skill.c 685 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969597059715972597359745975597659775978597959805981598259835984598559865987598859895990599159925993599459955996599759985999600060016002600360046005600660076008600960106011601260136014601560166017601860196020602160226023602460256026602760286029603060316032603360346035603660376038603960406041604260436044604560466047604860496050605160526053605460556056605760586059606060616062606360646065606660676068606960706071607260736074607560766077607860796080608160826083608460856086608760886089609060916092609360946095609660976098609961006101610261036104610561066107610861096110611161126113611461156116611761186119612061216122612361246125612661276128612961306131613261336134613561366137613861396140614161426143614461456146614761486149615061516152615361546155615661576158615961606161616261636164616561666167616861696170617161726173617461756176617761786179618061816182618361846185618661876188618961906191619261936194619561966197619861996200620162026203620462056206620762086209621062116212621362146215621662176218621962206221622262236224622562266227622862296230623162326233623462356236623762386239624062416242624362446245624662476248624962506251625262536254625562566257625862596260626162626263626462656266626762686269627062716272627362746275627662776278627962806281628262836284628562866287628862896290629162926293629462956296629762986299630063016302630363046305630663076308630963106311631263136314631563166317631863196320632163226323632463256326632763286329633063316332633363346335633663376338633963406341634263436344634563466347634863496350635163526353635463556356635763586359636063616362636363646365636663676368636963706371637263736374637563766377637863796380638163826383638463856386638763886389639063916392639363946395639663976398639964006401640264036404640564066407640864096410641164126413641464156416641764186419642064216422642364246425642664276428642964306431643264336434643564366437643864396440644164426443644464456446644764486449645064516452645364546455645664576458645964606461646264636464646564666467646864696470647164726473647464756476647764786479648064816482648364846485648664876488648964906491649264936494649564966497649864996500650165026503650465056506650765086509651065116512651365146515651665176518651965206521652265236524652565266527652865296530653165326533653465356536653765386539654065416542654365446545654665476548654965506551655265536554655565566557655865596560656165626563656465656566656765686569657065716572657365746575657665776578657965806581658265836584658565866587658865896590659165926593659465956596659765986599660066016602660366046605660666076608660966106611661266136614661566166617661866196620662166226623662466256626662766286629663066316632663366346635663666376638663966406641664266436644664566466647664866496650665166526653665466556656665766586659666066616662666366646665666666676668666966706671667266736674667566766677667866796680668166826683668466856686668766886689669066916692669366946695669666976698669967006701670267036704670567066707670867096710671167126713671467156716671767186719672067216722672367246725672667276728672967306731673267336734673567366737673867396740674167426743674467456746674767486749675067516752675367546755675667576758675967606761676267636764676567666767676867696770677167726773677467756776677767786779678067816782678367846785678667876788678967906791679267936794679567966797679867996800680168026803680468056806680768086809681068116812681368146815681668176818681968206821682268236824682568266827682868296830683168326833683468356836683768386839684068416842684368446845684668476848684968506851685268536854685568566857685868596860686168626863686468656866686768686869687068716872687368746875687668776878687968806881688268836884688568866887688868896890689168926893689468956896689768986899690069016902690369046905690669076908690969106911691269136914691569166917691869196920692169226923692469256926692769286929693069316932693369346935693669376938693969406941694269436944694569466947694869496950695169526953695469556956695769586959696069616962696369646965696669676968696969706971697269736974697569766977697869796980698169826983698469856986698769886989699069916992699369946995699669976998699970007001700270037004700570067007700870097010701170127013701470157016701770187019702070217022702370247025702670277028702970307031703270337034703570367037703870397040704170427043704470457046704770487049705070517052705370547055705670577058705970607061706270637064706570667067706870697070707170727073707470757076707770787079708070817082708370847085708670877088708970907091709270937094709570967097709870997100710171027103710471057106710771087109711071117112711371147115711671177118711971207121712271237124712571267127712871297130713171327133713471357136713771387139714071417142714371447145714671477148714971507151715271537154715571567157715871597160716171627163716471657166716771687169717071717172717371747175717671777178717971807181718271837184718571867187718871897190719171927193719471957196719771987199720072017202720372047205720672077208720972107211721272137214721572167217721872197220722172227223722472257226722772287229723072317232723372347235723672377238723972407241724272437244724572467247724872497250725172527253725472557256725772587259726072617262726372647265726672677268726972707271727272737274727572767277727872797280728172827283728472857286728772887289729072917292729372947295729672977298729973007301730273037304730573067307730873097310731173127313731473157316731773187319732073217322732373247325732673277328732973307331733273337334733573367337733873397340734173427343734473457346734773487349735073517352735373547355735673577358735973607361736273637364736573667367736873697370737173727373737473757376737773787379738073817382738373847385738673877388738973907391739273937394739573967397739873997400740174027403740474057406740774087409741074117412741374147415741674177418741974207421742274237424742574267427742874297430743174327433743474357436743774387439744074417442744374447445744674477448744974507451745274537454745574567457745874597460746174627463746474657466746774687469747074717472747374747475747674777478747974807481748274837484748574867487748874897490749174927493749474957496749774987499750075017502750375047505750675077508750975107511751275137514751575167517751875197520752175227523752475257526752775287529753075317532753375347535753675377538753975407541754275437544754575467547754875497550755175527553755475557556755775587559756075617562756375647565756675677568756975707571757275737574757575767577757875797580758175827583758475857586758775887589759075917592759375947595759675977598759976007601760276037604760576067607760876097610761176127613761476157616761776187619762076217622762376247625762676277628762976307631763276337634763576367637763876397640764176427643764476457646764776487649765076517652765376547655765676577658765976607661766276637664766576667667766876697670767176727673767476757676767776787679768076817682768376847685768676877688768976907691769276937694769576967697769876997700770177027703770477057706770777087709771077117712771377147715771677177718771977207721772277237724772577267727772877297730773177327733773477357736773777387739774077417742774377447745774677477748774977507751775277537754775577567757775877597760776177627763776477657766776777687769777077717772777377747775777677777778777977807781778277837784778577867787778877897790779177927793779477957796779777987799780078017802780378047805780678077808780978107811781278137814781578167817781878197820782178227823782478257826782778287829783078317832783378347835783678377838783978407841784278437844784578467847784878497850785178527853785478557856785778587859786078617862786378647865786678677868786978707871787278737874787578767877787878797880788178827883788478857886788778887889789078917892789378947895789678977898789979007901790279037904790579067907790879097910791179127913791479157916791779187919792079217922792379247925792679277928792979307931793279337934793579367937793879397940794179427943794479457946794779487949795079517952795379547955795679577958795979607961796279637964796579667967796879697970797179727973797479757976797779787979798079817982798379847985798679877988798979907991799279937994799579967997799879998000800180028003800480058006800780088009801080118012801380148015801680178018801980208021802280238024802580268027802880298030803180328033803480358036803780388039804080418042804380448045804680478048804980508051805280538054805580568057805880598060806180628063806480658066806780688069807080718072807380748075807680778078807980808081808280838084808580868087808880898090809180928093809480958096809780988099810081018102810381048105810681078108810981108111811281138114811581168117811881198120812181228123812481258126812781288129813081318132813381348135813681378138813981408141814281438144814581468147814881498150815181528153815481558156815781588159816081618162816381648165816681678168816981708171817281738174817581768177817881798180818181828183818481858186818781888189819081918192819381948195819681978198819982008201820282038204820582068207820882098210821182128213821482158216821782188219822082218222822382248225822682278228822982308231823282338234823582368237823882398240824182428243824482458246824782488249825082518252825382548255825682578258825982608261826282638264826582668267826882698270827182728273827482758276827782788279828082818282828382848285828682878288828982908291829282938294829582968297829882998300830183028303830483058306830783088309831083118312831383148315831683178318831983208321832283238324832583268327832883298330833183328333833483358336833783388339834083418342834383448345834683478348834983508351835283538354835583568357835883598360836183628363836483658366836783688369837083718372837383748375837683778378837983808381838283838384838583868387838883898390839183928393839483958396839783988399840084018402840384048405840684078408840984108411841284138414841584168417841884198420842184228423842484258426842784288429843084318432843384348435843684378438843984408441844284438444844584468447844884498450845184528453845484558456845784588459846084618462846384648465846684678468846984708471847284738474847584768477847884798480848184828483848484858486848784888489849084918492849384948495849684978498849985008501850285038504850585068507850885098510851185128513851485158516851785188519852085218522852385248525852685278528852985308531853285338534853585368537853885398540854185428543854485458546854785488549855085518552855385548555855685578558855985608561856285638564856585668567856885698570857185728573857485758576857785788579858085818582858385848585858685878588858985908591859285938594