS_GLITTERING:
  11682. if(sd->spiritball >= 10) {
  11683. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11684. return 0;
  11685. }
  11686. break;
  11687. case NJ_ISSEN:
  11688. #ifdef RENEWAL
  11689. if (status->hp < (status->hp/100)) {
  11690. #else
  11691. if (status->hp < 2) {
  11692. #endif
  11693. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11694. return 0;
  11695. }
  11696. case NJ_BUNSINJYUTSU:
  11697. if (!(sc && sc->data[SC_NEN])) {
  11698. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11699. return 0;
  11700. }
  11701. break;
  11702. case NJ_ZENYNAGE:
  11703. case KO_MUCHANAGE:
  11704. if(sd->status.zeny < require.zeny) {
  11705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  11706. return 0;
  11707. }
  11708. break;
  11709. case PF_HPCONVERSION:
  11710. if (status->sp == status->max_sp)
  11711. return 0; //Unusable when at full SP.
  11712. break;
  11713. case AM_CALLHOMUN: //Can't summon if a hom is already out
  11714. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  11715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11716. return 0;
  11717. }
  11718. break;
  11719. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  11720. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  11721. {
  11722. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11723. return 0;
  11724. }
  11725. break;
  11726. /**
  11727. * Arch Bishop
  11728. **/
  11729. case AB_ANCILLA:
  11730. {
  11731. int count = 0;
  11732. for( i = 0; i < MAX_INVENTORY; i ++ )
  11733. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  11734. count += sd->status.inventory[i].amount;
  11735. if( count >= 3 ) {
  11736. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  11737. return 0;
  11738. }
  11739. }
  11740. break;
  11741. /**
  11742. * Keeping as a note:
  11743. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  11744. **/
  11745. //case AB_LAUDAAGNUS:
  11746. //case AB_LAUDARAMUS:
  11747. // if( !sd->status.party_id ) {
  11748. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11749. // return 0;
  11750. // }
  11751. // break;
  11752. case AB_ADORAMUS:
  11753. /**
  11754. * Warlock
  11755. **/
  11756. case WL_COMET:
  11757. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  11758. {
  11759. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  11760. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11761. return 0;
  11762. }
  11763. break;
  11764. case WL_SUMMONFB:
  11765. case WL_SUMMONBL:
  11766. case WL_SUMMONWB:
  11767. case WL_SUMMONSTONE:
  11768. if( sc )
  11769. {
  11770. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  11771. if( i == SC_SPHERE_5+1 )
  11772. { // No more free slots
  11773. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  11774. return 0;
  11775. }
  11776. }
  11777. break;
  11778. /**
  11779. * Guilotine Cross
  11780. **/
  11781. case GC_HALLUCINATIONWALK:
  11782. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  11783. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11784. return 0;
  11785. }
  11786. break;
  11787. case GC_COUNTERSLASH:
  11788. case GC_WEAPONCRUSH:
  11789. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  11790. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  11791. return 0;
  11792. }
  11793. break;
  11794. /**
  11795. * Ranger
  11796. **/
  11797. case RA_WUGMASTERY:
  11798. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  11799. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11800. return 0;
  11801. }
  11802. break;
  11803. case RA_WUGSTRIKE:
  11804. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  11805. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11806. return 0;
  11807. }
  11808. break;
  11809. case RA_WUGRIDER:
  11810. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  11811. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11812. return 0;
  11813. }
  11814. break;
  11815. case RA_WUGDASH:
  11816. if(!pc_isridingwug(sd)) {
  11817. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11818. return 0;
  11819. }
  11820. break;
  11821. /**
  11822. * Royal Guard
  11823. **/
  11824. case LG_BANDING:
  11825. if( sc && sc->data[SC_INSPIRATION] ) {
  11826. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11827. return 0;
  11828. }
  11829. break;
  11830. case LG_PRESTIGE:
  11831. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  11832. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11833. return 0;
  11834. }
  11835. break;
  11836. case LG_RAGEBURST:
  11837. if( sd->spiritball == 0 ) {
  11838. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  11839. return 0;
  11840. }
  11841. sd->spiritball_old = require.spiritball = sd->spiritball;
  11842. break;
  11843. case LG_RAYOFGENESIS:
  11844. if( sc && sc->data[SC_INSPIRATION] )
  11845. return 1; // Don't check for partner.
  11846. if( !(sc && sc->data[SC_BANDING]) ) {
  11847. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11848. return 0;
  11849. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  11850. return 0; // Just fails, no msg here.
  11851. break;
  11852. case LG_HESPERUSLIT:
  11853. if( !sc || !sc->data[SC_BANDING] ) {
  11854. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11855. return 0;
  11856. }
  11857. break;
  11858. case SR_FALLENEMPIRE:
  11859. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  11860. return 0;
  11861. break;
  11862. case SR_CRESCENTELBOW:
  11863. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  11864. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  11865. return 0;
  11866. }
  11867. break;
  11868. case SR_CURSEDCIRCLE:
  11869. if (map_flag_gvg(sd->bl.m)) {
  11870. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  11871. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  11872. char output[128];
  11873. sprintf(output, "You're too close to a stone or emperium to do this skill");
  11874. clif_colormes(sd, COLOR_RED, output);
  11875. return 0;
  11876. }
  11877. }
  11878. if( sd->spiritball > 0 )
  11879. sd->spiritball_old = require.spiritball = sd->spiritball;
  11880. else {
  11881. clif_skill_fail(sd,skill_id,0,0);
  11882. return 0;
  11883. }
  11884. break;
  11885. case SR_GATEOFHELL:
  11886. if( sd->spiritball > 0 )
  11887. sd->spiritball_old = require.spiritball;
  11888. break;
  11889. case SC_MANHOLE:
  11890. case SC_DIMENSIONDOOR:
  11891. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  11892. clif_skill_fail(sd,skill_id,0,0);
  11893. return 0;
  11894. }
  11895. break;
  11896. case WM_GREAT_ECHO: {
  11897. int count;
  11898. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  11899. if( count < 1 ) {
  11900. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  11901. return 0;
  11902. } else
  11903. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  11904. }
  11905. break;
  11906. case SO_FIREWALK:
  11907. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  11908. if( sc && sc->data[SC_PROPERTYWALK] &&
  11909. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  11910. clif_skill_fail(sd,skill_id,0x0,0);
  11911. return 0;
  11912. }
  11913. break;
  11914. case SO_EL_CONTROL:
  11915. if( !sd->status.ele_id || !sd->ed ) {
  11916. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11917. return 0;
  11918. }
  11919. break;
  11920. case RETURN_TO_ELDICASTES:
  11921. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  11922. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11923. return 0;
  11924. }
  11925. break;
  11926. case LG_REFLECTDAMAGE:
  11927. case CR_REFLECTSHIELD:
  11928. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  11929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11930. return 0;
  11931. }
  11932. break;
  11933. case KO_KAHU_ENTEN:
  11934. case KO_HYOUHU_HUBUKI:
  11935. case KO_KAZEHU_SEIRAN:
  11936. case KO_DOHU_KOUKAI:
  11937. {
  11938. int ttype = skill_get_ele(skill_id, skill_lv);
  11939. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  11940. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){
  11941. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11942. return 0;
  11943. }
  11944. }
  11945. break;
  11946. case KO_KAIHOU:
  11947. case KO_ZENKAI:
  11948. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11949. if( i > 4 ) {
  11950. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11951. return 0;
  11952. }
  11953. break;
  11954. }
  11955. switch(require.state) {
  11956. case ST_HIDING:
  11957. if(!(sc && sc->option&OPTION_HIDE)) {
  11958. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11959. return 0;
  11960. }
  11961. break;
  11962. case ST_CLOAKING:
  11963. if(!pc_iscloaking(sd)) {
  11964. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11965. return 0;
  11966. }
  11967. break;
  11968. case ST_HIDDEN:
  11969. if(!pc_ishiding(sd)) {
  11970. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11971. return 0;
  11972. }
  11973. break;
  11974. case ST_RIDING:
  11975. if(!pc_isriding(sd)) {
  11976. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11977. return 0;
  11978. }
  11979. break;
  11980. case ST_FALCON:
  11981. if(!pc_isfalcon(sd)) {
  11982. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11983. return 0;
  11984. }
  11985. break;
  11986. case ST_CARTBOOST:
  11987. if(!(sc && sc->data[SC_CARTBOOST])) {
  11988. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11989. return 0;
  11990. }
  11991. case ST_CART:
  11992. if(!pc_iscarton(sd)) {
  11993. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11994. return 0;
  11995. }
  11996. break;
  11997. case ST_SHIELD:
  11998. if(sd->status.shield <= 0) {
  11999. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12000. return 0;
  12001. }
  12002. break;
  12003. case ST_SIGHT:
  12004. if(!(sc && sc->data[SC_SIGHT])) {
  12005. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12006. return 0;
  12007. }
  12008. break;
  12009. case ST_EXPLOSIONSPIRITS:
  12010. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  12011. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12012. return 0;
  12013. }
  12014. break;
  12015. case ST_RECOV_WEIGHT_RATE:
  12016. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  12017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12018. return 0;
  12019. }
  12020. break;
  12021. case ST_MOVE_ENABLE:
  12022. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  12023. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  12024. if (!unit_can_move(&sd->bl)) {
  12025. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12026. return 0;
  12027. }
  12028. break;
  12029. case ST_WATER:
  12030. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  12031. break;
  12032. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  12033. break;
  12034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12035. return 0;
  12036. /**
  12037. * Rune Knight
  12038. **/
  12039. case ST_RIDINGDRAGON:
  12040. if( !pc_isridingdragon(sd) ) {
  12041. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12042. return 0;
  12043. }
  12044. break;
  12045. /**
  12046. * Wug
  12047. **/
  12048. case ST_WUG:
  12049. if( !pc_iswug(sd) ) {
  12050. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12051. return 0;
  12052. }
  12053. break;
  12054. /**
  12055. * Riding Wug
  12056. **/
  12057. case ST_RIDINGWUG:
  12058. if( !pc_isridingwug(sd) ){
  12059. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12060. return 0;
  12061. }
  12062. break;
  12063. /**
  12064. * Mechanic
  12065. **/
  12066. case ST_MADO:
  12067. if( !pc_ismadogear(sd) ) {
  12068. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12069. return 0;
  12070. }
  12071. break;
  12072. /**
  12073. * Sorcerer
  12074. **/
  12075. case ST_ELEMENTALSPIRIT:
  12076. if(!sd->ed) {
  12077. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  12078. return 0;
  12079. }
  12080. break;
  12081. case ST_POISONINGWEAPON:
  12082. if (!(sc && sc->data[SC_POISONINGWEAPON])) {
  12083. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12084. return 0;
  12085. }
  12086. break;
  12087. case ST_ROLLINGCUTTER:
  12088. if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
  12089. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  12090. return 0;
  12091. }
  12092. break;
  12093. case ST_MH_FIGHTING:
  12094. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_FIGHTING)){
  12095. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12096. return 0;
  12097. }
  12098. case ST_MH_GRAPPLING:
  12099. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_GRAPPLING)){
  12100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12101. return 0;
  12102. }
  12103. }
  12104. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  12105. //mhp is the max-hp-requirement, that is,
  12106. //you must have this % or less of HP to cast it.
  12107. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12108. return 0;
  12109. }
  12110. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12111. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12112. return 0;
  12113. }
  12114. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  12115. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12116. return 0;
  12117. }
  12118. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  12119. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12120. return 0;
  12121. }
  12122. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  12123. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball);
  12124. return 0;
  12125. }
  12126. return 1;
  12127. }
  12128. int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12129. {
  12130. struct skill_condition require;
  12131. struct status_data *status;
  12132. int i;
  12133. int index[MAX_SKILL_ITEM_REQUIRE];
  12134. nullpo_ret(sd);
  12135. if( sd->chatID )
  12136. return 0;
  12137. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  12138. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12139. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12140. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12141. return 1;
  12142. }
  12143. switch( sd->menuskill_id ) { // Cast start or cast end??
  12144. case AM_PHARMACY:
  12145. switch( skill_id ) {
  12146. case AM_PHARMACY:
  12147. case AC_MAKINGARROW:
  12148. case BS_REPAIRWEAPON:
  12149. case AM_TWILIGHT1:
  12150. case AM_TWILIGHT2:
  12151. case AM_TWILIGHT3:
  12152. return 0;
  12153. }
  12154. break;
  12155. case GN_MIX_COOKING:
  12156. case GN_MAKEBOMB:
  12157. case GN_S_PHARMACY:
  12158. case GN_CHANGEMATERIAL:
  12159. if( sd->menuskill_id != skill_id )
  12160. return 0;
  12161. break;
  12162. }
  12163. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  12164. return 1;
  12165. if( pc_is90overweight(sd) ) {
  12166. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12167. return 0;
  12168. }
  12169. // perform skill-specific checks (and actions)
  12170. switch( skill_id ) {
  12171. case PR_BENEDICTIO:
  12172. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12173. break;
  12174. case AM_CANNIBALIZE:
  12175. case AM_SPHEREMINE: {
  12176. int c=0;
  12177. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  12178. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  12179. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  12180. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
  12181. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  12182. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  12183. if(c >= maxcount ||
  12184. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  12185. { //Fails when: exceed max limit. There are other plant types already out.
  12186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12187. return 0;
  12188. }
  12189. }
  12190. break;
  12191. }
  12192. case NC_SILVERSNIPER:
  12193. case NC_MAGICDECOY: {
  12194. int c = 0, j;
  12195. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  12196. int mob_class = 2042;
  12197. if( skill_id == NC_MAGICDECOY )
  12198. mob_class = 2043;
  12199. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  12200. if( skill_id == NC_MAGICDECOY ) {
  12201. for( j = mob_class; j <= 2046; j++ )
  12202. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  12203. } else
  12204. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  12205. if( c >= maxcount ) {
  12206. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  12207. return 0;
  12208. }
  12209. }
  12210. }
  12211. break;
  12212. case KO_ZANZOU: {
  12213. int c = 0;
  12214. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
  12215. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i)
  12216. {
  12217. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  12218. return 0;
  12219. }
  12220. }
  12221. break;
  12222. }
  12223. status = &sd->battle_status;
  12224. require = skill_get_requirement(sd,skill_id,skill_lv);
  12225. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  12226. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12227. return 0;
  12228. }
  12229. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12230. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12231. return 0;
  12232. }
  12233. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  12234. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  12235. clif_arrow_fail(sd,0);
  12236. return 0;
  12237. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  12238. char e_msg[100];
  12239. sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
  12240. skill_get_desc(skill_id),
  12241. require.ammo_qty,
  12242. itemdb_jname(sd->status.inventory[i].nameid));
  12243. clif_colormes(sd,COLOR_RED,e_msg);
  12244. return 0;
  12245. }
  12246. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  12247. //which is the closest we have to wrong ammo type. [Skotlex]
  12248. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  12249. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12250. return 0;
  12251. }
  12252. }
  12253. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  12254. if( !require.itemid[i] )
  12255. continue;
  12256. index[i] = pc_search_inventory(sd,require.itemid[i]);
  12257. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  12258. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  12259. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  12260. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  12261. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  12262. else
  12263. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12264. return 0;
  12265. }
  12266. }
  12267. return 1;
  12268. }
  12269. // type&2: consume items (after skill was used)
  12270. // type&1: consume the others (before skill was used)
  12271. int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  12272. {
  12273. struct skill_condition req;
  12274. nullpo_ret(sd);
  12275. req = skill_get_requirement(sd,skill_id,skill_lv);
  12276. if( type&1 )
  12277. {
  12278. if( skill_id == CG_TAROTCARD || sd->state.autocast )
  12279. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  12280. if(req.hp || req.sp)
  12281. status_zap(&sd->bl, req.hp, req.sp);
  12282. if(req.spiritball > 0)
  12283. pc_delspiritball(sd,req.spiritball,0);
  12284. if(req.zeny > 0)
  12285. {
  12286. if( skill_id == NJ_ZENYNAGE )
  12287. req.zeny = 0; //Zeny is reduced on skill_attack.
  12288. if( sd->status.zeny < req.zeny )
  12289. req.zeny = sd->status.zeny;
  12290. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  12291. }
  12292. }
  12293. if( type&2 )
  12294. {
  12295. struct status_change *sc = &sd->sc;
  12296. int n,i;
  12297. if( !sc->count )
  12298. sc = NULL;
  12299. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  12300. {
  12301. if( !req.itemid[i] )
  12302. continue;
  12303. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  12304. continue; //Gemstones are checked, but not substracted from inventory.
  12305. switch( skill_id ){
  12306. case SA_SEISMICWEAPON:
  12307. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  12308. continue;
  12309. break;
  12310. case SA_FLAMELAUNCHER:
  12311. case SA_VOLCANO:
  12312. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  12313. continue;
  12314. break;
  12315. case SA_FROSTWEAPON:
  12316. case SA_DELUGE:
  12317. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  12318. continue;
  12319. break;
  12320. case SA_LIGHTNINGLOADER:
  12321. case SA_VIOLENTGALE:
  12322. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  12323. continue;
  12324. break;
  12325. }
  12326. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  12327. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  12328. }
  12329. }
  12330. return 1;
  12331. }
  12332. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12333. {
  12334. struct skill_condition req;
  12335. struct status_data *status;
  12336. struct status_change *sc;
  12337. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  12338. uint16 idx;
  12339. memset(&req,0,sizeof(req));
  12340. if( !sd )
  12341. return req;
  12342. if( sd->skillitem == skill_id )
  12343. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  12344. sc = &sd->sc;
  12345. if( !sc->count )
  12346. sc = NULL;
  12347. switch( skill_id )
  12348. { // Turn off check.