859585968597859885998600860186028603860486058606860786088609861086118612861386148615861686178618861986208621862286238624862586268627862886298630863186328633863486358636863786388639864086418642864386448645864686478648864986508651865286538654865586568657865886598660866186628663866486658666866786688669867086718672867386748675867686778678867986808681868286838684868586868687868886898690869186928693869486958696869786988699870087018702870387048705870687078708870987108711871287138714871587168717871887198720872187228723872487258726872787288729873087318732873387348735873687378738873987408741874287438744874587468747874887498750875187528753875487558756875787588759876087618762876387648765876687678768876987708771877287738774877587768777877887798780878187828783878487858786878787888789879087918792879387948795879687978798879988008801880288038804880588068807880888098810881188128813881488158816881788188819882088218822882388248825882688278828882988308831883288338834883588368837883888398840884188428843884488458846884788488849885088518852885388548855885688578858885988608861886288638864886588668867886888698870887188728873887488758876887788788879888088818882888388848885888688878888888988908891889288938894889588968897889888998900890189028903890489058906890789088909891089118912891389148915891689178918891989208921892289238924892589268927892889298930893189328933893489358936893789388939894089418942894389448945894689478948894989508951895289538954895589568957895889598960896189628963896489658966896789688969897089718972897389748975897689778978897989808981898289838984898589868987898889898990899189928993899489958996899789988999900090019002900390049005900690079008900990109011901290139014901590169017901890199020902190229023902490259026902790289029903090319032903390349035903690379038903990409041904290439044904590469047904890499050905190529053905490559056905790589059906090619062906390649065906690679068906990709071907290739074907590769077907890799080908190829083908490859086908790889089909090919092909390949095909690979098909991009101910291039104910591069107910891099110911191129113911491159116911791189119912091219122912391249125912691279128912991309131913291339134913591369137913891399140914191429143914491459146914791489149915091519152915391549155915691579158915991609161916291639164916591669167916891699170917191729173917491759176917791789179918091819182918391849185918691879188918991909191919291939194919591969197919891999200920192029203920492059206920792089209921092119212921392149215921692179218921992209221922292239224922592269227922892299230923192329233923492359236923792389239924092419242924392449245924692479248924992509251925292539254925592569257925892599260926192629263926492659266926792689269927092719272927392749275927692779278927992809281928292839284928592869287928892899290929192929293929492959296929792989299930093019302930393049305930693079308930993109311931293139314931593169317931893199320932193229323932493259326932793289329933093319332933393349335933693379338933993409341934293439344934593469347934893499350935193529353935493559356935793589359936093619362936393649365936693679368936993709371937293739374937593769377937893799380938193829383938493859386938793889389939093919392939393949395939693979398939994009401940294039404940594069407940894099410941194129413941494159416941794189419942094219422942394249425942694279428942994309431943294339434943594369437943894399440944194429443944494459446944794489449945094519452945394549455945694579458945994609461946294639464946594669467946894699470947194729473947494759476947794789479948094819482948394849485948694879488948994909491949294939494949594969497949894999500950195029503950495059506950795089509951095119512951395149515951695179518951995209521952295239524952595269527952895299530953195329533953495359536953795389539954095419542954395449545954695479548954995509551955295539554955595569557955895599560956195629563956495659566956795689569957095719572957395749575957695779578957995809581958295839584958595869587958895899590959195929593959495959596959795989599960096019602960396049605960696079608960996109611961296139614961596169617961896199620962196229623962496259626962796289629963096319632963396349635963696379638963996409641964296439644964596469647964896499650965196529653965496559656965796589659966096619662966396649665966696679668966996709671967296739674967596769677967896799680968196829683968496859686968796889689969096919692969396949695969696979698969997009701970297039704970597069707970897099710971197129713971497159716971797189719972097219722972397249725972697279728972997309731973297339734973597369737973897399740974197429743974497459746974797489749975097519752975397549755975697579758975997609761976297639764976597669767976897699770977197729773977497759776977797789779978097819782978397849785978697879788978997909791979297939794979597969797979897999800980198029803980498059806980798089809981098119812981398149815981698179818981998209821982298239824982598269827982898299830983198329833983498359836983798389839984098419842984398449845984698479848984998509851985298539854985598569857985898599860986198629863986498659866986798689869987098719872987398749875987698779878987998809881988298839884988598869887988898899890989198929893989498959896989798989899990099019902990399049905990699079908990999109911991299139914991599169917991899199920992199229923992499259926992799289929993099319932993399349935993699379938993999409941994299439944994599469947994899499950995199529953995499559956995799589959996099619962996399649965996699679968996999709971997299739974997599769977997899799980998199829983998499859986998799889989999099919992999399949995999699979998999910000100011000210003100041000510006100071000810009100101001110012100131001410015100161001710018100191002010021100221002310024100251002610027100281002910030100311003210033100341003510036100371003810039100401004110042100431004410045100461004710048100491005010051100521005310054100551005610057100581005910060100611006210063100641006510066100671006810069100701007110072100731007410075100761007710078100791008010081100821008310084100851008610087100881008910090100911009210093100941009510096100971009810099101001010110102101031010410105101061010710108101091011010111101121011310114101151011610117101181011910120101211012210123101241012510126101271012810129101301013110132101331013410135101361013710138101391014010141101421014310144101451014610147101481014910150101511015210153101541015510156101571015810159101601016110162101631016410165101661016710168101691017010171101721017310174101751017610177101781017910180101811018210183101841018510186101871018810189101901019110192101931019410195101961019710198101991020010201102021020310204102051020610207102081020910210102111021210213102141021510216102171021810219102201022110222102231022410225102261022710228102291023010231102321023310234102351023610237102381023910240102411024210243102441024510246102471024810249102501025110252102531025410255102561025710258102591026010261102621026310264102651026610267102681026910270102711027210273102741027510276102771027810279102801028110282102831028410285102861028710288102891029010291102921029310294102951029610297102981029910300103011030210303103041030510306103071030810309103101031110312103131031410315103161031710318103191032010321103221032310324103251032610327103281032910330103311033210333103341033510336103371033810339103401034110342103431034410345103461034710348103491035010351103521035310354103551035610357103581035910360103611036210363103641036510366103671036810369103701037110372103731037410375103761037710378103791038010381103821038310384103851038610387103881038910390103911039210393103941039510396103971039810399104001040110402104031040410405104061040710408104091041010411104121041310414104151041610417104181041910420104211042210423104241042510426104271042810429104301043110432104331043410435104361043710438104391044010441104421044310444104451044610447104481044910450104511045210453104541045510456104571045810459104601046110462104631046410465104661046710468104691047010471104721047310474104751047610477104781047910480104811048210483104841048510486104871048810489104901049110492104931049410495104961049710498104991050010501105021050310504105051050610507105081050910510105111051210513105141051510516105171051810519105201052110522105231052410525105261052710528105291053010531105321053310534105351053610537105381053910540105411054210543105441054510546105471054810549105501055110552105531055410555105561055710558105591056010561105621056310564105651056610567105681056910570105711057210573105741057510576105771057810579105801058110582105831058410585105861058710588105891059010591105921059310594105951059610597105981059910600106011060210603106041060510606106071060810609106101061110612106131061410615106161061710618106191062010621106221062310624106251062610627106281062910630106311063210633106341063510636106371063810639106401064110642106431064410645106461064710648106491065010651106521065310654106551065610657106581065910660106611066210663106641066510666106671066810669106701067110672106731067410675106761067710678106791068010681106821068310684106851068610687106881068910690106911069210693106941069510696106971069810699107001070110702107031070410705107061070710708107091071010711107121071310714107151071610717107181071910720107211072210723107241072510726107271072810729107301073110732107331073410735107361073710738107391074010741107421074310744107451074610747107481074910750107511075210753107541075510756107571075810759107601076110762107631076410765107661076710768107691077010771107721077310774107751077610777107781077910780107811078210783107841078510786107871078810789107901079110792107931079410795107961079710798107991080010801108021080310804108051080610807108081080910810108111081210813108141081510816108171081810819108201082110822108231082410825108261082710828108291083010831108321083310834108351083610837108381083910840108411084210843108441084510846108471084810849108501085110852108531085410855108561085710858108591086010861108621086310864108651086610867108681086910870108711087210873108741087510876108771087810879108801088110882108831088410885108861088710888108891089010891108921089310894108951089610897108981089910900109011090210903109041090510906109071090810909109101091110912109131091410915109161091710918109191092010921109221092310924109251092610927109281092910930109311093210933109341093510936109371093810939109401094110942109431094410945109461094710948109491095010951109521095310954109551095610957109581095910960109611096210963109641096510966109671096810969109701097110972109731097410975109761097710978109791098010981109821098310984109851098610987109881