  12349. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  12350. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  12351. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  12352. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
  12353. if( sc && sc->data[status_skill2sc(skill_id)] )
  12354. return req;
  12355. }
  12356. idx = skill_get_index(skill_id);
  12357. if( idx == 0 ) // invalid skill id
  12358. return req;
  12359. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12360. return req;
  12361. status = &sd->battle_status;
  12362. req.hp = skill_db[idx].hp[skill_lv-1];
  12363. hp_rate = skill_db[idx].hp_rate[skill_lv-1];
  12364. if(hp_rate > 0)
  12365. req.hp += (status->hp * hp_rate)/100;
  12366. else
  12367. req.hp += (status->max_hp * (-hp_rate))/100;
  12368. req.sp = skill_db[idx].sp[skill_lv-1];
  12369. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  12370. req.sp /= 2;
  12371. sp_rate = skill_db[idx].sp_rate[skill_lv-1];
  12372. if(sp_rate > 0)
  12373. req.sp += (status->sp * sp_rate)/100;
  12374. else
  12375. req.sp += (status->max_sp * (-sp_rate))/100;
  12376. if( sd->dsprate != 100 )
  12377. req.sp = req.sp * sd->dsprate / 100;
  12378. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  12379. if( i < ARRAYLENGTH(sd->skillusesprate) )
  12380. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  12381. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  12382. if( i < ARRAYLENGTH(sd->skillusesp) )
  12383. req.sp -= sd->skillusesp[i].val;
  12384. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  12385. if( sc ) {
  12386. if( sc->data[SC__LAZINESS] )
  12387. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  12388. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  12389. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
  12390. if( sc->data[SC_RECOGNIZEDSPELL] )
  12391. req.sp += req.sp / 4;
  12392. }
  12393. req.zeny = skill_db[idx].zeny[skill_lv-1];
  12394. if( sc && sc->data[SC__UNLUCKY] )
  12395. req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
  12396. req.spiritball = skill_db[idx].spiritball[skill_lv-1];
  12397. req.state = skill_db[idx].state;
  12398. req.mhp = skill_db[idx].mhp[skill_lv-1];
  12399. req.weapon = skill_db[idx].weapon;
  12400. req.ammo_qty = skill_db[idx].ammo_qty[skill_lv-1];
  12401. if (req.ammo_qty)
  12402. req.ammo = skill_db[idx].ammo;
  12403. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  12404. { //Assume this skill is using the weapon, therefore it requires arrows.
  12405. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  12406. req.ammo_qty = 1;
  12407. }
  12408. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  12409. if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
  12410. continue;
  12411. switch( skill_id ) {
  12412. case AM_CALLHOMUN:
  12413. if (sd->status.hom_id) //Don't delete items when hom is already out.
  12414. continue;
  12415. break;
  12416. case NC_SHAPESHIFT:
  12417. if( i < 4 )
  12418. continue;
  12419. break;
  12420. case WZ_FIREPILLAR: // celest
  12421. if (skill_lv <= 5) // no gems required at level 1-5
  12422. continue;
  12423. break;
  12424. case AB_ADORAMUS:
  12425. if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
  12426. continue;
  12427. break;
  12428. case WL_COMET:
  12429. if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0) )
  12430. continue;
  12431. break;
  12432. case GN_FIRE_EXPANSION:
  12433. if( i < 5 )
  12434. continue;
  12435. break;
  12436. case SO_SUMMON_AGNI:
  12437. case SO_SUMMON_AQUA:
  12438. case SO_SUMMON_VENTUS:
  12439. case SO_SUMMON_TERA:
  12440. case SO_WATER_INSIGNIA:
  12441. case SO_FIRE_INSIGNIA:
  12442. case SO_WIND_INSIGNIA:
  12443. case SO_EARTH_INSIGNIA:
  12444. if( i < 3 )
  12445. continue;
  12446. break;
  12447. }
  12448. req.itemid[i] = skill_db[idx].itemid[i];
  12449. req.amount[i] = skill_db[idx].amount[i];
  12450. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN )
  12451. {
  12452. if( sd->special_state.no_gemstone )
  12453. { //Make it substract 1 gem rather than skipping the cost.
  12454. if( --req.amount[i] < 1 )
  12455. req.itemid[i] = 0;
  12456. }
  12457. if(sc && sc->data[SC_INTOABYSS])
  12458. {
  12459. if( skill_id != SA_ABRACADABRA )
  12460. req.itemid[i] = req.amount[i] = 0;
  12461. else if( --req.amount[i] < 1 )
  12462. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  12463. }
  12464. }
  12465. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  12466. int16 itIndex;
  12467. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  12468. req.itemid[i] = ITEMID_TRAP_ALLOY;
  12469. req.amount[i] = 1;
  12470. }
  12471. break;
  12472. }
  12473. }
  12474. /* requirements are level-dependent */
  12475. switch( skill_id ) {
  12476. case NC_SHAPESHIFT:
  12477. case GN_FIRE_EXPANSION:
  12478. case SO_SUMMON_AGNI:
  12479. case SO_SUMMON_AQUA:
  12480. case SO_SUMMON_VENTUS:
  12481. case SO_SUMMON_TERA:
  12482. case SO_WATER_INSIGNIA:
  12483. case SO_FIRE_INSIGNIA:
  12484. case SO_WIND_INSIGNIA:
  12485. case SO_EARTH_INSIGNIA:
  12486. req.itemid[skill_lv-1] = skill_db[idx].itemid[skill_lv-1];
  12487. req.amount[skill_lv-1] = skill_db[idx].amount[skill_lv-1];
  12488. break;
  12489. }
  12490. // Check for cost reductions due to skills & SCs
  12491. switch(skill_id) {
  12492. case MC_MAMMONITE:
  12493. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  12494. req.zeny -= req.zeny*10/100;
  12495. break;
  12496. case AL_HOLYLIGHT:
  12497. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  12498. req.sp *= 5;
  12499. break;
  12500. case SL_SMA:
  12501. case SL_STUN:
  12502. case SL_STIN:
  12503. {
  12504. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  12505. if(kaina_lv==0 || sd->status.base_level<70)
  12506. break;
  12507. if(sd->status.base_level>=90)
  12508. req.sp -= req.sp*7*kaina_lv/100;
  12509. else if(sd->status.base_level>=80)
  12510. req.sp -= req.sp*5*kaina_lv/100;
  12511. else if(sd->status.base_level>=70)
  12512. req.sp -= req.sp*3*kaina_lv/100;
  12513. }
  12514. break;
  12515. case MO_TRIPLEATTACK:
  12516. case MO_CHAINCOMBO:
  12517. case MO_COMBOFINISH:
  12518. case CH_TIGERFIST:
  12519. case CH_CHAINCRUSH:
  12520. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  12521. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  12522. break;
  12523. case MO_BODYRELOCATION:
  12524. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  12525. req.spiritball = 0;
  12526. break;
  12527. case MO_EXTREMITYFIST:
  12528. if( sc )
  12529. {
  12530. if( sc->data[SC_BLADESTOP] )
  12531. req.spiritball--;
  12532. else if( sc->data[SC_COMBO] )
  12533. {
  12534. switch( sc->data[SC_COMBO]->val1 )
  12535. {
  12536. case MO_COMBOFINISH:
  12537. req.spiritball = 4;
  12538. break;
  12539. case CH_TIGERFIST:
  12540. req.spiritball = 3;
  12541. break;
  12542. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  12543. req.spiritball = sd->spiritball?sd->spiritball:1;
  12544. break;
  12545. }
  12546. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  12547. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  12548. }
  12549. break;
  12550. case SR_RAMPAGEBLASTER:
  12551. req.spiritball = sd->spiritball?sd->spiritball:15;
  12552. break;
  12553. case SR_GATEOFHELL:
  12554. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  12555. req.sp -= req.sp * 10 / 100;
  12556. break;
  12557. case SO_SUMMON_AGNI:
  12558. case SO_SUMMON_AQUA:
  12559. case SO_SUMMON_VENTUS:
  12560. case SO_SUMMON_TERA:
  12561. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  12562. break;
  12563. case SO_PSYCHIC_WAVE:
  12564. if( sc && sc->data[SC_BLAST_OPTION] )
  12565. req.sp += req.sp * 150 / 100;
  12566. break;
  12567. }
  12568. return req;
  12569. }
  12570. /*==========================================
  12571. * Does cast-time reductions based on dex, item bonuses and config setting
  12572. *------------------------------------------*/
  12573. int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  12574. int time = skill_get_cast(skill_id, skill_lv);
  12575. nullpo_ret(bl);
  12576. #ifndef RENEWAL_CAST
  12577. {
  12578. struct map_session_data *sd;
  12579. sd = BL_CAST(BL_PC, bl);
  12580. // calculate base cast time (reduced by dex)
  12581. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  12582. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12583. if( scale > 0 ) // not instant cast
  12584. time = time * scale / battle_config.castrate_dex_scale;
  12585. else
  12586. return 0; // instant cast
  12587. }
  12588. // calculate cast time reduced by item/card bonuses
  12589. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  12590. {
  12591. int i;
  12592. if( sd->castrate != 100 )
  12593. time = time * sd->castrate / 100;
  12594. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12595. {
  12596. if( sd->skillcast[i].id == skill_id )
  12597. {
  12598. time+= time * sd->skillcast[i].val / 100;
  12599. break;
  12600. }
  12601. }
  12602. }
  12603. }
  12604. #endif
  12605. // config cast time multiplier
  12606. if (battle_config.cast_rate != 100)
  12607. time = time * battle_config.cast_rate / 100;
  12608. // return final cast time
  12609. time = max(time, 0);
  12610. // ShowInfo("Castime castfix = %d\n",time);
  12611. return time;
  12612. }
  12613. /*==========================================
  12614. * Does cast-time reductions based on sc data.
  12615. *------------------------------------------*/
  12616. int skill_castfix_sc (struct block_list *bl, int time)
  12617. {
  12618. struct status_change *sc = status_get_sc(bl);
  12619. if( time < 0 )
  12620. return 0;
  12621. if (sc && sc->count) {
  12622. if (sc->data[SC_SLOWCAST])
  12623. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  12624. if (sc->data[SC_PARALYSIS])
  12625. time += sc->data[SC_PARALYSIS]->val3;
  12626. if (sc->data[SC_SUFFRAGIUM]) {
  12627. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  12628. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12629. }
  12630. if (sc->data[SC_MEMORIZE]) {
  12631. time>>=1;
  12632. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12633. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12634. }
  12635. if (sc->data[SC_POEMBRAGI])
  12636. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  12637. if (sc->data[SC_IZAYOI])
  12638. time -= time * 50 / 100;
  12639. }
  12640. time = max(time, 0);
  12641. // ShowInfo("Castime castfix_sc = %d\n",time);
  12642. return time;
  12643. }
  12644. #ifdef RENEWAL_CAST
  12645. int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  12646. {
  12647. struct status_change *sc = status_get_sc(bl);
  12648. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  12649. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  12650. if( time < 0 )
  12651. return 0;
  12652. if( fixed == 0 ){
  12653. fixed = (int)time * 20 / 100; // fixed time
  12654. time = time * 80 / 100; // variable time
  12655. }else if( fixed < 0 ) // no fixed cast time
  12656. fixed = 0;
  12657. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  12658. if( sd->bonus.varcastrate < 0 )
  12659. VARCAST_REDUCTION(sd->bonus.varcastrate);
  12660. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  12661. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  12662. fixed += sd->skillfixcast[i].val;
  12663. break;
  12664. }
  12665. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  12666. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  12667. time += sd->skillvarcast[i].val;
  12668. break;
  12669. }
  12670. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12671. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  12672. if( (i=sd->skillcast[i].val) < 0)
  12673. VARCAST_REDUCTION(i);
  12674. break;
  12675. }
  12676. }
  12677. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  12678. // All variable cast additive bonuses must come first
  12679. if (sc->data[SC_SLOWCAST])
  12680. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  12681. // Variable cast reduction bonuses
  12682. if (sc->data[SC_SUFFRAGIUM]) {
  12683. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  12684. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12685. }
  12686. if (sc->data[SC_MEMORIZE]) {
  12687. VARCAST_REDUCTION(50);
  12688. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12689. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12690. }
  12691. if (sc->data[SC_POEMBRAGI])
  12692. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  12693. if (sc->data[SC_IZAYOI])
  12694. VARCAST_REDUCTION(50);
  12695. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  12696. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  12697. // Fixed cast reduction bonuses
  12698. if( sc->data[SC__LAZINESS] )
  12699. fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
  12700. if( sc->data[SC_SECRAMENT] )
  12701. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  12702. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  12703. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  12704. // Fixed cast non percentage bonuses
  12705. if( sc->data[SC_MANDRAGORA] )
  12706. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  12707. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  12708. fixed = 0;
  12709. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  12710. fixed -= 1000;
  12711. }
  12712. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  12713. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  12714. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  12715. }
  12716. if( varcast_r < 0 ) // now compute overall factors
  12717. time = time * (1 - (float)varcast_r / 100);
  12718. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  12719. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  12720. // underflow checking/capping
  12721. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  12722. return (int)time;
  12723. }
  12724. #endif
  12725. /*==========================================
  12726. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  12727. *------------------------------------------*/
  12728. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  12729. {
  12730. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  12731. int time = skill_get_delay(skill_id, skill_lv);
  12732. struct map_session_data *sd;
  12733. struct status_change *sc = status_get_sc(bl);
  12734. nullpo_ret(bl);
  12735. sd = BL_CAST(BL_PC, bl);
  12736. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  12737. return 0; //Will use picked skill's delay.
  12738. if (bl->type&battle_config.no_skill_delay)
  12739. return battle_config.min_skill_delay_limit;
  12740. if (time < 0)
  12741. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  12742. // Delay reductions
  12743. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  12744. case MO_TRIPLEATTACK:
  12745. case MO_CHAINCOMBO:
  12746. case MO_COMBOFINISH:
  12747. case CH_TIGERFIST:
  12748. case CH_CHAINCRUSH:
  12749. case SR_DRAGONCOMBO:
  12750. case SR_FALLENEMPIRE:
  12751. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  12752. break;
  12753. case HP_BASILICA:
  12754. if( sc && !sc->data[SC_BASILICA] )
  12755. time = 0; // There is no Delay on Basilica creation, only on cancel
  12756. break;
  12757. default:
  12758. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  12759. { // if skill delay is allowed to be reduced by dex
  12760. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12761. if (scale > 0)
  12762. time = time * scale / battle_config.castrate_dex_scale;
  12763. else //To be capped later to minimum.
  12764. time = 0;
  12765. }
  12766. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  12767. { // if skill delay is allowed to be reduced by agi
  12768. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  12769. if (scale > 0)
  12770. time = time * scale / battle_config.castrate_dex_scale;
  12771. else //To be capped later to minimum.
  12772. time = 0;
  12773. }
  12774. }
  12775. if ( sc && sc->data[SC_SPIRIT] )
  12776. {
  12777. switch (skill_id) {
  12778. case CR_SHIELDBOOMERANG:
  12779. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  12780. time /= 2;
  12781. break;
  12782. case AS_SONICBLOW:
  12783. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  12784. time /= 2;
  12785. break;
  12786. }
  12787. }
  12788. if (!(delaynodex&2))
  12789. {
  12790. if (sc && sc->count) {
  12791. if (sc->data[SC_POEMBRAGI])
  12792. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  12793. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  12794. time /= 2; // After Delay of Wind element spells reduced by 50%.
  12795. }
  12796. }
  12797. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  12798. time = time * sd->delayrate / 100;
  12799. if (battle_config.delay_rate != 100)
  12800. time = time * battle_config.delay_rate / 100;
  12801. //min delay
  12802. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  12803. time = max(time, battle_config.min_skill_delay_limit);
  12804. // ShowInfo("Delay delayfix = %d\n",time);
  12805. return time;
  12806. }
  12807. /*=========================================
  12808. *
  12809. *-----------------------------------------*/
  12810. struct square {
  12811. int val1[5];
  12812. int val2[5];
  12813. };
  12814. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  12815. {
  12816. nullpo_retv(tc);
  12817. if(dir == 0){
  12818. tc->val1[0]=x-2;
  12819. tc->val1[1]=x-1;
  12820. tc->val1[2]=x;
  12821. tc->val1[3]=x+1;
  12822. tc->val1[4]=x+2;
  12823. tc->val2[0]=
  12824. tc->val2[1]=
  12825. tc->val2[2]=
  12826. tc->val2[3]=
  12827. tc->val2[4]=y-1;
  12828. }
  12829. else if(dir==2){
  12830. tc->val1[0]=
  12831. tc->val1[1]=
  12832. tc->val1[2]=
  12833. tc->val1[3]=
  12834. tc->val1[4]=x+1;
  12835. tc->val2[0]=y+2;
  12836. tc->val2[1]=y+1;
  12837. tc->val2[2]=y;
  12838. tc->val2[3]=y-1;
  12839. tc->val2[4]=y-2;
  12840. }
  12841. else if(dir==4){
  12842. tc->val1[0]=x-2;
  12843. tc->val1[1]=x-1;
  12844. tc->val1[2]=x;
  12845. tc->val1[3]=x+1;
  12846. tc->val1[4]=x+2;
  12847. tc->val2[0]=
  12848. tc->val2[1]=
  12849. tc->val2[2]=
  12850. tc->val2[3]=
  12851. tc->val2[4]=y+1;
  12852. }
  12853. else if(dir==6){
  12854. tc->val1[0]=
  12855. tc->val1[1]=
  12856. tc->val1[2]=
  12857. tc->val1[3]=
  12858. tc->val1[4]=x-1;
  12859. tc->val2[0]=y+2;
  12860. tc->val2[1]=y+1;
  12861. tc->val2[2]=y;
  12862. tc->val2[3]=y-1;
  12863. tc->val2[4]=y-2;
  12864. }
  12865. else if(dir==1){
  12866. tc->val1[0]=x-1;
  12867. tc->val1[1]=x;
  12868. tc->val1[2]=x+1;
  12869. tc->val1[3]=x+2;
  12870. tc->val1[4]=x+3;
  12871. tc->val2[0]=y-4;
  12872. tc->val2[1]=y-3;
  12873. tc->val2[2]=y-1;
  12874. tc->val2[3]=y;
  12875. tc->val2[4]=y+1;
  12876. }
  12877. else if(dir==3){
  12878. tc->val1[0]=x+3;
  12879. tc->val1[1]=x+2;
  12880. tc->val1[2]=x+1;
  12881. tc->val1[3]=x;
  12882. tc->val1[4]=x-1;
  12883. tc->val2[0]=y-1;
  12884. tc->val2[1]=y;
  12885. tc->val2[2]=y+1;
  12886. tc->val2[3]=y+2;
  12887. tc->val2[4]=y+3;
  12888. }
  12889. else if(dir==5){
  12890. tc->val1[0]=x+1;
  12891. tc->val1[1]=x;
  12892. tc->val1[2]=x-1;
  12893. tc->val1[3]=x-2;
  12894. tc->val1[4]=x-3;
  12895. tc->val2[0]=y+3;
  12896. tc->val2[1]=y+2;
  12897. tc->val2[2]=y+1;
  12898. tc->val2[3]=y;
  12899. tc->val2[4]=y-1;
  12900. }
  12901. else if(dir==7){
  12902. tc->val1[0]=x-3;
  12903. tc->val1[1]=x-2;
  12904. tc->val1[2]=x-1;
  12905. tc->val1[3]=x;
  12906. tc->val1[4]=x+1;
  12907. tc->val2[1]=y;
  12908. tc->val2[0]=y+1;
  12909. tc->val2[2]=y-1;
  12910. tc->val2[3]=y-2;
  12911. tc->val2[4]=y-3;
  12912. }
  12913. }
  12914. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  12915. {
  12916. int c;
  12917. nullpo_retv(tc);
  12918. for( c = 0; c < 5; c++ )
  12919. {
  12920. switch( dir )
  12921. {
  12922. case 0: tc->val2[c]+=are; break;
  12923. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  12924. case 2: tc->val1[c]-=are; break;
  12925. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  12926. case 4: tc->val2[c]-=are; break;
  12927. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  12928. case 6: tc->val1[c]+=are; break;
  12929. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  12930. }
  12931. }
  12932. }
  12933. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  12934. {
  12935. int c,n=4;
  12936. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  12937. struct square tc;
  12938. int x=bl->x,y=bl->y;
  12939. skill_brandishspear_first(&tc,dir,x,y);
  12940. skill_brandishspear_dir(&tc,dir,4);
  12941. skill_area_temp[1] = bl->id;
  12942. if(skill_lv > 9){
  12943. for(c=1;c<4;c++){
  12944. map_foreachincell(skill_area_sub,
  12945. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12946. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  12947. skill_castend_damage_id);
  12948. }
  12949. }
  12950. if(skill_lv > 6){
  12951. skill_brandishspear_dir(&tc,dir,-1);
  12952. n--;
  12953. }else{
  12954. skill_brandishspear_dir(&tc,dir,-2);
  12955. n-=2;
  12956. }
  12957. if(skill_lv > 3){
  12958. for(c=0;c<5;c++){
  12959. map_foreachincell(skill_area_sub,
  12960. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12961. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  12962. skill_castend_damage_id);
  12963. if(skill_lv > 6 && n==3 && c==4){
  12964. skill_brandishspear_dir(&tc,dir,-1);
  12965. n--;c=-1;
  12966. }
  12967. }
  12968. }
  12969. for(c=0;c<10;c++){
  12970. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  12971. map_foreachincell(skill_area_sub,
  12972. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  12973. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  12974. skill_castend_damage_id);
  12975. }
  12976. }
  12977. /*==========================================
  12978. * Weapon Repair [Celest/DracoRPG]
  12979. *------------------------------------------*/
  12980. void skill_repairweapon (struct map_session_data *sd, int idx) {
  12981. int material;
  12982. int materials[4] = { 1002, 998, 999, 756 };
  12983. struct item *item;
  12984. struct map_session_data *target_sd;
  12985. nullpo_retv(sd);
  12986. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  12987. return;
  12988. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  12989. return;
  12990. if( idx < 0 || idx >= MAX_INVENTORY )
  12991. return; //Invalid index??