098910990109911099210993109941099510996109971099810999110001100111002110031100411005110061100711008110091101011011110121101311014110151101611017110181101911020110211102211023110241102511026110271102811029110301103111032110331103411035110361103711038110391104011041110421104311044110451104611047110481104911050110511105211053110541105511056110571105811059110601106111062110631106411065110661106711068110691107011071110721107311074110751107611077110781107911080110811108211083110841108511086110871108811089110901109111092110931109411095110961109711098110991110011101111021110311104111051110611107111081110911110111111111211113111141111511116111171111811119111201112111122111231112411125111261112711128111291113011131111321113311134111351113611137111381113911140111411114211143111441114511146111471114811149111501115111152111531115411155111561115711158111591116011161111621116311164111651116611167111681116911170111711117211173111741117511176111771117811179111801118111182111831118411185111861118711188111891119011191111921119311194111951119611197111981119911200112011120211203112041120511206112071120811209112101121111212112131121411215112161121711218112191122011221112221122311224112251122611227112281122911230112311123211233112341123511236112371123811239112401124111242112431124411245112461124711248112491125011251112521125311254112551125611257112581125911260112611126211263112641126511266112671126811269112701127111272112731127411275112761127711278112791128011281112821128311284112851128611287112881128911290112911129211293112941129511296112971129811299113001130111302113031130411305113061130711308113091131011311113121131311314113151131611317113181131911320113211132211323113241132511326113271132811329113301133111332113331133411335113361133711338113391134011341113421134311344113451134611347113481134911350113511135211353113541135511356113571135811359113601136111362113631136411365113661136711368113691137011371113721137311374113751137611377113781137911380113811138211383113841138511386113871138811389113901139111392113931139411395113961139711398113991140011401114021140311404114051140611407114081140911410114111141211413114141141511416114171141811419114201142111422114231142411425114261142711428114291143011431114321143311434114351143611437114381143911440114411144211443114441144511446114471144811449114501145111452114531145411455114561145711458114591146011461114621146311464114651146611467114681146911470114711147211473114741147511476114771147811479114801148111482114831148411485114861148711488114891149011491114921149311494114951149611497114981149911500115011150211503115041150511506115071150811509115101151111512115131151411515115161151711518115191152011521115221152311524115251152611527115281152911530115311153211533115341153511536115371153811539115401154111542115431154411545115461154711548115491155011551115521155311554115551155611557115581155911560115611156211563115641156511566115671156811569115701157111572115731157411575115761157711578115791158011581115821158311584115851158611587115881158911590115911159211593115941159511596115971159811599116001160111602116031160411605116061160711608116091161011611116121161311614116151161611617116181161911620116211162211623116241162511626116271162811629116301163111632116331163411635116361163711638116391164011641116421164311644116451164611647116481164911650116511165211653116541165511656116571165811659116601166111662116631166411665116661166711668116691167011671116721167311674116751167611677116781167911680116811168211683116841168511686116871168811689116901169111692116931169411695116961169711698116991170011701117021170311704117051170611707117081170911710117111171211713117141171511716117171171811719117201172111722117231172411725117261172711728117291173011731117321173311734117351173611737117381173911740117411174211743117441174511746117471174811749117501175111752117531175411755117561175711758117591176011761117621176311764117651176611767117681176911770117711177211773117741177511776117771177811779117801178111782117831178411785117861178711788117891179011791117921179311794117951179611797117981179911800118011180211803118041180511806118071180811809118101181111812118131181411815118161181711818118191182011821118221182311824118251182611827118281182911830118311183211833118341183511836118371183811839118401184111842118431184411845118461184711848118491185011851118521185311854118551185611857118581185911860118611186211863118641186511866118671186811869118701187111872118731187411875118761187711878118791188011881118821188311884118851188611887118881188911890118911189211893118941189511896118971189811899119001190111902119031190411905119061190711908119091191011911119121191311914119151191611917119181191911920119211192211923119241192511926119271192811929119301193111932119331193411935119361193711938119391194011941119421194311944119451194611947119481194911950119511195211953119541195511956119571195811959119601196111962119631196411965119661196711968119691197011971119721197311974119751197611977119781197911980119811198211983119841198511986119871198811989119901199111992119931199411995119961199711998119991200012001120021200312004120051200612007120081200912010120111201212013120141201512016120171201812019120201202112022120231202412025120261202712028120291203012031120321203312034120351203612037120381203912040120411204212043120441204512046120471204812049120501205112052120531205412055120561205712058120591206012061120621206312064120651206612067120681206912070120711207212073120741207512076120771207812079120801208112082120831208412085120861208712088120891209012091120921209312094120951209612097120981209912100121011210212103121041210512106121071210812109121101211112112121131211412115121161211712118121191212012121121221212312124121251212612127121281212912130121311213212133121341213512136121371213812139121401214112142121431214412145121461214712148121491215012151121521215312154121551215612157121581215912160121611216212163121641216512166121671216812169121701217112172121731217412175121761217712178121791218012181121821218312184121851218612187121881218912190121911219212193121941219512196121971219812199122001220112202122031220412205122061220712208122091221012211122121221312214122151221612217122181221912220122211222212223122241222512226122271222812229122301223112232122331223412235122361223712238122391224012241122421224312244122451224612247122481224912250122511225212253122541225512256122571225812259122601226112262122631226412265122661226712268122691227012271122721227312274122751227612277122781227912280122811228212283122841228512286122871228812289122901229112292122931229412295122961229712298122991230012301123021230312304123051230612307123081230912310123111231212313123141231512316123171231812319123201232112322123231232412325123261232712328123291233012331123321233312334123351233612337123381233912340123411234212343123441234512346123471234812349123501235112352123531235412355123561235712358123591236012361123621236312364123651236612367123681236912370123711237212373123741237512376123771237812379123801238112382123831238412385123861238712388123891239012391123921239312394123951239612397123981239912400124011240212403124041240512406124071240812409124101241112412124131241412415124161241712418124191242012421124221242312424124251242612427124281242912430124311243212433124341243512436124371243812439124401244112442124431244412445124461244712448124491245012451124521245312454124551245612457124581245912460124611246212463124641246512466124671246812469124701247112472124731247412475124761247712478124791248012481124821248312484124851248612487124881248912490124911249212493124941249512496124971249812499125001250112502125031250412505125061250712508125091251012511125121251312514125151251612517125181251912520125211252212523125241252512526125271252812529125301253112532125331253412535125361253712538125391254012541125421254312544125451254612547125481254912550125511255212553125541255512556125571255812559125601256112562125631256412565125661256712568125691257012571125721257312574125751257612577125781257912580125811258212583125841258512586125871258812589125901259112592125931259412595125961259712598125991260012601126021260312604126051260612607126081260912610126111261212613126141261512616126171261812619126201262112622126231262412625126261262712628126291263012631126321263312634126351263612637126381263912640126411264212643126441264512646126471264812649126501265112652126531265412655126561265712658126591266012661126621266312664126651266612667126681266912670126711267212673126741267512676126771267812679126801268112682126831268412685126861268712688126891269012691126921269312694126951269612697126981269912700127011270212703127041270512706127071270812709127101271112712127131271412715127161271712718127191272012721127221272312724127251272612727127281272912730127311273212733127341273512736127371273812739127401274112742127431274412745127461274712748127491275012751127521275312754127551275612757127581275912760127611276212763127641276512766127671276812769127701277112772127731277412775127761277712778127791278012781127821278312784127851278612787127881278912790127911279212793127941279512796127971279812799128001280112802128031280412805128061280712808128091281012811128121281312814128151281612817128181281912820128211282212823128241282512826128271282812829128301283112832128331283412835128361283712838128391284012841128421284312844128451284612847128481284912850128511285212853128541285512856128571285812859128601286112862128631286412865128661286712868128691287012871128721287312874128751287612877128781287912880128811288212883128841288512886128871288812889128901289112892128931289412895128961289712898128991290012901129021290312904129051290612907129081290912910129111291212913129141291512916129171291812919129201292112922129231292412925129261292712928129291293012931129321293312934129351293612937129381293912940129411294212943129441294512946129471294812949129501295112952129531295412955129561295712958129591296012961129621296312964129651296612967129681296912970129711297212973129741297512976129771297812979129801298112982129831298412985129861298712988129891299012991129921299312994129951299612997129981299913000130011300213003130041300513006130071300813009130101301113012130131301413015130161301713018130191302013021130221302313024130251302613027130281302913030130311303213033130341303513036130371303813039130401304113042130431304413045130461304713048130491305013051130521305313054130551305613057130581305913060130611306213063130641306513066130671306813069130701307113072130731307413075130761307713078130791308013081130821308313084130851308613087130881308913090130911309213093130941309513096130971309813099131001310113102