  12992. item = &target_sd->status.inventory[idx];
  12993. if( item->nameid <= 0 || item->attribute == 0 )
  12994. return; //Again invalid item....
  12995. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  12996. clif_item_repaireffect(sd,idx,1);
  12997. return;
  12998. }
  12999. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  13000. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  13001. else
  13002. material = materials [2]; // Armors consume 1 Steel
  13003. if ( pc_search_inventory(sd,material) < 0 ) {
  13004. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13005. return;
  13006. }
  13007. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  13008. item->attribute = 0;/* clear broken state */
  13009. clif_equiplist(target_sd);
  13010. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  13011. clif_item_repaireffect(sd,idx,0);
  13012. if( sd != target_sd )
  13013. clif_item_repaireffect(target_sd,idx,0);
  13014. }
  13015. /*==========================================
  13016. * Item Appraisal
  13017. *------------------------------------------*/
  13018. void skill_identify (struct map_session_data *sd, int idx)
  13019. {
  13020. int flag=1;
  13021. nullpo_retv(sd);
  13022. if(idx >= 0 && idx < MAX_INVENTORY) {
  13023. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  13024. flag=0;
  13025. sd->status.inventory[idx].identify=1;
  13026. }
  13027. }
  13028. clif_item_identified(sd,idx,flag);
  13029. }
  13030. /*==========================================
  13031. * Weapon Refine [Celest]
  13032. *------------------------------------------*/
  13033. void skill_weaponrefine (struct map_session_data *sd, int idx)
  13034. {
  13035. nullpo_retv(sd);
  13036. if (idx >= 0 && idx < MAX_INVENTORY)
  13037. {
  13038. int i = 0, ep = 0, per;
  13039. int material[5] = { 0, 1010, 1011, 984, 984 };
  13040. struct item *item;
  13041. struct item_data *ditem = sd->inventory_data[idx];
  13042. item = &sd->status.inventory[idx];
  13043. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  13044. {
  13045. if( item->refine >= sd->menuskill_val
  13046. || item->refine >= 10 // if it's no longer refineable
  13047. || ditem->flag.no_refine // if the item isn't refinable
  13048. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  13049. {
  13050. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13051. return;
  13052. }
  13053. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  13054. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  13055. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  13056. if (per > rnd() % 100) {
  13057. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  13058. item->refine++;
  13059. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  13060. if(item->equip) {
  13061. ep = item->equip;
  13062. pc_unequipitem(sd,idx,3);
  13063. }
  13064. clif_refine(sd->fd,0,idx,item->refine);
  13065. clif_delitem(sd,idx,1,3);
  13066. clif_additem(sd,idx,1,0);
  13067. if (ep)
  13068. pc_equipitem(sd,idx,ep);
  13069. clif_misceffect(&sd->bl,3);
  13070. if(item->refine == 10 &&
  13071. item->card[0] == CARD0_FORGE &&
  13072. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  13073. { // Fame point system [DracoRPG]
  13074. switch(ditem->wlv){
  13075. case 1:
  13076. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  13077. break;
  13078. case 2:
  13079. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  13080. break;
  13081. case 3:
  13082. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  13083. break;
  13084. }
  13085. }
  13086. } else {
  13087. item->refine = 0;
  13088. if(item->equip)
  13089. pc_unequipitem(sd,idx,3);
  13090. clif_refine(sd->fd,1,idx,item->refine);
  13091. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  13092. clif_misceffect(&sd->bl,2);
  13093. clif_emotion(&sd->bl, E_OMG);
  13094. }
  13095. }
  13096. }
  13097. }
  13098. /*==========================================
  13099. *
  13100. *------------------------------------------*/
  13101. int skill_autospell (struct map_session_data *sd, uint16 skill_id)
  13102. {
  13103. uint16 skill_lv;
  13104. int maxlv=1,lv;
  13105. nullpo_ret(sd);
  13106. skill_lv = sd->menuskill_val;
  13107. lv=pc_checkskill(sd,skill_id);
  13108. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  13109. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  13110. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  13111. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  13112. maxlv =10; //Soul Linker bonus. [Skotlex]
  13113. else if(skill_lv==2) maxlv=1;
  13114. else if(skill_lv==3) maxlv=2;
  13115. else if(skill_lv>=4) maxlv=3;
  13116. }
  13117. else if(skill_id==MG_SOULSTRIKE){
  13118. if(skill_lv==5) maxlv=1;
  13119. else if(skill_lv==6) maxlv=2;
  13120. else if(skill_lv>=7) maxlv=3;
  13121. }
  13122. else if(skill_id==MG_FIREBALL){
  13123. if(skill_lv==8) maxlv=1;
  13124. else if(skill_lv>=9) maxlv=2;
  13125. }
  13126. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  13127. else return 0;
  13128. if(maxlv > lv)
  13129. maxlv = lv;
  13130. sc_start4(&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  13131. skill_get_time(SA_AUTOSPELL,skill_lv));
  13132. return 0;
  13133. }
  13134. /*==========================================
  13135. * Sitting skills functions.
  13136. *------------------------------------------*/
  13137. static int skill_sit_count (struct block_list *bl, va_list ap)
  13138. {
  13139. struct map_session_data *sd;
  13140. int type =va_arg(ap,int);
  13141. sd=(struct map_session_data*)bl;
  13142. if(!pc_issit(sd))
  13143. return 0;
  13144. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13145. return 1;
  13146. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  13147. return 1;
  13148. return 0;
  13149. }
  13150. static int skill_sit_in (struct block_list *bl, va_list ap)
  13151. {
  13152. struct map_session_data *sd;
  13153. int type =va_arg(ap,int);
  13154. sd=(struct map_session_data*)bl;
  13155. if(!pc_issit(sd))
  13156. return 0;
  13157. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13158. sd->state.gangsterparadise=1;
  13159. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  13160. {
  13161. sd->state.rest=1;
  13162. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13163. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13164. }
  13165. return 0;
  13166. }
  13167. static int skill_sit_out (struct block_list *bl, va_list ap)
  13168. {
  13169. struct map_session_data *sd;
  13170. int type =va_arg(ap,int);
  13171. sd=(struct map_session_data*)bl;
  13172. if(sd->state.gangsterparadise && type&1)
  13173. sd->state.gangsterparadise=0;
  13174. if(sd->state.rest && type&2) {
  13175. sd->state.rest=0;
  13176. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13177. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13178. }
  13179. return 0;
  13180. }
  13181. int skill_sit (struct map_session_data *sd, int type)
  13182. {
  13183. int flag = 0;
  13184. int range = 0, lv;
  13185. nullpo_ret(sd);
  13186. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  13187. flag|=1;
  13188. range = skill_get_splash(RG_GANGSTER, lv);
  13189. }
  13190. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  13191. flag|=2;
  13192. range = skill_get_splash(TK_HPTIME, lv);
  13193. }
  13194. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  13195. flag|=2;
  13196. range = skill_get_splash(TK_SPTIME, lv);
  13197. }
  13198. if( type ) {
  13199. clif_status_load(&sd->bl,SI_SIT,1);
  13200. } else {
  13201. clif_status_load(&sd->bl,SI_SIT,0);
  13202. }
  13203. if (!flag) return 0;
  13204. if(type) {
  13205. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  13206. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  13207. } else {
  13208. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  13209. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  13210. }
  13211. return 0;
  13212. }
  13213. /*==========================================
  13214. *
  13215. *------------------------------------------*/
  13216. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  13217. {
  13218. struct block_list *src;
  13219. uint16 skill_id,skill_lv;
  13220. unsigned int tick;
  13221. nullpo_ret(bl);
  13222. nullpo_ret(src=va_arg(ap,struct block_list*));
  13223. skill_id=va_arg(ap,int);
  13224. skill_lv=va_arg(ap,int);
  13225. if(!skill_lv) return 0;
  13226. tick=va_arg(ap,unsigned int);
  13227. if (src == bl || status_isdead(bl))
  13228. return 0;
  13229. if (bl->type == BL_PC) {
  13230. struct map_session_data *sd = (struct map_session_data *)bl;
  13231. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  13232. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  13233. }
  13234. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  13235. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  13236. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  13237. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  13238. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  13239. return 0;
  13240. }
  13241. /*==========================================
  13242. *
  13243. *------------------------------------------*/
  13244. static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  13245. {
  13246. int range = skill_get_unit_range(skill_id,skill_lv);
  13247. int x,y;
  13248. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  13249. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  13250. map_setcell(src->bl.m, x, y, cell, flag);
  13251. }
  13252. /*==========================================
  13253. *
  13254. *------------------------------------------*/
  13255. int skill_attack_area (struct block_list *bl, va_list ap)
  13256. {
  13257. struct block_list *src,*dsrc;
  13258. int atk_type,skill_id,skill_lv,flag,type;
  13259. unsigned int tick;
  13260. if(status_isdead(bl))
  13261. return 0;
  13262. atk_type = va_arg(ap,int);
  13263. src=va_arg(ap,struct block_list*);
  13264. dsrc=va_arg(ap,struct block_list*);
  13265. skill_id=va_arg(ap,int);
  13266. skill_lv=va_arg(ap,int);
  13267. tick=va_arg(ap,unsigned int);
  13268. flag=va_arg(ap,int);
  13269. type=va_arg(ap,int);
  13270. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  13271. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  13272. if(battle_check_target(dsrc,bl,type) <= 0 ||
  13273. !status_check_skilluse(NULL, bl, skill_id, 2))
  13274. return 0;
  13275. switch (skill_id) {
  13276. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  13277. case NPC_ACIDBREATH:
  13278. case NPC_DARKNESSBREATH:
  13279. case NPC_FIREBREATH:
  13280. case NPC_ICEBREATH:
  13281. case NPC_THUNDERBREATH:
  13282. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  13283. default:
  13284. //Area-splash, disable skill animation.
  13285. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  13286. }
  13287. }
  13288. /*==========================================
  13289. *
  13290. *------------------------------------------*/
  13291. int skill_clear_group (struct block_list *bl, int flag)
  13292. {
  13293. struct unit_data *ud = unit_bl2ud(bl);
  13294. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  13295. int i, count=0;
  13296. nullpo_ret(bl);
  13297. if (!ud) return 0;
  13298. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  13299. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13300. {
  13301. switch (ud->skillunit[i]->skill_id) {
  13302. case SA_DELUGE:
  13303. case SA_VOLCANO:
  13304. case SA_VIOLENTGALE:
  13305. case SA_LANDPROTECTOR:
  13306. case NJ_SUITON:
  13307. case NJ_KAENSIN:
  13308. if (flag&1)
  13309. group[count++]= ud->skillunit[i];
  13310. break;
  13311. case SO_WARMER:
  13312. if( flag&8 )
  13313. group[count++]= ud->skillunit[i];
  13314. break;
  13315. case SC_BLOODYLUST:
  13316. if (flag & 32)
  13317. group[count++] = ud->skillunit[i];
  13318. break;
  13319. default:
  13320. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  13321. group[count++]= ud->skillunit[i];
  13322. break;
  13323. }
  13324. }
  13325. for (i=0;i<count;i++)
  13326. skill_delunitgroup(group[i]);
  13327. return count;
  13328. }
  13329. /*==========================================
  13330. * Returns the first element field found [Skotlex]
  13331. *------------------------------------------*/
  13332. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  13333. {
  13334. struct unit_data *ud = unit_bl2ud(bl);
  13335. int i;
  13336. nullpo_ret(bl);
  13337. if (!ud) return NULL;
  13338. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  13339. switch (ud->skillunit[i]->skill_id) {
  13340. case SA_DELUGE:
  13341. case SA_VOLCANO:
  13342. case SA_VIOLENTGALE:
  13343. case SA_LANDPROTECTOR:
  13344. case NJ_SUITON:
  13345. case SO_WARMER:
  13346. case SC_BLOODYLUST:
  13347. return ud->skillunit[i];
  13348. }
  13349. }
  13350. return NULL;
  13351. }
  13352. // for graffiti cleaner [Valaris]
  13353. int skill_graffitiremover (struct block_list *bl, va_list ap)
  13354. {
  13355. struct skill_unit *unit=NULL;
  13356. nullpo_ret(bl);
  13357. nullpo_ret(ap);
  13358. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  13359. return 0;
  13360. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  13361. skill_delunit(unit);
  13362. return 0;
  13363. }
  13364. int skill_greed (struct block_list *bl, va_list ap)
  13365. {
  13366. struct block_list *src;
  13367. struct map_session_data *sd=NULL;
  13368. struct flooritem_data *fitem=NULL;
  13369. nullpo_ret(bl);
  13370. nullpo_ret(src = va_arg(ap, struct block_list *));
  13371. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  13372. pc_takeitem(sd, fitem);
  13373. return 0;
  13374. }
  13375. //For Ranger's Detonator [Jobbie/3CeAM]
  13376. int skill_detonator(struct block_list *bl, va_list ap)
  13377. {
  13378. struct skill_unit *unit=NULL;
  13379. struct block_list *src;
  13380. int unit_id;
  13381. nullpo_ret(bl);
  13382. nullpo_ret(ap);
  13383. src = va_arg(ap,struct block_list *);
  13384. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  13385. return 0;
  13386. if( unit->group->src_id != src->id )
  13387. return 0;
  13388. unit_id = unit->group->unit_id;
  13389. switch( unit_id )
  13390. { //List of Hunter and Ranger Traps that can be detonate.
  13391. case UNT_BLASTMINE:
  13392. case UNT_SANDMAN:
  13393. case UNT_CLAYMORETRAP:
  13394. case UNT_TALKIEBOX:
  13395. case UNT_CLUSTERBOMB:
  13396. case UNT_FIRINGTRAP:
  13397. case UNT_ICEBOUNDTRAP:
  13398. if( unit_id == UNT_TALKIEBOX )
  13399. {
  13400. clif_talkiebox(bl,unit->group->valstr);
  13401. unit->group->val2 = -1;
  13402. }
  13403. else
  13404. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  13405. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  13406. unit->group->unit_id = UNT_USED_TRAPS;
  13407. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  13408. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  13409. break;
  13410. }
  13411. return 0;
  13412. }
  13413. /*==========================================
  13414. *
  13415. *------------------------------------------*/
  13416. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  13417. {
  13418. uint16 skill_id;
  13419. int *alive;
  13420. struct skill_unit *unit;
  13421. skill_id = va_arg(ap,int);
  13422. alive = va_arg(ap,int *);
  13423. unit = (struct skill_unit *)bl;
  13424. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  13425. return 0;
  13426. switch (skill_id) {
  13427. case SA_LANDPROTECTOR:
  13428. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  13429. (*alive) = 0;
  13430. skill_delunit(unit);
  13431. return 1;
  13432. }
  13433. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps
  13434. skill_delunit(unit);
  13435. return 1;
  13436. }
  13437. break;
  13438. case HW_GANBANTEIN:
  13439. case LG_EARTHDRIVE:
  13440. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  13441. skill_delunit(unit);
  13442. return 1;
  13443. }
  13444. break;
  13445. case SA_VOLCANO:
  13446. case SA_DELUGE:
  13447. case SA_VIOLENTGALE:
  13448. // The official implementation makes them fail to appear when casted on top of ANYTHING
  13449. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  13450. // hence, I leave the alternate implementation here, commented. [Skotlex]
  13451. if (unit->range <= 0)
  13452. {
  13453. (*alive) = 0;
  13454. return 1;
  13455. }
  13456. /*
  13457. switch (unit->group->skill_id)
  13458. { //These cannot override each other.
  13459. case SA_VOLCANO:
  13460. case SA_DELUGE:
  13461. case SA_VIOLENTGALE:
  13462. (*alive) = 0;
  13463. return 1;
  13464. }
  13465. */
  13466. break;
  13467. case PF_FOGWALL:
  13468. switch(unit->group->skill_id) {
  13469. case SA_VOLCANO: //Can't be placed on top of these
  13470. case SA_VIOLENTGALE:
  13471. (*alive) = 0;
  13472. return 1;
  13473. case SA_DELUGE:
  13474. case NJ_SUITON:
  13475. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  13476. (*alive) = 2;
  13477. break;
  13478. }
  13479. break;
  13480. case HP_BASILICA:
  13481. if (unit->group->skill_id == HP_BASILICA)
  13482. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  13483. (*alive) = 0;
  13484. return 1;
  13485. }
  13486. break;
  13487. case GN_CRAZYWEED_ATK:
  13488. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  13489. case UNT_WALLOFTHORN:
  13490. case UNT_THORNS_TRAP:
  13491. case UNT_BLOODYLUST:
  13492. case UNT_CHAOSPANIC:
  13493. case UNT_MAELSTROM:
  13494. case UNT_FIREPILLAR_ACTIVE:
  13495. case UNT_LANDPROTECTOR:
  13496. case UNT_VOLCANO:
  13497. case UNT_DELUGE:
  13498. case UNT_VIOLENTGALE:
  13499. case UNT_SAFETYWALL:
  13500. case UNT_PNEUMA:
  13501. skill_delunit(unit);
  13502. return 1;
  13503. }
  13504. break;
  13505. }
  13506. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
  13507. (*alive) = 0;
  13508. return 1;
  13509. }
  13510. return 0;
  13511. }
  13512. /*==========================================
  13513. *
  13514. *------------------------------------------*/
  13515. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  13516. {
  13517. struct mob_data* md;
  13518. struct unit_data*ud = unit_bl2ud(bl);
  13519. struct block_list *from_bl;
  13520. struct block_list *to_bl;
  13521. md = (struct mob_data*)bl;
  13522. from_bl = va_arg(ap,struct block_list *);
  13523. to_bl = va_arg(ap,struct block_list *);
  13524. if(ud && ud->target == from_bl->id)
  13525. ud->target = to_bl->id;
  13526. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  13527. md->target_id = to_bl->id;
  13528. return 0;
  13529. }
  13530. /*==========================================
  13531. *
  13532. *------------------------------------------*/
  13533. static int skill_trap_splash (struct block_list *bl, va_list ap)
  13534. {
  13535. struct block_list *src;
  13536. int tick;
  13537. struct skill_unit *unit;
  13538. struct skill_unit_group *sg;
  13539. struct block_list *ss;
  13540. src = va_arg(ap,struct block_list *);
  13541. unit = (struct skill_unit *)src;
  13542. tick = va_arg(ap,int);
  13543. if( !unit->alive || bl->prev == NULL )
  13544. return 0;
  13545. nullpo_ret(sg = unit->group);
  13546. nullpo_ret(ss = map_id2bl(sg->src_id));
  13547. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  13548. return 0;
  13549. switch(sg->unit_id){
  13550. case UNT_SHOCKWAVE:
  13551. case UNT_SANDMAN:
  13552. case UNT_FLASHER:
  13553. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  13554. break;
  13555. case UNT_GROUNDDRIFT_WIND:
  13556. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13557. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13558. break;
  13559. case UNT_GROUNDDRIFT_DARK:
  13560. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13561. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13562. break;
  13563. case UNT_GROUNDDRIFT_POISON:
  13564. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13565. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13566. break;
  13567. case UNT_GROUNDDRIFT_WATER:
  13568. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13569. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13570. break;
  13571. case UNT_GROUNDDRIFT_FIRE:
  13572. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13573. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  13574. break;
  13575. case UNT_ELECTRICSHOCKER:
  13576. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  13577. break;
  13578. case UNT_FIRINGTRAP:
  13579. case UNT_ICEBOUNDTRAP:
  13580. case UNT_CLUSTERBOMB:
  13581. if( ss != bl )
  13582. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  13583. break;
  13584. case UNT_MAGENTATRAP:
  13585. case UNT_COBALTTRAP:
  13586. case UNT_MAIZETRAP:
  13587. case UNT_VERDURETRAP:
  13588. if( bl->type != BL_PC && !is_boss(bl) )
  13589. sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  13590. break;
  13591. case UNT_REVERBERATION:
  13592. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  13593. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  13594. break;
  13595. default:
  13596. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  13597. break;
  13598. }
  13599. return 1;
  13600. }
  13601. /*==========================================
  13602. *
  13603. *------------------------------------------*/
  13604. int skill_enchant_elemental_end (struct block_list *bl, int type)
  13605. {
  13606. struct status_change *sc;
  13607. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  13608. int i;
  13609. nullpo_ret(bl);
  13610. nullpo_ret(sc= status_get_sc(bl));
  13611. if (!sc->count) return 0;
  13612. for (i = 0; i < ARRAYLENGTH(scs); i++)
  13613. if (type != scs[i] && sc->data[scs[i]])
  13614. status_change_end(bl, scs[i], INVALID_TIMER);
  13615. return 0;
  13616. }
  13617. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  13618. {
  13619. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13620. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13621. bool wall = true;
  13622. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  13623. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  13624. { //Check for walls.
  13625. int i;
  13626. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13627. if( i == 8 )
  13628. wall = false;
  13629. }
  13630. if( sce )
  13631. {
  13632. if( !wall )
  13633. {
  13634. if( sce->val1 < 3 ) //End cloaking.
  13635. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13636. else
  13637. if( sce->val4&1 )
  13638. { //Remove wall bonus
  13639. sce->val4&=~1;
  13640. status_calc_bl(bl,SCB_SPEED);
  13641. }
  13642. }
  13643. else
  13644. {
  13645. if( !(sce->val4&1) )
  13646. { //Add wall speed bonus
  13647. sce->val4|=1;
  13648. status_calc_bl(bl,SCB_SPEED);
  13649. }
  13650. }
  13651. }
  13652. return wall;
  13653. }
  13654. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  13655. {
  13656. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13657. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13658. bool wall = true;
  13659. if( bl->type == BL_PC )
  13660. { //Check for walls.
  13661. int i;
  13662. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13663. if( i == 8 )
  13664. wall = false;
  13665. }
  13666. if( sce )
  13667. {
  13668. if( !wall )
  13669. {
  13670. if( sce->val1 < 3 ) //End camouflage.
  13671. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13672. else
  13673. if( sce->val3&1 )
  13674. { //Remove wall bonus
  13675. sce->val3&=~1;
  13676. status_calc_bl(bl,SCB_SPEED);
  13677. }
  13678. }
  13679. }
  13680. return wall;
  13681. }
  13682. /*==========================================
  13683. *
  13684. *------------------------------------------*/
  13685. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  13686. {
  13687. struct skill_unit *unit;
  13688. nullpo_retr(NULL, group);
  13689. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  13690. nullpo_retr(NULL, unit=&group->unit[idx]);
  13691. if(!unit->alive)
  13692. group->alive_count++;
  13693. unit->bl.id=map_get_new_object_id();
  13694. unit->bl.type=BL_SKILL;
  13695. unit->bl.m=group->map;
  13696. unit->bl.x=x;
  13697. unit->bl.y=y;
  13698. unit->group=group;
  13699. unit->alive=1;
  13700. unit->val1=val1;
  13701. unit->val2=val2;
  13702. idb_put(skillunit_db, unit->bl.id, unit);
  13703. map_addiddb(&unit->bl);
  13704. map_addblock(&unit->bl);
  13705. // perform oninit actions
  13706. switch (group->skill_id) {
  13707. case WZ_ICEWALL:
  13708. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  13709. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  13710. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  13711. map[unit->bl.m].icewall_num++;
  13712. break;
  13713. case SA_LANDPROTECTOR:
  13714. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  13715. break;
  13716. case HP_BASILICA:
  13717. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  13718. break;
  13719. case SC_MAELSTROM:
  13720. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  13721. break;
  13722. default:
  13723. if (group->state.song_dance&0x1) //Check for dissonance.
  13724. skill_dance_overlap(unit, 1);
  13725. break;
  13726. }
  13727. clif_skill_setunit(unit);
  13728. return unit;
  13729. }
  13730. /*==========================================
  13731. *
  13732. *------------------------------------------*/
  13733. int skill_delunit (struct skill_unit* unit)
  13734. {
  13735. struct skill_unit_group *group;
  13736. nullpo_ret(unit);
  13737. if( !unit->alive )
  13738. return 0;
  13739. unit->alive=0;
  13740. nullpo_ret(group=unit->group);
  13741. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  13742. skill_dance_overlap(unit, 0);
  13743. // invoke onout event
  13744. if( !unit->range )
  13745. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  13746. // perform ondelete actions
  13747. switch (group->skill_id) {
  13748. case HT_ANKLESNARE: {
  13749. struct block_list* target = map_id2bl(group->val2);
  13750. if( target )
  13751. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  13752. }
  13753. break;
  13754. case WZ_ICEWALL:
  13755. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  13756. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  13757. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  13758. map[unit->bl.m].icewall_num--;
  13759. break;
  13760. case SA_LANDPROTECTOR:
  13761. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  13762. break;
  13763. case HP_BASILICA:
  13764. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  13765. break;
  13766. case RA_ELECTRICSHOCKER: {
  13767. struct block_list* target = map_id2bl(group->val2);
  13768. if( target )
  13769. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  13770. }
  13771. break;
  13772. case SC_MAELSTROM:
  13773. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  13774. break;
  13775. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  13776. if( group->val2 ) { // Someone Traped
  13777. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  13778. if( tsc && tsc->data[SC__MANHOLE] )
  13779. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  13780. }
  13781. break;
  13782. }
  13783. clif_skill_delunit(unit);
  13784. unit->group=NULL;
  13785. map_delblock(&unit->bl); // don't free yet
  13786. map_deliddb(&unit->bl);
  13787. idb_remove(skillunit_db, unit->bl.id);
  13788. if(--group->alive_count==0)
  13789. skill_delunitgroup(group);
  13790. return 0;
  13791. }
  13792. /*==========================================
  13793. *
  13794. *------------------------------------------*/
  13795. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  13796. /// Returns the target skill_unit_group or NULL if not found.
  13797. struct skill_unit_group* skill_id2group(int group_id)
  13798. {
  13799. return (struct skill_unit_group*)idb_get(group_db, group_id);
  13800. }
  13801. static int skill_unit_group_newid = MAX_SKILL_DB;
  13802. /// Returns a new group_id that isn't being used in group_db.
  13803. /// Fatal error if nothing is available.
  13804. static int skill_get_new_group_id(void)
  13805. {
  13806. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  13807. return skill_unit_group_newid++;// available
  13808. {// find next id
  13809. int base_id = skill_unit_group_newid;
  13810. while( base_id != ++skill_unit_group_newid )
  13811. {
  13812. if( skill_unit_group_newid < MAX_SKILL_DB )
  13813. skill_unit_group_newid = MAX_SKILL_DB;
  13814. if( skill_id2group(skill_unit_group_newid) == NULL )
  13815. return skill_unit_group_newid++;// available
  13816. }
  13817. // full loop, nothing available
  13818. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  13819. exit(1);
  13820. }
  13821. }
  13822. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  13823. {
  13824. struct unit_data* ud = unit_bl2ud( src );
  13825. struct skill_unit_group* group;
  13826. int i;
  13827. if(!(skill_id && skill_lv)) return 0;
  13828. nullpo_retr(NULL, src);
  13829. nullpo_retr(NULL, ud);
  13830. // find a free spot to store the new unit group
  13831. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  13832. if(i == MAX_SKILLUNITGROUP)
  13833. {
  13834. // array is full, make room by discarding oldest group
  13835. int j=0;
  13836. unsigned maxdiff=0,x,tick=gettick();
  13837. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13838. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  13839. maxdiff=x;
  13840. j=i;
  13841. }
  13842. skill_delunitgroup(ud->skillunit[j]);
  13843. //Since elements must have shifted, we use the last slot.
  13844. i = MAX_SKILLUNITGROUP-1;
  13845. }
  13846. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  13847. group->src_id = src->id;
  13848. group->party_id = status_get_party_id(src);
  13849. group->guild_id = status_get_guild_id(src);
  13850. group->bg_id = bg_team_get_id(src);
  13851. group->group_id = skill_get_new_group_id();
  13852. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  13853. group->unit_count = count;
  13854. group->alive_count = 0;
  13855. group->val1 = 0;
  13856. group->val2 = 0;
  13857. group->val3 = 0;
  13858. group->skill_id = skill_id;
  13859. group->skill_lv = skill_lv;
  13860. group->unit_id = unit_id;
  13861. group->map = src->m;
  13862. group->limit = limit;
  13863. group->interval = interval;
  13864. group->tick = gettick();
  13865. group->valstr = NULL;
  13866. ud->skillunit[i] = group;
  13867. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  13868. group->tick += 1500;
  13869. idb_put(group_db, group->group_id, group);
  13870. return group;
  13871. }
  13872. /*==========================================
  13873. *
  13874. *------------------------------------------*/
  13875. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  13876. {
  13877. struct block_list* src;
  13878. struct unit_data *ud;
  13879. int i,j;
  13880. if( group == NULL )
  13881. {
  13882. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  13883. return 0;
  13884. }
  13885. src=map_id2bl(group->src_id);
  13886. ud = unit_bl2ud(src);
  13887. if(!src || !ud) {
  13888. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13889. return 0;
  13890. }
  13891. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  13892. switch( group->skill_id ) {
  13893. case BA_DISSONANCE:
  13894. case BA_POEMBRAGI:
  13895. case BA_WHISTLE:
  13896. case BA_ASSASSINCROSS:
  13897. case BA_APPLEIDUN:
  13898. case DC_UGLYDANCE:
  13899. case DC_HUMMING:
  13900. case DC_DONTFORGETME:
  13901. case DC_FORTUNEKISS:
  13902. case DC_SERVICEFORYOU:
  13903. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  13904. break;
  13905. }
  13906. }
  13907. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  13908. {
  13909. struct status_change* sc = status_get_sc(src);
  13910. if (sc && sc->data[SC_DANCING])
  13911. {
  13912. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  13913. status_change_end(src, SC_DANCING, INVALID_TIMER);
  13914. }
  13915. }
  13916. // end Gospel's status change on 'src'
  13917. // (needs to be done when the group is deleted by other means than skill deactivation)
  13918. if (group->unit_id == UNT_GOSPEL) {
  13919. struct status_change *sc = status_get_sc(src);
  13920. if(sc && sc->data[SC_GOSPEL]) {
  13921. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  13922. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  13923. }
  13924. }
  13925. switch( group->skill_id ) {
  13926. case SG_SUN_WARM:
  13927. case SG_MOON_WARM:
  13928. case SG_STAR_WARM:
  13929. {
  13930. struct status_change *sc = NULL;
  13931. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  13932. sc->data[SC_WARM]->val4 = 0;
  13933. status_change_end(src, SC_WARM, INVALID_TIMER);
  13934. }
  13935. }
  13936. break;
  13937. case NC_NEUTRALBARRIER:
  13938. {
  13939. struct status_change *sc = NULL;
  13940. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  13941. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  13942. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  13943. }
  13944. }
  13945. break;
  13946. case NC_STEALTHFIELD:
  13947. {
  13948. struct status_change *sc = NULL;
  13949. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  13950. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  13951. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  13952. }
  13953. }
  13954. break;
  13955. case LG_BANDING:
  13956. {
  13957. struct status_change *sc = NULL;
  13958. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  13959. sc->data[SC_BANDING]->val4 = 0;
  13960. status_change_end(src,SC_BANDING,INVALID_TIMER);
  13961. }
  13962. }
  13963. break;
  13964. }
  13965. if (src->type==BL_PC && group->state.ammo_consume)
  13966. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  13967. group->alive_count=0;
  13968. // remove all unit cells
  13969. if(group->unit != NULL)
  13970. for( i = 0; i < group->unit_count; i++ )
  13971. skill_delunit(&group->unit[i]);
  13972. // clear Talkie-box string
  13973. if( group->valstr != NULL )
  13974. {
  13975. aFree(group->valstr);
  13976. group->valstr = NULL;
  13977. }
  13978. idb_remove(group_db, group->group_id);
  13979. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  13980. group->unit=NULL;
  13981. group->group_id=0;
  13982. group->unit_count=0;
  13983. // locate this group, swap with the last entry and delete it
  13984. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  13985. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  13986. if( i < MAX_SKILLUNITGROUP )
  13987. {
  13988. ud->skillunit[i] = ud->skillunit[j];
  13989. ud->skillunit[j] = NULL;
  13990. ers_free(skill_unit_ers, group);
  13991. }
  13992. else
  13993. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13994. return 1;
  13995. }
  13996. /*==========================================
  13997. *
  13998. *------------------------------------------*/
  13999. int skill_clear_unitgroup (struct block_list *src)
  14000. {
  14001. struct unit_data *ud = unit_bl2ud(src);
  14002. nullpo_ret(ud);
  14003. while (ud->skillunit[0])
  14004. skill_delunitgroup(ud->skillunit[0]);
  14005. return 1;
  14006. }
  14007. /*==========================================
  14008. *
  14009. *------------------------------------------*/
  14010. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  14011. {
  14012. int i,j=-1,k,s,id;
  14013. struct unit_data *ud;
  14014. struct skill_unit_group_tickset *set;
  14015. nullpo_ret(bl);
  14016. if (group->interval==-1)
  14017. return NULL;
  14018. ud = unit_bl2ud(bl);
  14019. if (!ud) return NULL;
  14020. set = ud->skillunittick;
  14021. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  14022. id = s = group->skill_id;
  14023. else
  14024. id = s = group->group_id;
  14025. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  14026. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  14027. if (set[k].id == id)
  14028. return &set[k];
  14029. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  14030. j=k;
  14031. }
  14032. if (j == -1) {
  14033. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  14034. j = id % MAX_SKILLUNITGROUPTICKSET;
  14035. }
  14036. set[j].id = id;
  14037. set[j].tick = tick;
  14038. return &set[j];
  14039. }
  14040. /*==========================================
  14041. *
  14042. *------------------------------------------*/
  14043. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  14044. {
  14045. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  14046. struct skill_unit_group* group = unit->group;
  14047. unsigned int tick = va_arg(ap,unsigned int);
  14048. if( !unit->alive || bl->prev == NULL )
  14049. return 0;
  14050. nullpo_ret(group);
  14051. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  14052. return 0; //AoE skills are ineffective. [Skotlex]
  14053. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  14054. return 0;
  14055. skill_unit_onplace_timer(unit,bl,tick);
  14056. return 1;
  14057. }
  14058. /**
  14059. * @see DBApply
  14060. */
  14061. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  14062. {
  14063. struct skill_unit* unit = db_data2ptr(data);
  14064. struct skill_unit_group* group = unit->group;
  14065. unsigned int tick = va_arg(ap,unsigned int);
  14066. bool dissonance;
  14067. struct block_list* bl = &unit->bl;
  14068. if( !unit->alive )
  14069. return 0;
  14070. nullpo_ret(group);
  14071. // check for expiration
  14072. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  14073. {// skill unit expired (inlined from skill_unit_onlimit())
  14074. switch( group->unit_id )
  14075. {
  14076. case UNT_BLASTMINE:
  14077. #ifdef RENEWAL
  14078. case UNT_CLAYMORETRAP:
  14079. #endif
  14080. case UNT_GROUNDDRIFT_WIND:
  14081. case UNT_GROUNDDRIFT_DARK:
  14082. case UNT_GROUNDDRIFT_POISON:
  14083. case UNT_GROUNDDRIFT_WATER:
  14084. case UNT_GROUNDDRIFT_FIRE:
  14085. group->unit_id = UNT_USED_TRAPS;
  14086. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  14087. group->limit=DIFF_TICK(tick+1500,group->tick);
  14088. unit->limit=DIFF_TICK(tick+1500,group->tick);
  14089. break;
  14090. case UNT_ANKLESNARE:
  14091. case UNT_ELECTRICSHOCKER:
  14092. if( group->val2 > 0 ) {
  14093. // Used Trap don't returns back to item
  14094. skill_delunit(unit);
  14095. break;
  14096. }
  14097. case UNT_SKIDTRAP:
  14098. case UNT_LANDMINE:
  14099. case UNT_SHOCKWAVE:
  14100. case UNT_SANDMAN:
  14101. case UNT_FLASHER:
  14102. case UNT_FREEZINGTRAP:
  14103. #ifndef RENEWAL
  14104. case UNT_CLAYMORETRAP:
  14105. #endif
  14106. case UNT_TALKIEBOX:
  14107. case UNT_CLUSTERBOMB:
  14108. case UNT_MAGENTATRAP:
  14109. case UNT_COBALTTRAP:
  14110. case UNT_MAIZETRAP:
  14111. case UNT_VERDURETRAP:
  14112. case UNT_FIRINGTRAP:
  14113. case UNT_ICEBOUNDTRAP:
  14114. {
  14115. struct block_list* src;
  14116. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  14117. { // revert unit back into a trap
  14118. struct item item_tmp;
  14119. memset(&item_tmp,0,sizeof(item_tmp));
  14120. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  14121. item_tmp.identify = 1;
  14122. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  14123. }
  14124. skill_delunit(unit);
  14125. }
  14126. break;
  14127. case UNT_WARP_ACTIVE:
  14128. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  14129. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  14130. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  14131. // restart timers
  14132. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  14133. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  14134. // apply effect to all units standing on it
  14135. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14136. break;
  14137. case UNT_CALLFAMILY:
  14138. {
  14139. struct map_session_data *sd = NULL;
  14140. if(group->val1) {
  14141. sd = map_charid2sd(group->val1);
  14142. group->val1 = 0;
  14143. if (sd && !map[sd->bl.m].flag.nowarp)
  14144. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14145. }
  14146. if(group->val2) {
  14147. sd = map_charid2sd(group->val2);
  14148. group->val2 = 0;
  14149. if (sd && !map[sd->bl.m].flag.nowarp)
  14150. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14151. }
  14152. skill_delunit(unit);
  14153. }
  14154. break;
  14155. case UNT_REVERBERATION:
  14156. if( unit->val1 <= 0 ) { // If it was deactivated.