131031310413105131061310713108131091311013111131121311313114131151311613117131181311913120131211312213123131241312513126131271312813129131301313113132131331313413135131361313713138131391314013141131421314313144131451314613147131481314913150131511315213153131541315513156131571315813159131601316113162131631316413165131661316713168131691317013171131721317313174131751317613177131781317913180131811318213183131841318513186131871318813189131901319113192131931319413195131961319713198131991320013201132021320313204132051320613207132081320913210132111321213213132141321513216132171321813219132201322113222132231322413225132261322713228132291323013231132321323313234132351323613237132381323913240132411324213243132441324513246132471324813249132501325113252132531325413255132561325713258132591326013261132621326313264132651326613267132681326913270132711327213273132741327513276132771327813279132801328113282132831328413285132861328713288132891329013291132921329313294132951329613297132981329913300133011330213303133041330513306133071330813309133101331113312133131331413315133161331713318133191332013321133221332313324133251332613327133281332913330133311333213333133341333513336133371333813339133401334113342133431334413345133461334713348133491335013351133521335313354133551335613357133581335913360133611336213363133641336513366133671336813369133701337113372133731337413375133761337713378133791338013381133821338313384133851338613387133881338913390133911339213393133941339513396133971339813399134001340113402134031340413405134061340713408134091341013411134121341313414134151341613417134181341913420134211342213423134241342513426134271342813429134301343113432134331343413435134361343713438134391344013441134421344313444134451344613447134481344913450134511345213453134541345513456134571345813459134601346113462134631346413465134661346713468134691347013471134721347313474134751347613477134781347913480134811348213483134841348513486134871348813489134901349113492134931349413495134961349713498134991350013501135021350313504135051350613507135081350913510135111351213513135141351513516135171351813519135201352113522135231352413525135261352713528135291353013531135321353313534135351353613537135381353913540135411354213543135441354513546135471354813549135501355113552135531355413555135561355713558135591356013561135621356313564135651356613567135681356913570135711357213573135741357513576135771357813579135801358113582135831358413585135861358713588135891359013591135921359313594135951359613597135981359913600136011360213603136041360513606136071360813609136101361113612136131361413615136161361713618136191362013621136221362313624136251362613627136281362913630136311363213633136341363513636136371363813639136401364113642136431364413645136461364713648136491365013651136521365313654136551365613657136581365913660136611366213663136641366513666136671366813669136701367113672136731367413675136761367713678136791368013681136821368313684136851368613687136881368913690136911369213693136941369513696136971369813699137001370113702137031370413705137061370713708137091371013711137121371313714137151371613717137181371913720137211372213723137241372513726137271372813729137301373113732137331373413735137361373713738137391374013741137421374313744137451374613747137481374913750137511375213753137541375513756137571375813759137601376113762137631376413765137661376713768137691377013771137721377313774137751377613777137781377913780137811378213783137841378513786137871378813789137901379113792137931379413795137961379713798137991380013801138021380313804138051380613807138081380913810138111381213813138141381513816138171381813819138201382113822138231382413825138261382713828138291383013831138321383313834138351383613837138381383913840138411384213843138441384513846138471384813849138501385113852138531385413855138561385713858138591386013861138621386313864138651386613867138681386913870138711387213873138741387513876138771387813879138801388113882138831388413885138861388713888138891389013891138921389313894138951389613897138981389913900139011390213903139041390513906139071390813909139101391113912139131391413915139161391713918139191392013921139221392313924139251392613927139281392913930139311393213933139341393513936139371393813939139401394113942139431394413945139461394713948139491395013951139521395313954139551395613957139581395913960139611396213963139641396513966139671396813969139701397113972139731397413975139761397713978139791398013981139821398313984139851398613987139881398913990139911399213993139941399513996139971399813999140001400114002140031400414005140061400714008140091401014011140121401314014140151401614017140181401914020140211402214023140241402514026140271402814029140301403114032140331403414035140361403714038140391404014041140421404314044140451404614047140481404914050140511405214053140541405514056140571405814059140601406114062140631406414065140661406714068140691407014071140721407314074140751407614077140781407914080140811408214083140841408514086140871408814089140901409114092140931409414095140961409714098140991410014101141021410314104141051410614107141081410914110141111411214113141141411514116141171411814119141201412114122141231412414125141261412714128141291413014131141321413314134141351413614137141381413914140141411414214143141441414514146141471414814149141501415114152141531415414155141561415714158141591416014161141621416314164141651416614167141681416914170141711417214173141741417514176141771417814179141801418114182141831418414185141861418714188141891419014191141921419314194141951419614197141981419914200142011420214203142041420514206142071420814209142101421114212142131421414215142161421714218142191422014221142221422314224142251422614227142281422914230142311423214233142341423514236142371423814239142401424114242142431424414245142461424714248142491425014251142521425314254142551425614257142581425914260142611426214263142641426514266142671426814269142701427114272142731427414275142761427714278142791428014281142821428314284142851428614287142881428914290142911429214293142941429514296142971429814299143001430114302143031430414305143061430714308143091431014311143121431314314143151431614317143181431914320143211432214323143241432514326143271432814329143301433114332143331433414335143361433714338143391434014341143421434314344143451434614347143481434914350143511435214353143541435514356143571435814359143601436114362143631436414365143661436714368143691437014371143721437314374143751437614377143781437914380143811438214383143841438514386143871438814389143901439114392143931439414395143961439714398143991440014401144021440314404144051440614407144081440914410144111441214413144141441514416144171441814419144201442114422144231442414425144261442714428144291443014431144321443314434144351443614437144381443914440144411444214443144441444514446144471444814449144501445114452144531445414455144561445714458144591446014461144621446314464144651446614467144681446914470144711447214473144741447514476144771447814479144801448114482144831448414485144861448714488144891449014491144921449314494144951449614497144981449914500145011450214503145041450514506145071450814509145101451114512145131451414515145161451714518145191452014521145221452314524145251452614527145281452914530145311453214533145341453514536145371453814539145401454114542145431454414545145461454714548145491455014551145521455314554145551455614557145581455914560145611456214563145641456514566145671456814569145701457114572145731457414575145761457714578145791458014581145821458314584145851458614587145881458914590145911459214593145941459514596145971459814599146001460114602146031460414605146061460714608146091461014611146121461314614146151461614617146181461914620146211462214623146241462514626146271462814629146301463114632146331463414635146361463714638146391464014641146421464314644146451464614647146481464914650146511465214653146541465514656146571465814659146601466114662146631466414665146661466714668146691467014671146721467314674146751467614677146781467914680146811468214683146841468514686146871468814689146901469114692146931469414695146961469714698146991470014701147021470314704147051470614707147081470914710147111471214713147141471514716147171471814719147201472114722147231472414725147261472714728147291473014731147321473314734147351473614737147381473914740147411474214743147441474514746147471474814749147501475114752147531475414755147561475714758147591476014761147621476314764147651476614767147681476914770147711477214773147741477514776147771477814779147801478114782147831478414785147861478714788147891479014791147921479314794147951479614797147981479914800148011480214803148041480514806148071480814809148101481114812148131481414815148161481714818148191482014821148221482314824148251482614827148281482914830148311483214833148341483514836148371483814839148401484114842148431484414845148461484714848148491485014851148521485314854148551485614857148581485914860148611486214863148641486514866148671486814869148701487114872148731487414875148761487714878148791488014881148821488314884148851488614887148881488914890148911489214893148941489514896148971489814899149001490114902149031490414905149061490714908149091491014911149121491314914149151491614917149181491914920149211492214923149241492514926149271492814929149301493114932149331493414935149361493714938149391494014941149421494314944149451494614947149481494914950149511495214953149541495514956149571495814959149601496114962149631496414965149661496714968149691497014971149721497314974149751497614977149781497914980149811498214983149841498514986149871498814989149901499114992149931499414995149961499714998149991500015001150021500315004150051500615007150081500915010150111501215013150141501515016150171501815019150201502115022150231502415025150261502715028150291503015031150321503315034150351503615037150381503915040150411504215043150441504515046150471504815049150501505115052150531505415055150561505715058150591506015061150621506315064150651506615067150681506915070150711507215073150741507515076150771507815079150801508115082150831508415085150861508715088150891509015091150921509315094150951509615097150981509915100151011510215103151041510515106151071510815109151101511115112151131511415115151161511715118151191512015121151221512315124151251512615127151281512915130151311513215133151341513515136151371513815139151401514115142151431514415145151461514715148151491515015151151521515315154151551515615157151581515915160151611516215163151641516515166151671516815169151701517115172151731517415175151761517715178151791518015181151821518315184151851518615187151881518915190151911519215193151941519515196151971519815199152001520115202152031520415205152061520715208152091521015211152121521315214152151