  14157. skill_delunit(unit);
  14158. break;
  14159. }
  14160. clif_changetraplook(bl,UNT_USED_TRAPS);
  14161. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14162. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14163. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14164. group->unit_id = UNT_USED_TRAPS;
  14165. break;
  14166. case UNT_FEINTBOMB: {
  14167. struct block_list *src = map_id2bl(group->src_id);
  14168. if( src )
  14169. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  14170. skill_delunit(unit);
  14171. break;
  14172. }
  14173. case UNT_BANDING:
  14174. {
  14175. struct block_list *src = map_id2bl(group->src_id);
  14176. struct status_change *sc;
  14177. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  14178. {
  14179. skill_delunit(unit);
  14180. break;
  14181. }
  14182. // This unit isn't removed while SC_BANDING is active.
  14183. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  14184. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  14185. }
  14186. break;
  14187. default:
  14188. skill_delunit(unit);
  14189. }
  14190. }
  14191. else
  14192. {// skill unit is still active
  14193. switch( group->unit_id )
  14194. {
  14195. case UNT_ICEWALL:
  14196. // icewall loses 50 hp every second
  14197. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  14198. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  14199. unit->limit = DIFF_TICK(tick+700,group->tick);
  14200. break;
  14201. case UNT_BLASTMINE:
  14202. case UNT_SKIDTRAP:
  14203. case UNT_LANDMINE:
  14204. case UNT_SHOCKWAVE:
  14205. case UNT_SANDMAN:
  14206. case UNT_FLASHER:
  14207. case UNT_CLAYMORETRAP:
  14208. case UNT_FREEZINGTRAP:
  14209. case UNT_TALKIEBOX:
  14210. case UNT_ANKLESNARE:
  14211. if( unit->val1 <= 0 ) {
  14212. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  14213. skill_delunit(unit);
  14214. else {
  14215. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  14216. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14217. group->unit_id = UNT_USED_TRAPS;
  14218. }
  14219. }
  14220. break;
  14221. case UNT_REVERBERATION:
  14222. if( unit->val1 <= 0 ){
  14223. clif_changetraplook(bl,UNT_USED_TRAPS);
  14224. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14225. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14226. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14227. group->unit_id = UNT_USED_TRAPS;
  14228. }
  14229. break;
  14230. case UNT_WALLOFTHORN:
  14231. if( unit->val1 <= 0 ) {
  14232. group->unit_id = UNT_USED_TRAPS;
  14233. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14234. }
  14235. break;
  14236. }
  14237. }
  14238. //Don't continue if unit or even group is expired and has been deleted.
  14239. if( !group || !unit->alive )
  14240. return 0;
  14241. dissonance = skill_dance_switch(unit, 0);
  14242. if( unit->range >= 0 && group->interval != -1 )
  14243. {
  14244. if( battle_config.skill_wall_check )
  14245. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14246. else
  14247. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14248. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  14249. group->unit_id = UNT_USED_TRAPS;
  14250. if( group->unit_id == UNT_TATAMIGAESHI )
  14251. {
  14252. unit->range = -1; //Disable processed cell.
  14253. if (--group->val1 <= 0) // number of live cells
  14254. { //All tiles were processed, disable skill.
  14255. group->target_flag=BCT_NOONE;
  14256. group->bl_flag= BL_NUL;
  14257. }
  14258. }
  14259. }
  14260. if( dissonance ) skill_dance_switch(unit, 1);
  14261. return 0;
  14262. }
  14263. /*==========================================
  14264. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  14265. *------------------------------------------*/
  14266. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  14267. {
  14268. map_freeblock_lock();
  14269. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  14270. map_freeblock_unlock();
  14271. return 0;
  14272. }
  14273. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  14274. /*==========================================
  14275. *
  14276. *------------------------------------------*/
  14277. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  14278. {
  14279. struct skill_unit* unit = (struct skill_unit *)bl;
  14280. struct skill_unit_group* group = unit->group;
  14281. struct block_list* target = va_arg(ap,struct block_list*);
  14282. unsigned int tick = va_arg(ap,unsigned int);
  14283. int flag = va_arg(ap,int);
  14284. bool dissonance;
  14285. uint16 skill_id;
  14286. int i;
  14287. nullpo_ret(group);
  14288. if( !unit->alive || target->prev == NULL )
  14289. return 0;
  14290. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  14291. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  14292. dissonance = skill_dance_switch(unit, 0);
  14293. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14294. skill_id = unit->group->skill_id;
  14295. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  14296. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  14297. if( dissonance ) skill_dance_switch(unit, 1);
  14298. return 0;
  14299. }
  14300. //Target-type check.
  14301. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  14302. {
  14303. if( group->src_id == target->id && group->state.song_dance&0x2 )
  14304. { //Ensemble check to see if they went out/in of the area [Skotlex]
  14305. if( flag&1 )
  14306. {
  14307. if( flag&2 )
  14308. { //Clear this skill id.
  14309. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  14310. if( i < ARRAYLENGTH(skill_unit_temp) )
  14311. skill_unit_temp[i] = 0;
  14312. }
  14313. }
  14314. else
  14315. {
  14316. if( flag&2 )
  14317. { //Store this skill id.
  14318. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14319. if( i < ARRAYLENGTH(skill_unit_temp) )
  14320. skill_unit_temp[i] = skill_id;
  14321. else
  14322. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14323. }
  14324. }
  14325. if( flag&4 )
  14326. skill_unit_onleft(skill_id,target,tick);
  14327. }
  14328. if( dissonance ) skill_dance_switch(unit, 1);
  14329. return 0;
  14330. }
  14331. else
  14332. {
  14333. if( flag&1 )
  14334. {
  14335. int result = skill_unit_onplace(unit,target,tick);
  14336. if( flag&2 && result )
  14337. { //Clear skill ids we have stored in onout.
  14338. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  14339. if( i < ARRAYLENGTH(skill_unit_temp) )
  14340. skill_unit_temp[i] = 0;
  14341. }
  14342. }
  14343. else
  14344. {
  14345. int result = skill_unit_onout(unit,target,tick);
  14346. if( flag&2 && result )
  14347. { //Store this unit id.
  14348. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14349. if( i < ARRAYLENGTH(skill_unit_temp) )
  14350. skill_unit_temp[i] = skill_id;
  14351. else
  14352. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14353. }
  14354. }
  14355. //TODO: Normally, this is dangerous since the unit and group could be freed
  14356. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  14357. //cells do not get deleted within them. [Skotlex]
  14358. if( dissonance ) skill_dance_switch(unit, 1);
  14359. if( flag&4 )
  14360. skill_unit_onleft(skill_id,target,tick);
  14361. return 1;
  14362. }
  14363. }
  14364. /*==========================================
  14365. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  14366. * Flag values:
  14367. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  14368. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  14369. * units to figure out when they have left a group.
  14370. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  14371. *------------------------------------------*/
  14372. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  14373. {
  14374. nullpo_ret(bl);
  14375. if( bl->prev == NULL )
  14376. return 0;
  14377. if( flag&2 && !(flag&1) )
  14378. { //Onout, clear data
  14379. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  14380. }
  14381. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  14382. if( flag&2 && flag&1 )
  14383. { //Onplace, check any skill units you have left.
  14384. int i;
  14385. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  14386. if( skill_unit_temp[i] )
  14387. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  14388. }
  14389. return 0;
  14390. }
  14391. /*==========================================
  14392. *
  14393. *------------------------------------------*/
  14394. int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  14395. {
  14396. int i,j;
  14397. unsigned int tick = gettick();
  14398. int *m_flag;
  14399. struct skill_unit *unit1;
  14400. struct skill_unit *unit2;
  14401. if (group == NULL)
  14402. return 0;
  14403. if (group->unit_count<=0)
  14404. return 0;
  14405. if (group->unit==NULL)
  14406. return 0;
  14407. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  14408. return 0; //Ensembles may not be moved around.
  14409. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  14410. return 0; //Icewalls and Wall of Thorns don't get knocked back
  14411. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  14412. // m_flag
  14413. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  14414. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  14415. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  14416. // 3: Both 1+2.
  14417. for(i=0;i<group->unit_count;i++){
  14418. unit1=&group->unit[i];
  14419. if (!unit1->alive || unit1->bl.m!=m)
  14420. continue;
  14421. for(j=0;j<group->unit_count;j++){
  14422. unit2=&group->unit[j];
  14423. if (!unit2->alive)
  14424. continue;
  14425. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  14426. m_flag[i] |= 0x1;
  14427. }
  14428. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  14429. m_flag[i] |= 0x2;
  14430. }
  14431. }
  14432. }
  14433. j = 0;
  14434. for (i=0;i<group->unit_count;i++) {
  14435. unit1=&group->unit[i];
  14436. if (!unit1->alive)
  14437. continue;
  14438. if (!(m_flag[i]&0x2)) {
  14439. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  14440. skill_dance_overlap(unit1, 0);
  14441. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  14442. }
  14443. //Move Cell using "smart" criteria (avoid useless moving around)
  14444. switch(m_flag[i])
  14445. {
  14446. case 0:
  14447. //Cell moves independently, safely move it.
  14448. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  14449. break;
  14450. case 1:
  14451. //Cell moves unto another cell, look for a replacement cell that won't collide
  14452. //and has no cell moving into it (flag == 2)
  14453. for(;j<group->unit_count;j++)
  14454. {
  14455. if(m_flag[j]!=2 || !group->unit[j].alive)
  14456. continue;
  14457. //Move to where this cell would had moved.
  14458. unit2 = &group->unit[j];
  14459. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  14460. j++; //Skip this cell as we have used it.
  14461. break;
  14462. }
  14463. break;
  14464. case 2:
  14465. case 3:
  14466. break; //Don't move the cell as a cell will end on this tile anyway.
  14467. }
  14468. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  14469. if (group->state.song_dance&0x1) //Check for dissonance effect.
  14470. skill_dance_overlap(unit1, 1);
  14471. clif_skill_setunit(unit1);
  14472. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  14473. }
  14474. }
  14475. aFree(m_flag);
  14476. return 0;
  14477. }
  14478. /*==========================================
  14479. *
  14480. *------------------------------------------*/
  14481. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  14482. {
  14483. int i,j;
  14484. nullpo_ret(sd);
  14485. if(nameid<=0)
  14486. return 0;
  14487. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  14488. if(skill_produce_db[i].nameid == nameid ){
  14489. if((j=skill_produce_db[i].req_skill)>0 &&
  14490. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  14491. continue; // must iterate again to check other skills that produce it. [malufett]
  14492. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  14493. continue; // special case
  14494. break;
  14495. }
  14496. }
  14497. if( i >= MAX_SKILL_PRODUCE_DB )
  14498. return 0;
  14499. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  14500. {// cannot carry the produced stuff
  14501. return 0;
  14502. }
  14503. if(trigger>=0){
  14504. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  14505. if(skill_produce_db[i].itemlv!=trigger)
  14506. return 0;
  14507. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  14508. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  14509. return 0;
  14510. } else { // Weapon (itemlv must be higher or equal)
  14511. if(skill_produce_db[i].itemlv>trigger)
  14512. return 0;
  14513. }
  14514. }
  14515. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  14516. int id,x,y;
  14517. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  14518. continue;
  14519. if(skill_produce_db[i].mat_amount[j] <= 0) {
  14520. if(pc_search_inventory(sd,id) < 0)
  14521. return 0;
  14522. }
  14523. else {
  14524. for(y=0,x=0;y<MAX_INVENTORY;y++)
  14525. if( sd->status.inventory[y].nameid == id )
  14526. x+=sd->status.inventory[y].amount;
  14527. if(x<qty*skill_produce_db[i].mat_amount[j])
  14528. return 0;
  14529. }
  14530. }
  14531. return i+1;
  14532. }
  14533. /*==========================================
  14534. *
  14535. *------------------------------------------*/
  14536. int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  14537. {
  14538. int slot[3];
  14539. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
  14540. int num = -1; // exclude the recipe
  14541. struct status_data *status;
  14542. struct item_data* data;
  14543. nullpo_ret(sd);
  14544. status = status_get_status_data(&sd->bl);
  14545. if( sd->skill_id_old == skill_id )
  14546. skill_lv = sd->skill_lv_old;
  14547. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  14548. return 0;
  14549. idx--;
  14550. if (qty < 1)
  14551. qty = 1;
  14552. if (!skill_id) //A skill can be specified for some override cases.
  14553. skill_id = skill_produce_db[idx].req_skill;
  14554. if( skill_id == GC_RESEARCHNEWPOISON )
  14555. skill_id = GC_CREATENEWPOISON;
  14556. slot[0]=slot1;
  14557. slot[1]=slot2;
  14558. slot[2]=slot3;
  14559. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  14560. int j;
  14561. if( slot[i]<=0 )
  14562. continue;
  14563. j = pc_search_inventory(sd,slot[i]);
  14564. if(j < 0)
  14565. continue;
  14566. if(slot[i]==1000){ /* Star Crumb */
  14567. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14568. sc++;
  14569. }
  14570. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  14571. static const int ele_table[4]={3,1,4,2};
  14572. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14573. ele=ele_table[slot[i]-994];
  14574. }
  14575. }
  14576. if( skill_id == RK_RUNEMASTERY ) {
  14577. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  14578. data = itemdb_search(nameid);
  14579. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  14580. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  14581. else temp_qty = 1;
  14582. if (data->stack.inventory) {
  14583. for( i = 0; i < MAX_INVENTORY; i++ ) {
  14584. if( sd->status.inventory[i].nameid == nameid ) {
  14585. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  14586. clif_msgtable(sd->fd,0x61b);
  14587. return 0;
  14588. } else {
  14589. /**
  14590. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  14591. **/
  14592. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  14593. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  14594. }
  14595. break;
  14596. }
  14597. }
  14598. }
  14599. qty = temp_qty;
  14600. }
  14601. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  14602. int j,id,x;
  14603. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  14604. continue;
  14605. num++;
  14606. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  14607. do{
  14608. int y=0;
  14609. j = pc_search_inventory(sd,id);
  14610. if(j >= 0){
  14611. y = sd->status.inventory[j].amount;
  14612. if(y>x)y=x;
  14613. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  14614. } else
  14615. ShowError("skill_produce_mix: material item error\n");
  14616. x-=y;
  14617. }while( j>=0 && x>0 );
  14618. }
  14619. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  14620. wlv = itemdb_wlv(nameid);
  14621. if(!equip) {
  14622. switch(skill_id){
  14623. case BS_IRON:
  14624. case BS_STEEL:
  14625. case BS_ENCHANTEDSTONE:
  14626. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  14627. i = pc_checkskill(sd,skill_id);
  14628. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  14629. switch(nameid){
  14630. case 998: // Iron
  14631. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  14632. break;
  14633. case 999: // Steel
  14634. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  14635. break;
  14636. case 1000: //Star Crumb
  14637. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  14638. break;
  14639. default: // Enchanted Stones
  14640. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  14641. break;
  14642. }
  14643. break;
  14644. case ASC_CDP:
  14645. make_per = (2000 + 40*status->dex + 20*status->luk);
  14646. break;
  14647. case AL_HOLYWATER:
  14648. /**
  14649. * Arch Bishop
  14650. **/
  14651. case AB_ANCILLA:
  14652. make_per = 100000; //100% success
  14653. break;
  14654. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  14655. case AM_TWILIGHT1:
  14656. case AM_TWILIGHT2:
  14657. case AM_TWILIGHT3:
  14658. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  14659. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  14660. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  14661. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  14662. int skill;
  14663. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  14664. make_per += skill*100; //+1% bonus per level
  14665. }
  14666. switch(nameid){
  14667. case 501: // Red Potion
  14668. case 503: // Yellow Potion
  14669. case 504: // White Potion
  14670. make_per += (1+rnd()%100)*10 + 2000;
  14671. break;
  14672. case 970: // Alcohol
  14673. make_per += (1+rnd()%100)*10 + 1000;
  14674. break;
  14675. case 7135: // Bottle Grenade
  14676. case 7136: // Acid Bottle
  14677. case 7137: // Plant Bottle
  14678. case 7138: // Marine Sphere Bottle
  14679. make_per += (1+rnd()%100)*10;
  14680. break;
  14681. case 546: // Condensed Yellow Potion
  14682. make_per -= (1+rnd()%50)*10;
  14683. break;
  14684. case 547: // Condensed White Potion
  14685. case 7139: // Glistening Coat
  14686. make_per -= (1+rnd()%100)*10;
  14687. break;
  14688. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  14689. case 505: // Blue Potion
  14690. case 545: // Condensed Red Potion
  14691. case 605: // Anodyne
  14692. case 606: // Aloevera
  14693. default:
  14694. break;
  14695. }
  14696. if(battle_config.pp_rate != 100)
  14697. make_per = make_per * battle_config.pp_rate / 100;
  14698. break;
  14699. case SA_CREATECON: // Elemental Converter Creation
  14700. make_per = 100000; // should be 100% success rate
  14701. break;
  14702. /**
  14703. * Rune Knight
  14704. **/
  14705. case RK_RUNEMASTERY:
  14706. {
  14707. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  14708. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  14709. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  14710. int D = 0;
  14711. switch (nameid) { //rune rank it_diff 9 craftable rune
  14712. case ITEMID_BERKANA:
  14713. D = -2000;
  14714. break; //Rank S
  14715. case ITEMID_NAUTHIZ:
  14716. case ITEMID_URUZ:
  14717. D = -1500;
  14718. break; //Rank A
  14719. case ITEMID_ISA:
  14720. case ITEMID_WYRD:
  14721. D = -1000;
  14722. break; //Rank B
  14723. case ITEMID_RAIDO:
  14724. case ITEMID_THURISAZ:
  14725. case ITEMID_HAGALAZ:
  14726. case ITEMID_OTHILA:
  14727. D = -500;
  14728. break; //Rank C
  14729. default: D = -1500;
  14730. break; //not specified =-15%
  14731. }
  14732. make_per = A + B + C + D;
  14733. break;
  14734. }
  14735. /**
  14736. * Guilotine Cross
  14737. **/
  14738. case GC_CREATENEWPOISON:
  14739. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14740. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14741. break;
  14742. case GN_CHANGEMATERIAL:
  14743. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14744. if( skill_changematerial_db[i].itemid == nameid ){
  14745. make_per = skill_changematerial_db[i].rate * 10;
  14746. break;
  14747. }
  14748. break;
  14749. case GN_S_PHARMACY:
  14750. {
  14751. int difficulty = 0;
  14752. difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  14753. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  14754. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  14755. switch(nameid){// difficulty factor
  14756. case 12422: case 12425:
  14757. case 12428:
  14758. difficulty += 10;
  14759. break;
  14760. case 6212: case 12426:
  14761. difficulty += 15;
  14762. break;
  14763. case 13264: case 12423:
  14764. case 12427: case 12436:
  14765. difficulty += 20;
  14766. break;
  14767. case 6210: case 6211:
  14768. case 12437:
  14769. difficulty += 30;
  14770. break;
  14771. case 12424: case 12475:
  14772. difficulty += 40;
  14773. break;
  14774. }
  14775. if( make_per >= 400 && make_per > difficulty)
  14776. qty = 10;
  14777. else if( make_per >= 300 && make_per > difficulty)
  14778. qty = 7;
  14779. else if( make_per >= 100 && make_per > difficulty)
  14780. qty = 6;
  14781. else if( make_per >= 1 && make_per > difficulty)
  14782. qty = 5;
  14783. else
  14784. qty = 4;
  14785. make_per = 10000;
  14786. }
  14787. break;
  14788. case GN_MAKEBOMB:
  14789. case GN_MIX_COOKING:
  14790. {
  14791. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  14792. 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)
  14793. qty = ~(5 + rnd()%5) + 1;
  14794. switch(nameid){// difficulty factor
  14795. case 13260:
  14796. difficulty += 5;
  14797. break;
  14798. case 13261: case 13262:
  14799. difficulty += 10;
  14800. break;
  14801. case 12429: case 12430: case 12431:
  14802. case 12432: case 12433: case 12434:
  14803. case 13263:
  14804. difficulty += 15;
  14805. break;
  14806. case 13264:
  14807. difficulty += 20;
  14808. break;
  14809. }
  14810. if( make_per >= 30 && make_per > difficulty)
  14811. qty = 10 + rnd()%2;
  14812. else if( make_per >= 10 && make_per > difficulty)
  14813. qty = 10;
  14814. else if( make_per == 10 && make_per > difficulty)
  14815. qty = 8;
  14816. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  14817. ;// Food/Bomb creation fails.
  14818. else if( make_per >= 30 && make_per < difficulty)
  14819. qty = 5;
  14820. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  14821. qty = ~qty + 1;
  14822. make_per = 0;
  14823. }else
  14824. make_per = 10000;
  14825. qty = (skill_lv > 1 ? qty : 1);
  14826. }
  14827. break;
  14828. default:
  14829. if (sd->menuskill_id == AM_PHARMACY &&
  14830. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  14831. { //Assume Cooking Dish
  14832. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  14833. make_per = 10000; //100% Success
  14834. else
  14835. make_per = 1200 * (sd->menuskill_val - 10)
  14836. + 20 * (sd->status.base_level + 1)
  14837. + 20 * (status->dex + 1)
  14838. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  14839. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  14840. - 10 * (100 - status->luk + 1)
  14841. - 500 * (num - 1)
  14842. - 100 * (rnd()%4 + 1);
  14843. break;
  14844. }
  14845. make_per = 5000;
  14846. break;
  14847. }
  14848. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  14849. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  14850. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  14851. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  14852. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  14853. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  14854. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  14855. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  14856. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  14857. if(battle_config.wp_rate != 100)
  14858. make_per = make_per * battle_config.wp_rate / 100;
  14859. }
  14860. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  14861. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  14862. if(make_per < 1) make_per = 1;
  14863. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  14864. struct item tmp_item;
  14865. memset(&tmp_item,0,sizeof(tmp_item));
  14866. tmp_item.nameid=nameid;
  14867. tmp_item.amount=1;
  14868. tmp_item.identify=1;
  14869. if(equip){
  14870. tmp_item.card[0]=CARD0_FORGE;
  14871. tmp_item.card[1]=((sc*5)<<8)+ele;
  14872. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14873. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14874. } else {
  14875. //Flag is only used on the end, so it can be used here. [Skotlex]
  14876. switch (skill_id) {
  14877. case BS_DAGGER:
  14878. case BS_SWORD:
  14879. case BS_TWOHANDSWORD:
  14880. case BS_AXE:
  14881. case BS_MACE:
  14882. case BS_KNUCKLE:
  14883. case BS_SPEAR:
  14884. flag = battle_config.produce_item_name_input&0x1;
  14885. break;
  14886. case AM_PHARMACY:
  14887. case AM_TWILIGHT1:
  14888. case AM_TWILIGHT2:
  14889. case AM_TWILIGHT3:
  14890. flag = battle_config.produce_item_name_input&0x2;
  14891. break;
  14892. case AL_HOLYWATER:
  14893. /**
  14894. * Arch Bishop
  14895. **/
  14896. case AB_ANCILLA:
  14897. flag = battle_config.produce_item_name_input&0x8;
  14898. break;
  14899. case ASC_CDP:
  14900. flag = battle_config.produce_item_name_input&0x10;
  14901. break;
  14902. default:
  14903. flag = battle_config.produce_item_name_input&0x80;
  14904. break;
  14905. }
  14906. if (flag) {
  14907. tmp_item.card[0]=CARD0_CREATE;
  14908. tmp_item.card[1]=0;
  14909. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14910. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14911. }
  14912. }
  14913. // if(log_config.produce > 0)
  14914. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  14915. //TODO update PICKLOG
  14916. if(equip){
  14917. clif_produceeffect(sd,0,nameid);
  14918. clif_misceffect(&sd->bl,3);
  14919. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  14920. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  14921. } else {
  14922. int fame = 0;
  14923. tmp_item.amount = 0;
  14924. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  14925. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  14926. tmp_item.amount = qty;
  14927. break;
  14928. }
  14929. if (rnd()%10000 < make_per || qty == 1) { //Success
  14930. tmp_item.amount++;
  14931. if(nameid < 545 || nameid > 547)
  14932. continue;
  14933. if( skill_id != AM_PHARMACY &&
  14934. skill_id != AM_TWILIGHT1 &&
  14935. skill_id != AM_TWILIGHT2 &&
  14936. skill_id != AM_TWILIGHT3 )
  14937. continue;
  14938. //Add fame as needed.
  14939. switch(++sd->potion_success_counter) {
  14940. case 3:
  14941. fame+=1; // Success to prepare 3 Condensed Potions in a row
  14942. break;
  14943. case 5:
  14944. fame+=3; // Success to prepare 5 Condensed Potions in a row
  14945. break;
  14946. case 7:
  14947. fame+=10; // Success to prepare 7 Condensed Potions in a row
  14948. break;
  14949. case 10:
  14950. fame+=50; // Success to prepare 10 Condensed Potions in a row
  14951. sd->potion_success_counter = 0;
  14952. break;
  14953. }
  14954. } else //Failure
  14955. sd->potion_success_counter = 0;
  14956. }
  14957. if (fame)
  14958. pc_addfame(sd,fame);
  14959. //Visual effects and the like.
  14960. switch (skill_id) {
  14961. case AM_PHARMACY:
  14962. case AM_TWILIGHT1:
  14963. case AM_TWILIGHT2:
  14964. case AM_TWILIGHT3:
  14965. case ASC_CDP:
  14966. clif_produceeffect(sd,2,nameid);
  14967. clif_misceffect(&sd->bl,5);
  14968. break;
  14969. case BS_IRON:
  14970. case BS_STEEL:
  14971. case BS_ENCHANTEDSTONE:
  14972. clif_produceeffect(sd,0,nameid);
  14973. clif_misceffect(&sd->bl,3);
  14974. break;
  14975. case RK_RUNEMASTERY:
  14976. case GC_CREATENEWPOISON:
  14977. clif_produceeffect(sd,2,nameid);
  14978. clif_misceffect(&sd->bl,5);
  14979. break;
  14980. default: //Those that don't require a skill?
  14981. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  14982. { //Cooking items.
  14983. clif_specialeffect(&sd->bl, 608, AREA);
  14984. if( sd->cook_mastery < 1999 )
  14985. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  14986. }
  14987. break;
  14988. }
  14989. }
  14990. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  14991. int j, k = 0;
  14992. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14993. if( skill_changematerial_db[i].itemid == nameid ){
  14994. for(j=0; j<5; j++){
  14995. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  14996. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  14997. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14998. clif_additem(sd,0,0,flag);
  14999. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15000. }
  15001. k++;
  15002. }
  15003. }
  15004. break;
  15005. }
  15006. if( k ){
  15007. clif_msg_skill(sd,skill_id,0x627);
  15008. return 1;
  15009. }
  15010. } else if (tmp_item.amount) { //Success
  15011. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15012. clif_additem(sd,0,0,flag);
  15013. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15014. }
  15015. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  15016. clif_msg_skill(sd,skill_id,0x627);
  15017. return 1;
  15018. }
  15019. }
  15020. //Failure
  15021. // if(log_config.produce)
  15022. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  15023. //TODO update PICKLOG
  15024. if(equip){
  15025. clif_produceeffect(sd,1,nameid);
  15026. clif_misceffect(&sd->bl,2);
  15027. } else {
  15028. switch (skill_id) {
  15029. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  15030. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  15031. case AM_PHARMACY:
  15032. case AM_TWILIGHT1:
  15033. case AM_TWILIGHT2:
  15034. case AM_TWILIGHT3:
  15035. clif_produceeffect(sd,3,nameid);
  15036. clif_misceffect(&sd->bl,6);
  15037. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  15038. break;
  15039. case BS_IRON:
  15040. case BS_STEEL:
  15041. case BS_ENCHANTEDSTONE:
  15042. clif_produceeffect(sd,1,nameid);
  15043. clif_misceffect(&sd->bl,2);
  15044. break;
  15045. case RK_RUNEMASTERY:
  15046. case GC_CREATENEWPOISON:
  15047. clif_produceeffect(sd,3,nameid);
  15048. clif_misceffect(&sd->bl,6);
  15049. break;
  15050. case GN_MIX_COOKING: {
  15051. struct item tmp_item;
  15052. const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
  15053. int rate = rnd()%500;
  15054. memset(&tmp_item,0,sizeof(tmp_item));
  15055. if( rate < 50) i = 4;
  15056. else if( rate < 100) i = 2+rnd()%1;
  15057. else if( rate < 250 ) i = 1;
  15058. else if( rate < 500 ) i = 0;
  15059. tmp_item.nameid = compensation[i];
  15060. tmp_item.amount = qty;
  15061. tmp_item.identify = 1;
  15062. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  15063. clif_additem(sd,0,0,flag);
  15064. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15065. }
  15066. clif_msg_skill(sd,skill_id,0x628);
  15067. }
  15068. break;
  15069. case GN_MAKEBOMB:
  15070. case GN_S_PHARMACY:
  15071. case GN_CHANGEMATERIAL:
  15072. clif_msg_skill(sd,skill_id,0x628);
  15073. break;
  15074. default:
  15075. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  15076. { //Cooking items.
  15077. clif_specialeffect(&sd->bl, 609, AREA);
  15078. if( sd->cook_mastery > 0 )
  15079. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  15080. }
  15081. }
  15082. }
  15083. return 0;
  15084. }
  15085. int skill_arrow_create (struct map_session_data *sd, int nameid)
  15086. {
  15087. int i,j,flag,index=-1;
  15088. struct item tmp_item;
  15089. nullpo_ret(sd);
  15090. if(nameid <= 0)
  15091. return 1;
  15092. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  15093. if(nameid == skill_arrow_db[i].nameid) {
  15094. index = i;
  15095. break;
  15096. }
  15097. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  15098. return 1;
  15099. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  15100. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  15101. memset(&tmp_item,0,sizeof(tmp_item));
  15102. tmp_item.identify = 1;
  15103. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  15104. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  15105. if(battle_config.produce_item_name_input&0x4) {
  15106. tmp_item.card[0]=CARD0_CREATE;
  15107. tmp_item.card[1]=0;
  15108. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15109. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15110. }
  15111. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  15112. continue;
  15113. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15114. clif_additem(sd,0,0,flag);
  15115. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15116. }
  15117. }
  15118. return 0;
  15119. }
  15120. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  15121. sc_type type;
  15122. int chance, i;
  15123. nullpo_ret(sd);
  15124. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  15125. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15126. return 0;
  15127. }
  15128. switch( nameid )
  15129. { // t_lv used to take duration from skill_get_time2
  15130. case PO_PARALYSE: type = SC_PARALYSE; break;
  15131. case PO_PYREXIA: type = SC_PYREXIA; break;
  15132. case PO_DEATHHURT: type = SC_DEATHHURT; break;
  15133. case PO_LEECHESEND: type = SC_LEECHESEND; break;
  15134. case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
  15135. case PO_TOXIN: type = SC_TOXIN; break;
  15136. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  15137. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  15138. default:
  15139. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15140. return 0;
  15141. }
  15142. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  15143. sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  15144. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  15145. return 0;
  15146. }
  15147. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  15148. {
  15149. struct status_change *sc = status_get_sc(bl);
  15150. // non-offensive and non-magic skills do not affect the status
  15151. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  15152. return;
  15153. if (sc && sc->count && sc->data[SC_MAGICPOWER])
  15154. {
  15155. if (sc->data[SC_MAGICPOWER]->val4)
  15156. {
  15157. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  15158. }
  15159. else
  15160. {
  15161. sc->data[SC_MAGICPOWER]->val4 = 1;
  15162. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  15163. #ifndef RENEWAL
  15164. if(bl->type == BL_PC){// update current display.