521615217152181521915220152211522215223152241522515226152271522815229152301523115232152331523415235152361523715238152391524015241152421524315244152451524615247152481524915250152511525215253152541525515256152571525815259152601526115262152631526415265152661526715268152691527015271152721527315274152751527615277152781527915280152811528215283152841528515286152871528815289152901529115292152931529415295152961529715298152991530015301153021530315304153051530615307153081530915310153111531215313153141531515316153171531815319153201532115322153231532415325153261532715328153291533015331153321533315334153351533615337153381533915340153411534215343153441534515346153471534815349153501535115352153531535415355153561535715358153591536015361153621536315364153651536615367153681536915370153711537215373153741537515376153771537815379153801538115382153831538415385153861538715388153891539015391153921539315394153951539615397153981539915400154011540215403154041540515406154071540815409154101541115412154131541415415154161541715418154191542015421154221542315424154251542615427154281542915430154311543215433154341543515436154371543815439154401544115442154431544415445154461544715448154491545015451154521545315454154551545615457154581545915460154611546215463154641546515466154671546815469154701547115472154731547415475154761547715478154791548015481154821548315484154851548615487154881548915490154911549215493154941549515496154971549815499155001550115502155031550415505155061550715508155091551015511155121551315514155151551615517155181551915520155211552215523155241552515526155271552815529155301553115532155331553415535155361553715538155391554015541155421554315544155451554615547155481554915550155511555215553155541555515556155571555815559155601556115562155631556415565155661556715568155691557015571155721557315574155751557615577155781557915580155811558215583155841558515586155871558815589155901559115592155931559415595155961559715598155991560015601156021560315604156051560615607156081560915610156111561215613156141561515616156171561815619156201562115622156231562415625156261562715628156291563015631156321563315634156351563615637156381563915640156411564215643156441564515646156471564815649156501565115652156531565415655156561565715658156591566015661156621566315664156651566615667156681566915670156711567215673156741567515676156771567815679156801568115682156831568415685156861568715688156891569015691156921569315694156951569615697156981569915700157011570215703157041570515706157071570815709157101571115712157131571415715157161571715718157191572015721157221572315724157251572615727157281572915730157311573215733157341573515736157371573815739157401574115742157431574415745157461574715748157491575015751157521575315754157551575615757157581575915760157611576215763157641576515766157671576815769157701577115772157731577415775157761577715778157791578015781157821578315784157851578615787157881578915790157911579215793157941579515796157971579815799158001580115802158031580415805158061580715808158091581015811158121581315814158151581615817158181581915820158211582215823158241582515826158271582815829158301583115832158331583415835158361583715838158391584015841158421584315844158451584615847158481584915850158511585215853158541585515856158571585815859158601586115862158631586415865158661586715868158691587015871158721587315874158751587615877158781587915880158811588215883158841588515886158871588815889158901589115892158931589415895158961589715898158991590015901159021590315904159051590615907159081590915910159111591215913159141591515916159171591815919159201592115922159231592415925159261592715928159291593015931159321593315934159351593615937159381593915940159411594215943159441594515946159471594815949159501595115952159531595415955159561595715958159591596015961159621596315964159651596615967159681596915970159711597215973159741597515976159771597815979159801598115982159831598415985159861598715988159891599015991159921599315994159951599615997159981599916000160011600216003160041600516006160071600816009160101601116012160131601416015160161601716018160191602016021160221602316024160251602616027160281602916030160311603216033160341603516036160371603816039160401604116042160431604416045160461604716048160491605016051160521605316054160551605616057160581605916060160611606216063160641606516066160671606816069160701607116072160731607416075160761607716078160791608016081160821608316084160851608616087160881608916090160911609216093160941609516096160971609816099161001610116102161031610416105161061610716108161091611016111161121611316114161151611616117161181611916120161211612216123161241612516126161271612816129161301613116132161331613416135161361613716138161391614016141161421614316144161451614616147161481614916150161511615216153161541615516156161571615816159161601616116162161631616416165161661616716168161691617016171161721617316174161751617616177161781617916180161811618216183161841618516186161871618816189161901619116192161931619416195161961619716198161991620016201162021620316204162051620616207162081620916210162111621216213162141621516216162171621816219162201622116222162231622416225162261622716228162291623016231162321623316234162351623616237162381623916240162411624216243162441624516246162471624816249162501625116252162531625416255162561625716258162591626016261162621626316264162651626616267162681626916270162711627216273162741627516276162771627816279162801628116282162831628416285162861628716288162891629016291162921629316294162951629616297162981629916300163011630216303163041630516306163071630816309163101631116312163131631416315163161631716318163191632016321163221632316324163251632616327163281632916330163311633216333163341633516336163371633816339163401634116342163431634416345163461634716348163491635016351163521635316354163551635616357163581635916360163611636216363163641636516366163671636816369163701637116372163731637416375163761637716378163791638016381163821638316384163851638616387163881638916390163911639216393163941639516396163971639816399164001640116402164031640416405164061640716408164091641016411164121641316414164151641616417164181641916420164211642216423164241642516426164271642816429164301643116432164331643416435164361643716438164391644016441164421644316444164451644616447164481644916450164511645216453164541645516456164571645816459164601646116462164631646416465164661646716468164691647016471164721647316474164751647616477164781647916480164811648216483164841648516486164871648816489164901649116492164931649416495164961649716498164991650016501165021650316504165051650616507165081650916510165111651216513165141651516516165171651816519165201652116522165231652416525165261652716528165291653016531165321653316534165351653616537165381653916540165411654216543165441654516546165471654816549165501655116552165531655416555165561655716558165591656016561165621656316564165651656616567165681656916570165711657216573165741657516576165771657816579165801658116582165831658416585165861658716588165891659016591165921659316594165951659616597165981659916600166011660216603166041660516606166071660816609166101661116612166131661416615166161661716618166191662016621166221662316624166251662616627166281662916630166311663216633166341663516636166371663816639166401664116642166431664416645166461664716648166491665016651166521665316654166551665616657166581665916660166611666216663166641666516666166671666816669166701667116672166731667416675166761667716678166791668016681166821668316684166851668616687166881668916690166911669216693166941669516696166971669816699167001670116702167031670416705167061670716708167091671016711167121671316714167151671616717167181671916720167211672216723167241672516726167271672816729167301673116732167331673416735167361673716738167391674016741167421674316744167451674616747167481674916750167511675216753167541675516756167571675816759167601676116762167631676416765167661676716768167691677016771167721677316774167751677616777167781677916780167811678216783167841678516786167871678816789167901679116792167931679416795167961679716798167991680016801168021680316804168051680616807168081680916810168111681216813168141681516816168171681816819168201682116822168231682416825168261682716828168291683016831168321683316834168351683616837168381683916840168411684216843168441684516846168471684816849168501685116852168531685416855168561685716858168591686016861168621686316864168651686616867168681686916870168711687216873168741687516876168771687816879168801688116882168831688416885168861688716888168891689016891168921689316894168951689616897168981689916900169011690216903169041690516906169071690816909169101691116912169131691416915169161691716918169191692016921169221692316924169251692616927169281692916930169311693216933169341693516936169371693816939169401694116942169431694416945169461694716948169491695016951169521695316954169551695616957169581695916960169611696216963169641696516966169671696816969169701697116972169731697416975169761697716978169791698016981169821698316984169851698616987169881698916990169911699216993169941699516996169971699816999170001700117002170031700417005170061700717008170091701017011170121701317014170151701617017170181701917020170211702217023170241702517026170271702817029170301703117032170331703417035170361703717038170391704017041170421704317044170451704617047170481704917050170511705217053170541705517056170571705817059170601706117062170631706417065170661706717068170691707017071170721707317074170751707617077170781707917080170811708217083170841708517086170871708817089170901709117092170931709417095170961709717098170991710017101171021710317104171051710617107171081710917110171111711217113171141711517116171171711817119171201712117122171231712417125171261712717128171291713017131171321713317134171351713617137171381713917140171411714217143171441714517146171471714817149171501715117152171531715417155171561715717158171591716017161171621716317164171651716617167171681716917170171711717217173171741717517176171771717817179171801718117182171831718417185171861718717188171891719017191171921719317194171951719617197171981719917200172011720217203172041720517206172071720817209172101721117212172131721417215172161721717218172191722017221172221722317224172251722617227172281722917230172311723217233172341723517236172371723817239172401724117242172431724417245172461724717248172491725017251172521725317254172551725617257172581725917260172611726217263172641726517266172671726817269172701727117272172731727417275172761727717278172791728017281172821728317284172851728617287172881728917290172911729217293172941729517296172971729817299173001730117302173031730417305173061730717308173091731017311173121731317314173151731617317173181731917320173211732217323173241732517326173271732817329173301733117332173331733417335173361733717338173391734017341173421734317344173451734617347173481734917350173511735217353173541735517356173571735817359173601736117362173631736417365173661736717368173691737017371173721737317374173751737617377173781737917380173811738217383173841738517386173871738817389173901739117392173931739417395173961739717398173991740017401174021740317404174051740617407174081740917410174111741217413174141741517416174171741817419174201742117422174231742417425174261742717428174291743017431174321743317434174351743617437174381743917440174411744217443174441744517446174471744817449174501745117452174531745417455174561745717458174591746017461174621746317464174651746617467174681746917470174711747217473174741747517476174771747817479174801748117482174831748417485174861748717488174891749017491174921749317494174951749617497174981749917500175011750217503175041750517506175071750817509175101751117512175131751417515175161751717518175191752017521175221752317524175251752617527175281752917530175311753217533175341753517536175371753817539175401754117542175431754417545175461754717548175491755017551175521755317554175551755617557175581755917560175611756217563175641756517566175671756817569175701757117572175731757417575175761757717578175791758017581175821758317584175851758617587175881758917590175911759217593175941759517596175971759817599176001760117602176031760417605176061760717608176091761017611176121761317614176151761617617176181761917620176211762217623176241762517626176271762817629176301763117632176331763417635176361763717638176391764017641176421764317644176451764617647176481764917650176511765217653176541765517656176571765817659176601766117662176631766417665176661766717668176691767017671176721767317674176751767617677176781767917680176811768217683176841768517686176871768817689176901769117692176931769417695176961769717698176991770017701177021770317704177051770617707177081770917710177111771217713177141771517716177171771817719177201772117722177231772417725177261772717728177291773017731177321773317734177351773617737177381773917740177411774217743177441774517746177471774817749177501775117752177531775417755177561775717758177591776017761177621776317764177651776617767177681776917770177711777217773177741777517776177771777817779177801778117782177831778417785177861778717788177891779017791177921779317794177951779617797177981779917800178011780217803178041780517806178071780817809178101781117812178131781417815178161781717818178191782017821178221782317824178251782617827178281782917830178311783217833178341783517836178371783817839178401784117842178431784417845178461784717848178491785017851178521785317854178551785617857178581785917860178611786217863178641786517866178671786817869178701787117872178731787417875178761787717878178791788017881178821788317884178851788617887178881788917890178911789217893178941789517896178971789817899179001790117902179031790417905179061790717908179091791017911179121791317914179151791617917179181791917920179211792217923179241792517926179271792817929179301793117932179331793417935179361793717938179391794017941179421794317944179451794617947179481794917950179511795217953179541795517956179571795817959179601796117962179631796417965179661796717968179691797017971179721797317974179751797617977179781797917980179811798217983179841798517986179871798817989179901799117992179931799417995179961799717998179991800018001180021800318004180051800618007180081800918010180111801218013180141801518016180171801818019180201802118022180231802418025180261802718028180291803018031180321803318034180351803618037180381803918040180411804218043180441804518046180471804818049180501805118052180531805418055180561805718058180591806018061180621806318064180651806618067180681806918070180711807218073180741807518076180771807818079180801808118082180831808418085180861808718088180891809018091180921809318094180951809618097180981809918100181011810218103181041810518106181071810818109181101811118112181131811418115181161811718118181191812018121181221812318124181251812618127181281812918130181311813218133181341813518136181371813818139181401814118142181431814418145181461814718148181491815018151181521815318154181551815618157181581815918160181611816218163181641816518166181671816818169181701817118172181731817418175181761817718178181791818018181181821818318184181851818618187181881818918190181911819218193181941819518196181971819818199182001820118202182031820418205182061820718208182091821018211182121821318214182151821618217182181821918220182211822218223182241822518226182271822818229182301823118232182331823418235182361823718238182391824018241182421824318244182451824618247182481824918250182511825218253182541825518256182571825818259182601826118262182631826418265182661826718268182691827018271182721827318274182751827618277182781827918280182811828218283182841828518286182871828818289182901829118292182931829418295182961829718298182991830018301183021830318304183051830618307183081830918310183111831218313183141831518316183171831818319183201832118322183231832418325183261832718328183291833018331183321833318334183351833618337183381833918340183411834218343183441834518346183471834818349183501835118352183531835418355183561835718358183591836018361183621836318364183651836618367183681836918370183711837218373183741837518376183771837818379183801838118382183831838418385183861838718388183891839018391183921839318394183951839618397183981839918400184011840218403184041840518406184071840818409184101841118412184131841418415184161841718418184191842018421184221842318424184251842618427184281842918430184311843218433184341843518436184371843818439184401844118442184431844418445184461844718448184491845018451184521845318454184551845618457184581845918460184611846218463184641846518466184671846818469184701847118472184731847418475184761847718478184791848018481184821848318484184851848618487184881848918490184911849218493184941849518496184971849818499185001850118502185031850418505185061850718508185091851018511185121851318514185151851618517185181851918520185211852218523185241852518526185271852818529185301853118532185331853418535185361853718538185391854018541185421854318544185451854618547185481854918550185511855218553185541855518556185571855818559185601856118562185631856418565185661856718568185691857018571185721857318574185751857618577185781857918580185811858218583185841858518586185871858818589185901859118592185931859418595185961859718598185991860018601186021860318604186051860618607186081860918610186111861218613186141861518616186171861818619186201862118622186231862418625186261862718628186291863018631186321863318634186351863618637186381863918640186411864218643186441864518646186471864818649186501865118652186531865418655186561865718658186591866018661186621866318664186651866618667186681866918670186711867218673186741867518676186771867818679186801868118682186831868418685186861868718688186891869018691186921869318694186951869618697186981869918700187011870218703187041870518706187071870818709187101871118712187131871418715187161871718718187191872018721187221872318724187251872618727187281872918730187311873218733187341873518736187371873818739187401874118742187431874418745187461874718748187491875018751187521875318754187551875618757187581875918760187611876218763187641876518766187671876818769187701877118772187731877418775187761877718778187791878018781187821878318784187851878618787187881878918790187911879218793187941879518796187971879818799188001880118802188031880418805188061880718808188091881018811188121881318814188151881618817188181881918820188211882218823188241882518826188271882818829188301883118832188331883418835188361883718838188391884018841188421884318844188451884618847188481884918850188511885218853188541885518856188571885818859188601886118862188631886418865188661886718868188691887018871188721887318874188751887618877188781887918880188811888218883188841888518886188871888818889188901889118892188931889418895188961889718898188991890018901189021890318904189051890618907189081890918910189111891218913189141891518916189171891818919189201892118922189231892418925189261892718928189291893018931189321893318934189351893618937189381893918940189411894218943189441894518946189471894818949189501895118952189531895418955189561895718958189591896018961189621896318964189651896618967189681896918970189711897218973189741897518976189771897818979189801898118982189831898418985189861898718988189891899018991189921899318994189951899618997189981899919000190011900219003190041900519006190071900819009190101901119012190131901419015190161901719018190191902019021190221902319024190251902619027190281902919030190311903219033190341903519036190371903819039190401904119042190431904419045190461904719048190491905019051190521905319054190551905619057190581905919060190611906219063190641906519066190671906819069190701907119072190731907419075190761907719078190791908019081190821908319084190851908619087190881908919090190911909219093190941909519096190971909819099191001910119102191031910419105191061910719108191091911019111191121911319114191151911619117191181911919120191211912219123191241912519126191271912819129191301913119132191331913419135191361913719138191391914019141191421914319144191451914619147191481914919150191511915219153191541915519156191571915819159191601916119162191631916419165191661916719168191691917019171191721917319174191751917619177191781917919180191811918219183191841918519186191871918819189191901919119192191931919419195191961919719198191991920019201192021920319204192051920619207192081920919210192111921219213192141921519216192171921819219192201922119222192231922419225192261922719228192291923019231192321923319234192351923619237192381923919240192411924219243192441924519246192471924819249192501925119252192531925419255192561925719258192591926019261192621926319264192651926619267192681926919270192711927219273192741927519276192771927819279192801928119282192831928419285192861928719288192891929019291192921929319294192951929619297192981929919300193011930219303193041930519306193071930819309193101931119312193131931419315193161931719318193191932019321193221932319324193251932619327193281932919330193311933219333193341933519336193371933819339193401934119342193431934419345193461934719348193491935019351193521935319354193551935619357193581935919360193611936219363193641936519366193671936819369193701937119372193731937419375193761937719378193791938019381193821938319384193851938619387193881938919390193911939219393193941939519396193971939819399194001940119402194031940419405194061940719408194091941019411194121941319414194151941619417194181941919420194211942219423194241942519426194271942819429194301943119432194331943419435194361943719438194391944019441194421