  15165. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  15166. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  15167. }
  15168. #endif
  15169. }
  15170. }
  15171. }
  15172. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  15173. int x, y, i, class_, skill;
  15174. struct mob_data *md;
  15175. nullpo_ret(sd);
  15176. skill = sd->menuskill_val;
  15177. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
  15178. {
  15179. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  15180. return 0;
  15181. }
  15182. // Spawn Position
  15183. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  15184. x = sd->sc.comet_x;
  15185. y = sd->sc.comet_y;
  15186. sd->sc.comet_x = sd->sc.comet_y = 0;
  15187. sd->menuskill_val = 0;
  15188. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  15189. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  15190. if( md ) {
  15191. md->master_id = sd->bl.id;
  15192. md->special_state.ai = AI_FLORA;
  15193. if( md->deletetimer != INVALID_TIMER )
  15194. delete_timer(md->deletetimer, mob_timer_delete);
  15195. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  15196. mob_spawn(md);
  15197. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  15198. }
  15199. return 0;
  15200. }
  15201. // Warlock Spellbooks. [LimitLine/3CeAM]
  15202. int skill_spellbook (struct map_session_data *sd, int nameid) {
  15203. int i, max_preserve, skill_id, point;
  15204. struct status_change *sc;
  15205. nullpo_ret(sd);
  15206. sc = status_get_sc(&sd->bl);
  15207. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  15208. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  15209. if( i > SC_MAXSPELLBOOK )
  15210. {
  15211. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  15212. return 0;
  15213. }
  15214. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  15215. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  15216. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
  15217. { // User don't know the skill
  15218. sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  15219. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  15220. return 0;
  15221. }
  15222. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  15223. point = skill_spellbook_db[i].point;
  15224. if( sc && sc->data[SC_READING_SB] ){
  15225. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  15226. {
  15227. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  15228. return 0;
  15229. }
  15230. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  15231. if( !sc->data[i] ){
  15232. sc->data[SC_READING_SB]->val2 += point; // increase points
  15233. sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15234. break;
  15235. }
  15236. }
  15237. }else{
  15238. sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  15239. sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15240. }
  15241. return 1;
  15242. }
  15243. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  15244. int id, lv, prob, aslvl = 0;
  15245. nullpo_ret(sd);
  15246. if (sd->sc.data[SC_STOP]) {
  15247. aslvl = sd->sc.data[SC_STOP]->val1;
  15248. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  15249. }
  15250. if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
  15251. (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  15252. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  15253. return 0;
  15254. }
  15255. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  15256. lv = min(lv,sd->status.skill[skill_id].lv);
  15257. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  15258. sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  15259. return 0;
  15260. }
  15261. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  15262. int i;
  15263. nullpo_ret(sd);
  15264. nullpo_ret(item_list);
  15265. if( n <= 0 )
  15266. return 1;
  15267. for( i = 0; i < n; i++ ) {
  15268. int nameid, add_amount, del_amount, idx, product, flag;
  15269. struct item tmp_item;
  15270. idx = item_list[i*2+0]-2;
  15271. del_amount = item_list[i*2+1];
  15272. if( skill_lv == 2 )
  15273. del_amount -= (del_amount % 10);
  15274. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  15275. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  15276. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15277. return 1;
  15278. }
  15279. switch( nameid ) {
  15280. // Level 1
  15281. case 994: product = 990; break; // Flame Heart -> Red Blood.
  15282. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  15283. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  15284. case 997: product = 993; break; // Great Nature -> Green Live.
  15285. // Level 2
  15286. case 990: product = 994; break; // Red Blood -> Flame Heart.
  15287. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  15288. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  15289. case 993: product = 997; break; // Green Live -> Great Nature.
  15290. default:
  15291. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15292. return 1;
  15293. }
  15294. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  15295. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15296. return 1;
  15297. }
  15298. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  15299. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15300. return 1;
  15301. }
  15302. memset(&tmp_item,0,sizeof(tmp_item));
  15303. tmp_item.nameid = product;
  15304. tmp_item.amount = add_amount;
  15305. tmp_item.identify = 1;
  15306. if( tmp_item.amount ) {
  15307. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  15308. clif_additem(sd,0,0,flag);
  15309. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15310. }
  15311. }
  15312. }
  15313. return 0;
  15314. }
  15315. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  15316. int i, j, k, c, p = 0, nameid, amount;
  15317. nullpo_ret(sd);
  15318. nullpo_ret(item_list);
  15319. // Search for objects that can be created.
  15320. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  15321. if( skill_produce_db[i].itemlv == 26 ) {
  15322. p = 0;
  15323. do {
  15324. c = 0;
  15325. // Verification of overlap between the objects required and the list submitted.
  15326. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  15327. if( skill_produce_db[i].mat_id[j] > 0 ) {
  15328. for( k = 0; k < n; k++ ) {
  15329. int idx = item_list[k*2+0]-2;
  15330. nameid = sd->status.inventory[idx].nameid;
  15331. amount = item_list[k*2+1];
  15332. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  15333. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  15334. return 0;
  15335. }
  15336. 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]
  15337. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  15338. c++; // match
  15339. }
  15340. }
  15341. else
  15342. break; // No more items required
  15343. }
  15344. p++;
  15345. } while(n == j && c == n);
  15346. p--;
  15347. if ( p > 0 ) {
  15348. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  15349. return 1;
  15350. }
  15351. }
  15352. }
  15353. if( p == 0)
  15354. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  15355. return 0;
  15356. }
  15357. /**
  15358. * for Royal Guard's LG_TRAMPLE
  15359. **/
  15360. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  15361. struct skill_unit *su = (struct skill_unit *)bl;
  15362. struct skill_unit_group *sg;
  15363. unsigned int tick;
  15364. nullpo_ret(su);
  15365. tick = va_arg(ap, unsigned int);
  15366. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  15367. switch( sg->unit_id ) {
  15368. case UNT_LANDMINE:
  15369. case UNT_CLAYMORETRAP:
  15370. case UNT_BLASTMINE:
  15371. case UNT_SHOCKWAVE:
  15372. case UNT_SANDMAN:
  15373. case UNT_FLASHER:
  15374. case UNT_FREEZINGTRAP:
  15375. case UNT_CLUSTERBOMB:
  15376. case UNT_FIRINGTRAP:
  15377. case UNT_ICEBOUNDTRAP:
  15378. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  15379. break;
  15380. }
  15381. // Traps aren't recovered.
  15382. skill_delunit(su);
  15383. }
  15384. return 0;
  15385. }
  15386. /*==========================================
  15387. *
  15388. *------------------------------------------*/
  15389. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  15390. {
  15391. struct map_session_data *sd = map_id2sd(id);
  15392. struct skill_cd * cd = NULL;
  15393. if (data <= 0 || data >= MAX_SKILL)
  15394. return 0;
  15395. if (!sd) return 0;
  15396. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  15397. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  15398. int i,cursor;
  15399. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  15400. cd->duration[cursor] = 0;
  15401. cd->skidx[cursor] = 0;
  15402. cd->nameid[cursor] = 0;
  15403. // compact the cool down list
  15404. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  15405. if( cd->duration[i] == 0 )
  15406. continue;
  15407. if( cursor != i ) {
  15408. cd->duration[cursor] = cd->duration[i];
  15409. cd->skidx[cursor] = cd->skidx[i];
  15410. cd->nameid[cursor] = cd->nameid[i];
  15411. }
  15412. cursor++;
  15413. }
  15414. if( cursor == 0 )
  15415. idb_remove(skillcd_db,sd->status.char_id);
  15416. else
  15417. cd->cursor = cursor;
  15418. }
  15419. sd->blockskill[data] = 0;
  15420. return 1;
  15421. }
  15422. /**
  15423. * flags a singular skill as being blocked from persistent usage.
  15424. * @param sd the player the skill delay affects
  15425. * @param skill_id the skill which should be delayed
  15426. * @param tick the length of time the delay should last
  15427. * @param load whether this assignment is being loaded upon player login
  15428. * @return 0 if successful, -1 otherwise
  15429. */
  15430. int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, bool load)
  15431. {
  15432. int oskill_id = skill_id;
  15433. struct skill_cd* cd = NULL;
  15434. uint16 idx = skill_get_index(skill_id);
  15435. nullpo_retr (-1, sd);
  15436. if (idx == 0)
  15437. return -1;
  15438. if (tick < 1) {
  15439. sd->blockskill[idx] = 0;
  15440. return -1;
  15441. }
  15442. if( battle_config.display_status_timers )
  15443. clif_skill_cooldown(sd, idx, tick);
  15444. if( !load )
  15445. {// not being loaded initially so ensure the skill delay is recorded
  15446. if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
  15447. {// create a new skill cooldown object for map storage
  15448. CREATE( cd, struct skill_cd, 1 );
  15449. idb_put( skillcd_db, sd->status.char_id, cd );
  15450. }
  15451. // record the skill duration in the database map
  15452. cd->duration[cd->cursor] = tick;
  15453. cd->skidx[cd->cursor] = idx;
  15454. cd->nameid[cd->cursor] = oskill_id;
  15455. cd->cursor++;
  15456. }
  15457. sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,idx));
  15458. return 0;
  15459. }
  15460. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15461. {
  15462. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  15463. if (data <= 0 || data >= MAX_SKILL)
  15464. return 0;
  15465. if (hd) hd->blockskill[data] = 0;
  15466. return 1;
  15467. }
  15468. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  15469. {
  15470. uint16 idx = skill_get_index(skill_id);
  15471. nullpo_retr (-1, hd);
  15472. if (idx == 0)
  15473. return -1;
  15474. if (tick < 1) {
  15475. hd->blockskill[idx] = 0;
  15476. return -1;
  15477. }
  15478. hd->blockskill[idx] = 1;
  15479. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  15480. }
  15481. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15482. {
  15483. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  15484. if( data <= 0 || data >= MAX_SKILL )
  15485. return 0;
  15486. if( md ) md->blockskill[data] = 0;
  15487. return 1;
  15488. }
  15489. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  15490. {
  15491. uint16 idx = skill_get_index(skill_id);
  15492. nullpo_retr (-1, md);
  15493. if (idx == 0)
  15494. return -1;
  15495. if( tick < 1 )
  15496. {
  15497. md->blockskill[idx] = 0;
  15498. return -1;
  15499. }
  15500. md->blockskill[idx] = 1;
  15501. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  15502. }
  15503. /**
  15504. * Adds a new skill unit entry for this player to recast after map load
  15505. **/
  15506. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  15507. struct skill_usave * sus = NULL;
  15508. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  15509. idb_remove(skillusave_db,sd->status.char_id);
  15510. }
  15511. CREATE( sus, struct skill_usave, 1 );
  15512. idb_put( skillusave_db, sd->status.char_id, sus );
  15513. sus->skill_id = skill_id;
  15514. sus->skill_lv = skill_lv;
  15515. return;
  15516. }
  15517. void skill_usave_trigger(struct map_session_data *sd) {
  15518. struct skill_usave * sus = NULL;
  15519. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  15520. return;
  15521. }
  15522. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  15523. idb_remove(skillusave_db,sd->status.char_id);
  15524. return;
  15525. }
  15526. /*
  15527. *
  15528. */
  15529. int skill_split_str (char *str, char **val, int num)
  15530. {
  15531. int i;
  15532. for( i = 0; i < num && str; i++ )
  15533. {
  15534. val[i] = str;
  15535. str = strchr(str,',');
  15536. if( str )
  15537. *str++=0;
  15538. }
  15539. return i;
  15540. }
  15541. /*
  15542. *
  15543. */
  15544. int skill_split_atoi (char *str, int *val)
  15545. {
  15546. int i, j, diff, step = 1;
  15547. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  15548. if (!str) break;
  15549. val[i] = atoi(str);
  15550. str = strchr(str,':');
  15551. if (str)
  15552. *str++=0;
  15553. }
  15554. if(i==0) //No data found.
  15555. return 0;
  15556. if(i==1)
  15557. { //Single value, have the whole range have the same value.
  15558. for (; i < MAX_SKILL_LEVEL; i++)
  15559. val[i] = val[i-1];
  15560. return i;
  15561. }
  15562. //Check for linear change with increasing steps until we reach half of the data acquired.
  15563. for (step = 1; step <= i/2; step++)
  15564. {
  15565. diff = val[i-1] - val[i-step-1];
  15566. for(j = i-1; j >= step; j--)
  15567. if ((val[j]-val[j-step]) != diff)
  15568. break;
  15569. if (j>=step) //No match, try next step.
  15570. continue;
  15571. for(; i < MAX_SKILL_LEVEL; i++)
  15572. { //Apply linear increase
  15573. val[i] = val[i-step]+diff;
  15574. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  15575. { val[i] = 1; diff = 0; step = 1; }
  15576. }
  15577. return i;
  15578. }
  15579. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  15580. for (;i<MAX_SKILL_LEVEL; i++)
  15581. val[i] = val[i-1];
  15582. return i;
  15583. }
  15584. /*
  15585. *
  15586. */
  15587. void skill_init_unit_layout (void)
  15588. {
  15589. int i,j,size,pos = 0;
  15590. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  15591. // standard square layouts go first
  15592. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  15593. size = i*2+1;
  15594. skill_unit_layout[i].count = size*size;
  15595. for (j=0; j<size*size; j++) {
  15596. skill_unit_layout[i].dx[j] = (j%size-i);
  15597. skill_unit_layout[i].dy[j] = (j/size-i);
  15598. }
  15599. }
  15600. // afterwards add special ones
  15601. pos = i;
  15602. for (i=0;i<MAX_SKILL_DB;i++) {
  15603. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  15604. continue;
  15605. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15606. int skill = i;
  15607. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15608. skill -= EL_SKILLRANGEMIN;
  15609. skill += EL_SKILLBASE;
  15610. }
  15611. if( skill == EL_FIRE_MANTLE ) {
  15612. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  15613. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  15614. skill_unit_layout[pos].count = 8;
  15615. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15616. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15617. }
  15618. } else {
  15619. switch (i) {
  15620. case MG_FIREWALL:
  15621. case WZ_ICEWALL:
  15622. case WL_EARTHSTRAIN://Warlock
  15623. // these will be handled later
  15624. break;
  15625. case PR_SANCTUARY:
  15626. case NPC_EVILLAND: {
  15627. static const int dx[] = {
  15628. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  15629. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  15630. static const int dy[]={
  15631. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  15632. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  15633. skill_unit_layout[pos].count = 21;
  15634. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15635. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15636. }
  15637. break;
  15638. case PR_MAGNUS: {
  15639. static const int dx[] = {
  15640. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15641. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15642. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  15643. static const int dy[] = {
  15644. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15645. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15646. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  15647. skill_unit_layout[pos].count = 33;
  15648. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15649. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15650. }
  15651. break;
  15652. case MH_POISON_MIST:
  15653. case AS_VENOMDUST: {
  15654. static const int dx[] = {-1, 0, 0, 0, 1};
  15655. static const int dy[] = { 0,-1, 0, 1, 0};
  15656. skill_unit_layout[pos].count = 5;
  15657. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15658. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15659. }
  15660. break;
  15661. case CR_GRANDCROSS:
  15662. case NPC_GRANDDARKNESS: {
  15663. static const int dx[] = {
  15664. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  15665. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  15666. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  15667. static const int dy[] = {
  15668. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  15669. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  15670. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  15671. skill_unit_layout[pos].count = 29;
  15672. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15673. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15674. }
  15675. break;
  15676. case PF_FOGWALL: {
  15677. static const int dx[] = {
  15678. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  15679. static const int dy[] = {
  15680. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  15681. skill_unit_layout[pos].count = 15;
  15682. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15683. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15684. }
  15685. break;
  15686. case PA_GOSPEL: {
  15687. static const int dx[] = {
  15688. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15689. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15690. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  15691. -1, 0, 1};
  15692. static const int dy[] = {
  15693. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15694. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15695. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  15696. 3, 3, 3};
  15697. skill_unit_layout[pos].count = 33;
  15698. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15699. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15700. }
  15701. break;
  15702. case NJ_KAENSIN: {
  15703. 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};
  15704. 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};
  15705. skill_unit_layout[pos].count = 24;
  15706. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15707. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15708. }
  15709. break;
  15710. case NJ_TATAMIGAESHI: {
  15711. //Level 1 (count 4, cross of 3x3)
  15712. static const int dx1[] = {-1, 1, 0, 0};
  15713. static const int dy1[] = { 0, 0,-1, 1};
  15714. //Level 2-3 (count 8, cross of 5x5)
  15715. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  15716. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  15717. //Level 4-5 (count 12, cross of 7x7
  15718. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  15719. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  15720. //lv1
  15721. j = 0;
  15722. skill_unit_layout[pos].count = 4;
  15723. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  15724. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  15725. skill_db[i].unit_layout_type[j] = pos;
  15726. //lv2/3
  15727. j++;
  15728. pos++;
  15729. skill_unit_layout[pos].count = 8;
  15730. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  15731. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  15732. skill_db[i].unit_layout_type[j] = pos;
  15733. skill_db[i].unit_layout_type[++j] = pos;
  15734. //lv4/5
  15735. j++;
  15736. pos++;
  15737. skill_unit_layout[pos].count = 12;
  15738. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  15739. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  15740. skill_db[i].unit_layout_type[j] = pos;
  15741. skill_db[i].unit_layout_type[++j] = pos;
  15742. //Fill in the rest using lv 5.
  15743. for (;j<MAX_SKILL_LEVEL;j++)
  15744. skill_db[i].unit_layout_type[j] = pos;
  15745. //Skip, this way the check below will fail and continue to the next skill.
  15746. pos++;
  15747. }
  15748. break;
  15749. case GN_WALLOFTHORN: {
  15750. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  15751. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  15752. skill_unit_layout[pos].count = 16;
  15753. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15754. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15755. }
  15756. break;
  15757. default:
  15758. ShowError("unknown unit layout at skill %d\n",i);
  15759. break;
  15760. }
  15761. }
  15762. if (!skill_unit_layout[pos].count)
  15763. continue;
  15764. for (j=0;j<MAX_SKILL_LEVEL;j++)
  15765. skill_db[i].unit_layout_type[j] = pos;
  15766. pos++;
  15767. }
  15768. // firewall and icewall have 8 layouts (direction-dependent)
  15769. firewall_unit_pos = pos;
  15770. for (i=0;i<8;i++) {
  15771. if (i&1) {
  15772. skill_unit_layout[pos].count = 5;
  15773. if (i&0x2) {
  15774. int dx[] = {-1,-1, 0, 0, 1};
  15775. int dy[] = { 1, 0, 0,-1,-1};
  15776. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15777. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15778. } else {
  15779. int dx[] = { 1, 1 ,0, 0,-1};
  15780. int dy[] = { 1, 0, 0,-1,-1};
  15781. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15782. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15783. }
  15784. } else {
  15785. skill_unit_layout[pos].count = 3;
  15786. if (i%4==0) {
  15787. int dx[] = {-1, 0, 1};
  15788. int dy[] = { 0, 0, 0};
  15789. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15790. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15791. } else {
  15792. int dx[] = { 0, 0, 0};
  15793. int dy[] = {-1, 0, 1};
  15794. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15795. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15796. }
  15797. }
  15798. pos++;
  15799. }
  15800. icewall_unit_pos = pos;
  15801. for (i=0;i<8;i++) {
  15802. skill_unit_layout[pos].count = 5;
  15803. if (i&1) {
  15804. if (i&0x2) {
  15805. int dx[] = {-2,-1, 0, 1, 2};
  15806. int dy[] = { 2, 1, 0,-1,-2};
  15807. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15808. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15809. } else {
  15810. int dx[] = { 2, 1 ,0,-1,-2};
  15811. int dy[] = { 2, 1, 0,-1,-2};
  15812. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15813. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15814. }
  15815. } else {
  15816. if (i%4==0) {
  15817. int dx[] = {-2,-1, 0, 1, 2};
  15818. int dy[] = { 0, 0, 0, 0, 0};
  15819. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15820. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15821. } else {
  15822. int dx[] = { 0, 0, 0, 0, 0};
  15823. int dy[] = {-2,-1, 0, 1, 2};
  15824. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15825. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15826. }
  15827. }
  15828. pos++;
  15829. }
  15830. earthstrain_unit_pos = pos;
  15831. for( i = 0; i < 8; i++ )
  15832. { // For each Direction
  15833. skill_unit_layout[pos].count = 15;
  15834. switch( i )
  15835. {
  15836. case 0: case 1: case 3: case 4: case 5: case 7:
  15837. {
  15838. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15839. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15840. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15841. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15842. }
  15843. break;
  15844. case 2:
  15845. case 6:
  15846. {
  15847. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15848. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15849. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15850. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15851. }
  15852. break;
  15853. }
  15854. pos++;
  15855. }
  15856. }
  15857. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  15858. int inf = 0;
  15859. struct status_change *sc = status_get_sc(bl);
  15860. if( !sc || !bl || !skill_id )
  15861. return 0; // Can do it
  15862. switch(type){
  15863. case SC_STASIS:
  15864. inf = skill_get_inf2(skill_id);
  15865. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  15866. return 1; // Can't do it.