944319444194451944619447194481944919450194511945219453194541945519456194571945819459194601946119462194631946419465194661946719468194691947019471194721947319474194751947619477194781947919480194811948219483194841948519486194871948819489194901949119492194931949419495194961949719498194991950019501195021950319504195051950619507195081950919510195111951219513195141951519516195171951819519195201952119522195231952419525195261952719528195291953019531195321953319534195351953619537195381953919540195411954219543195441954519546195471954819549195501955119552195531955419555195561955719558195591956019561195621956319564195651956619567195681956919570195711957219573195741957519576195771957819579195801958119582195831958419585195861958719588195891959019591195921959319594195951959619597195981959919600196011960219603196041960519606196071960819609196101961119612196131961419615196161961719618196191962019621196221962319624196251962619627196281962919630196311963219633196341963519636196371963819639196401964119642196431964419645196461964719648196491965019651196521965319654196551965619657196581965919660196611966219663196641966519666196671966819669196701967119672196731967419675196761967719678196791968019681196821968319684196851968619687196881968919690196911969219693196941969519696196971969819699197001970119702197031970419705197061970719708197091971019711197121971319714197151971619717197181971919720197211972219723197241972519726197271972819729197301973119732197331973419735197361973719738197391974019741197421974319744197451974619747197481974919750197511975219753197541975519756197571975819759197601976119762197631976419765197661976719768197691977019771197721977319774197751977619777197781977919780197811978219783197841978519786197871978819789197901979119792197931979419795197961979719798197991980019801198021980319804198051980619807198081980919810198111981219813198141981519816198171981819819198201982119822198231982419825198261982719828198291983019831198321983319834198351983619837198381983919840198411984219843198441984519846198471984819849198501985119852198531985419855198561985719858198591986019861198621986319864198651986619867198681986919870198711987219873198741987519876198771987819879198801988119882198831988419885198861988719888198891989019891198921989319894198951989619897198981989919900199011990219903199041990519906199071990819909199101991119912199131991419915199161991719918199191992019921199221992319924199251992619927199281992919930199311993219933199341993519936199371993819939199401994119942199431994419945199461994719948199491995019951199521995319954199551995619957199581995919960199611996219963199641996519966199671996819969199701997119972199731997419975199761997719978199791998019981199821998319984199851998619987199881998919990199911999219993199941999519996199971999819999200002000120002200032000420005200062000720008200092001020011200122001320014200152001620017200182001920020200212002220023200242002520026200272002820029200302003120032200332003420035200362003720038200392004020041200422004320044200452004620047200482004920050200512005220053200542005520056200572005820059200602006120062200632006420065200662006720068200692007020071200722007320074200752007620077200782007920080200812008220083200842008520086200872008820089200902009120092200932009420095200962009720098200992010020101201022010320104201052010620107201082010920110201112011220113201142011520116201172011820119201202012120122201232012420125201262012720128201292013020131201322013320134201352013620137201382013920140201412014220143201442014520146201472014820149201502015120152201532015420155201562015720158201592016020161201622016320164201652016620167201682016920170201712017220173201742017520176201772017820179201802018120182201832018420185201862018720188201892019020191201922019320194201952019620197201982019920200202012020220203202042020520206202072020820209202102021120212202132021420215202162021720218202192022020221202222022320224202252022620227202282022920230202312023220233202342023520236202372023820239202402024120242202432024420245202462024720248202492025020251202522025320254202552025620257202582025920260202612026220263202642026520266202672026820269202702027120272202732027420275202762027720278202792028020281202822028320284202852028620287202882028920290202912029220293202942029520296202972029820299203002030120302203032030420305203062030720308203092031020311203122031320314203152031620317203182031920320203212032220323203242032520326203272032820329203302033120332203332033420335203362033720338203392034020341203422034320344203452034620347203482034920350203512035220353203542035520356203572035820359203602036120362203632036420365203662036720368203692037020371203722037320374203752037620377203782037920380203812038220383203842038520386203872038820389203902039120392203932039420395203962039720398203992040020401204022040320404204052040620407204082040920410204112041220413204142041520416204172041820419204202042120422204232042420425204262042720428204292043020431204322043320434204352043620437204382043920440204412044220443204442044520446204472044820449204502045120452204532045420455204562045720458204592046020461204622046320464204652046620467204682046920470204712047220473204742047520476204772047820479204802048120482204832048420485204862048720488204892049020491204922049320494204952049620497204982049920500205012050220503205042050520506205072050820509205102051120512205132051420515205162051720518205192052020521205222052320524205252052620527205282052920530205312053220533205342053520536205372053820539205402054120542205432054420545205462054720548205492055020551205522055320554205552055620557205582055920560205612056220563205642056520566205672056820569205702057120572205732057420575205762057720578205792058020581205822058320584205852058620587205882058920590205912059220593205942059520596205972059820599206002060120602206032060420605206062060720608206092061020611206122061320614206152061620617206182061920620206212062220623206242062520626206272062820629206302063120632206332063420635206362063720638206392064020641206422064320644206452064620647206482064920650206512065220653206542065520656206572065820659206602066120662206632066420665206662066720668206692067020671206722067320674206752067620677206782067920680206812068220683206842068520686206872068820689206902069120692206932069420695206962069720698206992070020701207022070320704207052070620707207082070920710207112071220713207142071520716207172071820719207202072120722207232072420725207262072720728207292073020731207322073320734207352073620737207382073920740207412074220743207442074520746207472074820749207502075120752207532075420755207562075720758207592076020761207622076320764207652076620767
  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. #define WATERBALL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. static DBMap *skilldb_id2idx; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id)
  55. struct s_skill_db **skill_db; /// Skill DB
  56. static uint16 skill_num; /// Skill count, also as last index
  57. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  58. static uint16 skill_db_create(uint16 skill_id);
  59. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  60. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  61. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  62. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  63. /**
  64. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  65. */
  66. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  67. struct skill_usave {
  68. uint16 skill_id, skill_lv;
  69. };
  70. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  71. static unsigned short skill_produce_count;
  72. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  73. static unsigned short skill_arrow_count;
  74. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  75. unsigned short skill_abra_count;
  76. struct s_skill_improvise_db {
  77. uint16 skill_id;
  78. unsigned short per;//1-10000
  79. };
  80. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  81. static unsigned short skill_improvise_count;
  82. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  83. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  84. struct s_skill_changematerial_db {
  85. unsigned short nameid;
  86. unsigned short rate;
  87. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  88. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  89. };
  90. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  91. static unsigned short skill_changematerial_count;
  92. //Warlock
  93. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  94. unsigned short skill_spellbook_count;
  95. //Guillotine Cross
  96. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  97. unsigned short skill_magicmushroom_count;
  98. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  99. int firewall_unit_pos;
  100. int icewall_unit_pos;
  101. int earthstrain_unit_pos;
  102. int firerain_unit_pos;
  103. int wallofthorn_unit_pos;
  104. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  105. int overbrand_nounit_pos;
  106. int overbrand_brandish_nounit_pos;
  107. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  108. //early declaration
  109. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  110. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  112. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  113. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  114. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  115. //Since only mob-casted splash skills can hit ice-walls
  116. static inline int splash_target(struct block_list* bl) {
  117. #ifndef RENEWAL
  118. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  119. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  120. return BL_SKILL|BL_CHAR;
  121. #endif
  122. }
  123. uint16 SKILL_MAX_DB(void) {
  124. return skill_num;
  125. }
  126. /**
  127. * Get skill id from name
  128. * @param name
  129. * @return Skill ID of the skill, or 0 if not found.
  130. **/
  131. int skill_name2id(const char* name) {
  132. if( name == NULL )
  133. return 0;
  134. return strdb_iget(skilldb_name2id, name);
  135. }
  136. /**
  137. * Get Skill ID from Skill Index
  138. * @param idx
  139. * @return Skill ID or 0 if not found
  140. **/
  141. uint16 skill_idx2id(uint16 idx) {
  142. if (idx < SKILL_MAX_DB() && skill_db[idx])
  143. return skill_db[idx]->nameid;
  144. return 0;
  145. }
  146. /**
  147. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  148. * @param skill_id
  149. * @param silent If Skill is undefined, show error message!