  15867. switch( skill_id )
  15868. {
  15869. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  15870. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  15871. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  15872. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  15873. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  15874. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  15875. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  15876. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  15877. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  15878. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  15879. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  15880. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  15881. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  15882. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  15883. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  15884. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  15885. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  15886. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  15887. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  15888. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  15889. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  15890. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  15891. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  15892. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  15893. // Skills that need to be confirmed.
  15894. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  15895. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  15896. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  15897. case SO_ARRULLO:
  15898. return 1; // Can't do it.
  15899. }
  15900. break;
  15901. case SC_KAGEHUMI:
  15902. switch(skill_id){
  15903. case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
  15904. case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
  15905. case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
  15906. return 1; // needs more info
  15907. }
  15908. break;
  15909. }
  15910. return 0;
  15911. }
  15912. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  15913. int type = 0;
  15914. switch( skill_id ) {
  15915. case SO_SUMMON_AGNI: type = 2114; break;
  15916. case SO_SUMMON_AQUA: type = 2117; break;
  15917. case SO_SUMMON_VENTUS: type = 2120; break;
  15918. case SO_SUMMON_TERA: type = 2123; break;
  15919. }
  15920. type += skill_lv - 1;
  15921. return type;
  15922. }
  15923. /**
  15924. * reload stored skill cooldowns when a player logs in.
  15925. * @param sd the affected player structure
  15926. */
  15927. void skill_cooldown_load(struct map_session_data * sd)
  15928. {
  15929. int i;
  15930. struct skill_cd* cd = NULL;
  15931. // always check to make sure the session properly exists
  15932. nullpo_retv(sd);
  15933. if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
  15934. {// no skill cooldown is associated with this character
  15935. return;
  15936. }
  15937. // process each individual cooldown associated with the character
  15938. for( i = 0; i < cd->cursor; i++ )
  15939. {
  15940. // block the skill from usage but ensure it is not recorded (load = true)
  15941. skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
  15942. }
  15943. }
  15944. /*==========================================
  15945. * sub-function of DB reading.
  15946. * skill_db.txt
  15947. *------------------------------------------*/
  15948. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  15949. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  15950. uint16 skill_id = atoi(split[0]);
  15951. uint16 idx;
  15952. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  15953. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  15954. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  15955. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  15956. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  15957. return false;
  15958. }
  15959. idx = skill_get_index(skill_id);
  15960. if( !idx ) // invalid skill id
  15961. return false;
  15962. skill_split_atoi(split[1],skill_db[idx].range);
  15963. skill_db[idx].hit = atoi(split[2]);
  15964. skill_db[idx].inf = atoi(split[3]);
  15965. skill_split_atoi(split[4],skill_db[idx].element);
  15966. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  15967. skill_split_atoi(split[6],skill_db[idx].splash);
  15968. skill_db[idx].max = atoi(split[7]);
  15969. skill_split_atoi(split[8],skill_db[idx].num);
  15970. if( strcmpi(split[9],"yes") == 0 )
  15971. skill_db[idx].castcancel = 1;
  15972. else
  15973. skill_db[idx].castcancel = 0;
  15974. skill_db[idx].cast_def_rate = atoi(split[10]);
  15975. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  15976. skill_split_atoi(split[12],skill_db[idx].maxcount);
  15977. if( strcmpi(split[13],"weapon") == 0 )
  15978. skill_db[idx].skill_type = BF_WEAPON;
  15979. else if( strcmpi(split[13],"magic") == 0 )
  15980. skill_db[idx].skill_type = BF_MAGIC;
  15981. else if( strcmpi(split[13],"misc") == 0 )
  15982. skill_db[idx].skill_type = BF_MISC;
  15983. else
  15984. skill_db[idx].skill_type = 0;
  15985. skill_split_atoi(split[14],skill_db[idx].blewcount);
  15986. safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name));
  15987. safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc));
  15988. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  15989. return true;
  15990. }
  15991. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  15992. {// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  15993. char* p;
  15994. int j;
  15995. uint16 skill_id = atoi(split[0]);
  15996. uint16 idx = skill_get_index(skill_id);
  15997. if( !idx ) // invalid skill id
  15998. return false;
  15999. skill_split_atoi(split[1],skill_db[idx].hp);
  16000. skill_split_atoi(split[2],skill_db[idx].mhp);
  16001. skill_split_atoi(split[3],skill_db[idx].sp);
  16002. skill_split_atoi(split[4],skill_db[idx].hp_rate);
  16003. skill_split_atoi(split[5],skill_db[idx].sp_rate);
  16004. skill_split_atoi(split[6],skill_db[idx].zeny);
  16005. //Wich weapon type are required, see doc/item_db for types
  16006. p = split[7];
  16007. for( j = 0; j < 32; j++ )
  16008. {
  16009. int l = atoi(p);
  16010. if( l == 99 ) // Any weapon
  16011. {
  16012. skill_db[idx].weapon = 0;
  16013. break;
  16014. }
  16015. else
  16016. skill_db[idx].weapon |= 1<<l;
  16017. p = strchr(p,':');
  16018. if(!p)
  16019. break;
  16020. p++;
  16021. }
  16022. //FIXME: document this
  16023. p = split[8];
  16024. for( j = 0; j < 32; j++ )
  16025. {
  16026. int l = atoi(p);
  16027. if( l == 99 ) // Any ammo type
  16028. {
  16029. skill_db[idx].ammo = 0xFFFFFFFF;
  16030. break;
  16031. }
  16032. else if( l ) // 0 stands for no requirement
  16033. skill_db[idx].ammo |= 1<<l;
  16034. p = strchr(p,':');
  16035. if( !p )
  16036. break;
  16037. p++;
  16038. }
  16039. skill_split_atoi(split[9],skill_db[idx].ammo_qty);
  16040. if( strcmpi(split[10],"hiding")==0 ) skill_db[idx].state = ST_HIDING;
  16041. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[idx].state = ST_CLOAKING;
  16042. else if( strcmpi(split[10],"hidden")==0 ) skill_db[idx].state = ST_HIDDEN;
  16043. else if( strcmpi(split[10],"riding")==0 ) skill_db[idx].state = ST_RIDING;
  16044. else if( strcmpi(split[10],"falcon")==0 ) skill_db[idx].state = ST_FALCON;
  16045. else if( strcmpi(split[10],"cart")==0 ) skill_db[idx].state = ST_CART;
  16046. else if( strcmpi(split[10],"shield")==0 ) skill_db[idx].state = ST_SHIELD;
  16047. else if( strcmpi(split[10],"sight")==0 ) skill_db[idx].state = ST_SIGHT;
  16048. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[idx].state = ST_EXPLOSIONSPIRITS;
  16049. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[idx].state = ST_CARTBOOST;
  16050. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[idx].state = ST_RECOV_WEIGHT_RATE;
  16051. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[idx].state = ST_MOVE_ENABLE;
  16052. else if( strcmpi(split[10],"water")==0 ) skill_db[idx].state = ST_WATER;
  16053. /**
  16054. * New States
  16055. **/
  16056. else if( strcmpi(split[10],"dragon")==0 ) skill_db[idx].state = ST_RIDINGDRAGON;
  16057. else if( strcmpi(split[10],"warg")==0 ) skill_db[idx].state = ST_WUG;
  16058. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[idx].state = ST_RIDINGWUG;
  16059. else if( strcmpi(split[10],"mado")==0 ) skill_db[idx].state = ST_MADO;
  16060. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[idx].state = ST_ELEMENTALSPIRIT;
  16061. else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[idx].state = ST_POISONINGWEAPON;
  16062. else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[idx].state = ST_ROLLINGCUTTER;
  16063. else if (strcmpi(split[10], "mh_fighting") == 0) skill_db[idx].state = ST_MH_FIGHTING;
  16064. else if (strcmpi(split[10], "mh_grappling") == 0) skill_db[idx].state = ST_MH_GRAPPLING;
  16065. /**
  16066. * Unknown or no state
  16067. **/
  16068. else skill_db[idx].state = ST_NONE;
  16069. skill_split_atoi(split[11],skill_db[idx].spiritball);
  16070. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  16071. skill_db[idx].itemid[j] = atoi(split[12+ 2*j]);
  16072. skill_db[idx].amount[j] = atoi(split[13+ 2*j]);
  16073. }
  16074. return true;
  16075. }
  16076. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  16077. {// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  16078. uint16 skill_id = atoi(split[0]);
  16079. uint16 idx = skill_get_index(skill_id);
  16080. if( !idx ) // invalid skill id
  16081. return false;
  16082. skill_split_atoi(split[1],skill_db[idx].cast);
  16083. skill_split_atoi(split[2],skill_db[idx].delay);
  16084. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  16085. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  16086. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  16087. skill_split_atoi(split[6],skill_db[idx].cooldown);
  16088. #ifdef RENEWAL_CAST
  16089. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  16090. #endif
  16091. return true;
  16092. }
  16093. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  16094. {// Skill id,Cast,Delay (optional)
  16095. uint16 skill_id = atoi(split[0]);
  16096. uint16 idx = skill_get_index(skill_id);
  16097. if( !idx ) // invalid skill id
  16098. return false;
  16099. skill_split_atoi(split[1],skill_db[idx].castnodex);
  16100. if( split[2] ) // optional column
  16101. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  16102. return true;
  16103. }
  16104. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  16105. {// skill_id,Flag
  16106. uint16 skill_id = atoi(split[0]);
  16107. uint16 idx = skill_get_index(skill_id);
  16108. if( !idx ) // invalid skill id
  16109. return false;
  16110. skill_db[idx].nocast |= atoi(split[1]);
  16111. return true;
  16112. }
  16113. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  16114. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  16115. uint16 skill_id = atoi(split[0]);
  16116. uint16 idx = skill_get_index(skill_id);
  16117. if( !idx ) // invalid skill id
  16118. return false;
  16119. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  16120. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  16121. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  16122. skill_split_atoi(split[4],skill_db[idx].unit_range);
  16123. skill_db[idx].unit_interval = atoi(split[5]);
  16124. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  16125. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  16126. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  16127. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  16128. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  16129. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  16130. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  16131. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  16132. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  16133. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  16134. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  16135. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  16136. skill_db[idx].unit_target = BCT_NOENEMY;
  16137. //By default, target just characters.
  16138. skill_db[idx].unit_target |= BL_CHAR;
  16139. if (skill_db[idx].unit_flag&UF_NOPC)
  16140. skill_db[idx].unit_target &= ~BL_PC;
  16141. if (skill_db[idx].unit_flag&UF_NOMOB)
  16142. skill_db[idx].unit_target &= ~BL_MOB;
  16143. if (skill_db[idx].unit_flag&UF_SKILL)
  16144. skill_db[idx].unit_target |= BL_SKILL;
  16145. return true;
  16146. }
  16147. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  16148. {// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
  16149. int x,y;
  16150. int i = atoi(split[0]);
  16151. if( !i )
  16152. return false;
  16153. skill_produce_db[current].nameid = i;
  16154. skill_produce_db[current].itemlv = atoi(split[1]);
  16155. skill_produce_db[current].req_skill = atoi(split[2]);
  16156. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  16157. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  16158. {
  16159. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  16160. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  16161. }
  16162. return true;
  16163. }
  16164. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  16165. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  16166. int x,y;
  16167. int i = atoi(split[0]);
  16168. if( !i )
  16169. return false;
  16170. skill_arrow_db[current].nameid = i;
  16171. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  16172. {
  16173. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  16174. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  16175. }
  16176. return true;
  16177. }
  16178. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  16179. {// skill_id,PreservePoints
  16180. uint16 skill_id = atoi(split[0]);
  16181. int points = atoi(split[1]);
  16182. int nameid = atoi(split[2]);
  16183. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16184. ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
  16185. if ( !skill_get_inf(skill_id) )
  16186. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16187. if( points < 1 )
  16188. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16189. else
  16190. {
  16191. skill_spellbook_db[current].skill_id = skill_id;
  16192. skill_spellbook_db[current].point = points;
  16193. skill_spellbook_db[current].nameid = nameid;
  16194. return true;
  16195. }
  16196. return false;
  16197. }
  16198. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  16199. {// SkillID,Rate
  16200. uint16 skill_id = atoi(split[0]);
  16201. short j = atoi(split[1]);
  16202. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  16203. ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
  16204. return false;
  16205. }
  16206. if ( !skill_get_inf(skill_id) ) {
  16207. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16208. return false;
  16209. }
  16210. if( j < 1 ) {
  16211. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16212. return false;
  16213. }
  16214. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  16215. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  16216. }
  16217. skill_improvise_db[current].skill_id = skill_id;
  16218. skill_improvise_db[current].per = j; // Still need confirm it.
  16219. return true;
  16220. }
  16221. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  16222. {// SkillID
  16223. uint16 skill_id = atoi(split[0]);
  16224. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16225. {
  16226. ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
  16227. return false;
  16228. }
  16229. if ( !skill_get_inf(skill_id) )
  16230. {
  16231. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16232. return false;
  16233. }
  16234. skill_magicmushroom_db[current].skill_id = skill_id;
  16235. return true;
  16236. }
  16237. static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
  16238. uint16 skill_id = atoi(split[0]);
  16239. uint16 idx = skill_get_index(skill_id);
  16240. if( !idx )
  16241. return false;
  16242. skill_reproduce_db[idx] = true;
  16243. return true;
  16244. }
  16245. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  16246. {// skill_id,DummyName,RequiredHocusPocusLevel,Rate
  16247. uint16 skill_id = atoi(split[0]);
  16248. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16249. {
  16250. ShowError("abra_db: Invalid skill ID %d\n", skill_id);
  16251. return false;
  16252. }
  16253. if ( !skill_get_inf(skill_id) )
  16254. {
  16255. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16256. return false;
  16257. }
  16258. skill_abra_db[current].skill_id = skill_id;
  16259. skill_abra_db[current].req_lv = atoi(split[2]);
  16260. skill_abra_db[current].per = atoi(split[3]);
  16261. return true;
  16262. }
  16263. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  16264. {// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  16265. uint16 skill_id = atoi(split[0]);
  16266. short j = atoi(split[1]);
  16267. int x,y;
  16268. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  16269. if( skill_produce_db[x].nameid == skill_id )
  16270. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  16271. break;
  16272. }
  16273. if( x >= MAX_SKILL_PRODUCE_DB ){
  16274. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
  16275. return false;
  16276. }
  16277. if( current >= MAX_SKILL_PRODUCE_DB ) {
  16278. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  16279. }
  16280. skill_changematerial_db[current].itemid = skill_id;
  16281. skill_changematerial_db[current].rate = j;
  16282. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  16283. {
  16284. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  16285. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  16286. }
  16287. return true;
  16288. }
  16289. /*===============================
  16290. * DB reading.
  16291. * skill_db.txt
  16292. * skill_require_db.txt
  16293. * skill_cast_db.txt
  16294. * skill_castnodex_db.txt
  16295. * skill_nocast_db.txt
  16296. * skill_unit_db.txt
  16297. * produce_db.txt
  16298. * create_arrow_db.txt
  16299. * abra_db.txt
  16300. *------------------------------*/
  16301. static void skill_readdb(void)
  16302. {
  16303. // init skill db structures
  16304. db_clear(skilldb_name2id);
  16305. memset(skill_db,0,sizeof(skill_db));
  16306. memset(skill_produce_db,0,sizeof(skill_produce_db));
  16307. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  16308. memset(skill_abra_db,0,sizeof(skill_abra_db));
  16309. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  16310. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  16311. memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
  16312. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  16313. // load skill databases
  16314. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  16315. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  16316. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  16317. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  16318. #ifdef RENEWAL_CAST
  16319. sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  16320. #else
  16321. sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  16322. #endif
  16323. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  16324. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  16325. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  16326. skill_init_unit_layout();
  16327. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  16328. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  16329. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  16330. //Warlock
  16331. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  16332. //Guillotine Cross
  16333. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  16334. sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
  16335. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  16336. sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
  16337. }
  16338. void skill_reload (void) {
  16339. struct s_mapiterator *iter;
  16340. struct map_session_data *sd;
  16341. skill_readdb();
  16342. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  16343. iter = mapit_getallusers();
  16344. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  16345. clif_skillinfoblock(sd);
  16346. mapit_free(iter);
  16347. }
  16348. /*==========================================
  16349. *
  16350. *------------------------------------------*/
  16351. int do_init_skill (void)
  16352. {
  16353. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  16354. skill_readdb();
  16355. group_db = idb_alloc(DB_OPT_BASE);
  16356. skillunit_db = idb_alloc(DB_OPT_BASE);
  16357. skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16358. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16359. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  16360. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  16361. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  16362. add_timer_func_list(skill_castend_id,"skill_castend_id");
  16363. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  16364. add_timer_func_list(skill_timerskill,"skill_timerskill");
  16365. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  16366. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  16367. return 0;
  16368. }
  16369. int do_final_skill(void)
  16370. {
  16371. db_destroy(skilldb_name2id);
  16372. db_destroy(group_db);
  16373. db_destroy(skillunit_db);
  16374. db_destroy(skillcd_db);
  16375. db_destroy(skillusave_db);
  16376. ers_destroy(skill_unit_ers);
  16377. ers_destroy(skill_timer_ers);
  16378. return 0;
  16379. }