  150. * @return Skill Index or 0 if not found/unset
  151. **/
  152. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  153. uint16 idx = (uint16)uidb_iget(skilldb_id2idx, skill_id);
  154. if (!idx && skill_id != 0 && !silent)
  155. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  156. return idx;
  157. }
  158. /**
  159. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  160. * @param skill_id
  161. * @return Skill index
  162. **/
  163. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  164. uint16 idx = skill_get_index2(skill_id);
  165. if (idx || idx == skill_id)
  166. return idx;
  167. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  168. idx = skill_db_create(skill_id);
  169. return idx;
  170. }
  171. /**
  172. * Get Skill name
  173. * @param skill_id
  174. * @return AEGIS Skill name
  175. **/
  176. const char* skill_get_name( uint16 skill_id ) {
  177. return skill_db[skill_get_index(skill_id)]->name;
  178. }
  179. /**
  180. * Get Skill name
  181. * @param skill_id
  182. * @return English Skill name
  183. **/
  184. const char* skill_get_desc( uint16 skill_id ) {
  185. return skill_db[skill_get_index(skill_id)]->desc;
  186. }
  187. /// out of bounds error checking [celest]
  188. static void skill_chk(uint16 *skill_id) {
  189. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  190. }
  191. /// checks/adjusts index. make sure we don't use negative index
  192. static void skill_chk2(int *idx) {
  193. if (*idx < 0) *idx = 0;
  194. }
  195. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  196. #define skill_get2(id, lv, arrvar) do {\
  197. int idx;\
  198. skill_chk(&(id));\
  199. if (!(id))\
  200. return 0;\
  201. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  202. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1) {\
  203. int lv__ = (lv);\
  204. (lv) = skill_db[(id)]->max-1;\
  205. return ((arrvar)[(lv)] + ((lv__-(lv))/2));\
  206. }\
  207. return ((arrvar)[idx]);\
  208. } while(0)
  209. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  210. // Skill DB
  211. int skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); }
  212. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  213. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  214. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  215. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  216. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  217. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  218. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  219. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  220. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  221. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  222. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  223. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  224. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  225. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  226. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  227. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  228. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  229. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  230. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  231. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  232. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  233. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  234. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  235. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  236. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  237. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  238. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  239. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  240. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  241. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  242. #ifdef RENEWAL_CAST
  243. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  244. #endif
  245. // Skill requirements
  246. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  247. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  248. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  249. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  250. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  251. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  252. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  253. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  254. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  255. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  256. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  257. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  258. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  259. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  260. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  261. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  262. int splash = skill_get_splash_(skill_id, skill_lv);
  263. if (splash < 0)
  264. return AREA_SIZE;
  265. return splash;
  266. }
  267. int skill_tree_get_max(uint16 skill_id, int b_class)
  268. {
  269. int i;
  270. b_class = pc_class2idx(b_class);
  271. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  272. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  273. return skill_tree[b_class][i].max;
  274. else
  275. return skill_get_max(skill_id);
  276. }
  277. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  278. int skill_attack_area(struct block_list *bl,va_list ap);
  279. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  280. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  281. int skill_greed(struct block_list *bl, va_list ap);
  282. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  283. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  284. static int skill_trap_splash(struct block_list *bl, va_list ap);
  285. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  286. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  287. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  288. static int skill_unit_effect(struct block_list *bl,va_list ap);
  289. static int skill_bind_trap(struct block_list *bl, va_list ap);
  290. int skill_get_casttype (uint16 skill_id) {
  291. int inf = skill_get_inf(skill_id);
  292. if (inf&(INF_GROUND_SKILL))
  293. return CAST_GROUND;
  294. if (inf&INF_SUPPORT_SKILL)
  295. return CAST_NODAMAGE;
  296. if (inf&INF_SELF_SKILL) {
  297. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  298. return CAST_DAMAGE; //Combo skill.
  299. return CAST_NODAMAGE;
  300. }
  301. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  302. return CAST_NODAMAGE;
  303. return CAST_DAMAGE;
  304. }
  305. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  306. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  307. int range, inf3=0;
  308. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  309. return 9; //Mobs have a range of 9 regardless of skill used.
  310. range = skill_get_range(skill_id, skill_lv);
  311. if( range < 0 ) {
  312. if( battle_config.use_weapon_skill_range&bl->type )
  313. return status_get_range(bl);
  314. range *=-1;
  315. }
  316. inf3 = skill_get_inf3(skill_id);
  317. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  318. if( bl->type == BL_PC ) {
  319. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  320. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  321. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  322. } else
  323. range += 10; //Assume level 10?
  324. }
  325. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  326. if( bl->type == BL_PC ) {
  327. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  328. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  329. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  330. }
  331. }
  332. if( !range && bl->type != BL_PC )
  333. return 9; // Enable non players to use self skills on others. [Skotlex]
  334. return range;
  335. }
  336. /**
  337. * Calculates heal value of skill's effect
  338. * @param src
  339. * @param target
  340. * @param skill_id
  341. * @param skill_lv
  342. * @param heal
  343. * @return modified heal value
  344. */
  345. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  346. int skill, hp = 0;
  347. struct map_session_data *sd = BL_CAST(BL_PC, src);
  348. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  349. struct status_change *sc, *tsc;
  350. sc = status_get_sc(src);
  351. tsc = status_get_sc(target);
  352. switch( skill_id ) {
  353. case BA_APPLEIDUN:
  354. #ifdef RENEWAL
  355. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  356. #else
  357. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  358. #endif
  359. if( sd )
  360. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  361. break;
  362. case PR_SANCTUARY:
  363. hp = (skill_lv>6)?777:skill_lv*100;
  364. break;
  365. case NPC_EVILLAND:
  366. hp = (skill_lv>6)?666:skill_lv*100;
  367. break;
  368. default:
  369. if (skill_lv >= battle_config.max_heal_lv)
  370. return battle_config.max_heal;
  371. #ifdef RENEWAL
  372. /**
  373. * Renewal Heal Formula
  374. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  375. */
  376. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) / 10;
  377. #else
  378. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) * 8));
  379. #endif
  380. if (skill_id == AB_HIGHNESSHEAL)
  381. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  382. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  383. hp += hp * skill * 2 / 100;
  384. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  385. hp += hp * skill * 2 / 100;
  386. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && sd->class_&JOBL_SUPER_NOVICE && sd->status.sex == 0 )
  387. hp *= 2;
  388. break;
  389. }
  390. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  391. hp >>= 1;
  392. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  393. hp += hp*skill/100;
  394. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  395. hp += hp*skill/100;
  396. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  397. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  398. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  399. if( tsc && tsc->count ) {
  400. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  401. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  402. if( heal && tsc->data[SC_DEATHHURT] )
  403. hp -= hp * 20/100;
  404. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  405. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  406. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  407. hp += hp / 10;
  408. }
  409. #ifdef RENEWAL
  410. // MATK part of the RE heal formula [malufett]
  411. // Note: in this part matk bonuses from items or skills are not applied
  412. switch( skill_id ) {
  413. case BA_APPLEIDUN: case PR_SANCTUARY:
  414. case NPC_EVILLAND: break;
  415. default:
  416. {
  417. struct status_data *status = status_get_status_data(src);
  418. int min, max;
  419. min = max = status_base_matk(src, status, status_get_lv(src));
  420. if( status->rhw.matk > 0 ){
  421. int wMatk, variance;
  422. wMatk = status->rhw.matk;
  423. variance = wMatk * status->rhw.wlv / 10;
  424. min += wMatk - variance;
  425. max += wMatk + variance;
  426. }
  427. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  428. min = max;
  429. if( sd && sd->right_weapon.overrefine > 0 ){
  430. min++;
  431. max += sd->right_weapon.overrefine - 1;
  432. }
  433. if(max > min)
  434. hp += min+rnd()%(max-min);
  435. else
  436. hp += min;
  437. }
  438. }
  439. #endif
  440. return hp;
  441. }
  442. /**
  443. * Making Plagiarism and Reproduce check their own function
  444. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  445. * @param sd: Player who will copy the skill
  446. * @param skill_id: Target skill
  447. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  448. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  449. */
  450. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  451. // Only copy skill that player doesn't have or the skill is old clone
  452. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  453. return 0;
  454. // Check if the skill is copyable by class
  455. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  456. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  457. while (1) {
  458. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  459. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  460. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  461. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  462. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  463. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  464. return 0;
  465. }
  466. }
  467. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  468. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  469. return 1;
  470. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  471. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  472. return 2;
  473. return 0;
  474. }
  475. /**
  476. * Check if the skill is ok to cast and when.
  477. * Done before check_condition_begin, requirement
  478. * @param skill_id: Skill ID that casted
  479. * @param sd: Player who casted
  480. * @return true: Skill cannot be used, false: otherwise
  481. * @author [MouseJstr]
  482. */
  483. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  484. {
  485. int16 idx,m;
  486. nullpo_retr(1,sd);
  487. m = sd->bl.m;
  488. idx = skill_get_index(skill_id);
  489. if (idx == 0)
  490. return true; // invalid skill id
  491. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  492. return false; // can do any damn thing they want
  493. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  494. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  495. if (map[m].flag.noskill)
  496. return true;
  497. // Epoque:
  498. // This code will compare the player's attack motion value which is influenced by ASPD before
  499. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  500. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  501. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  502. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  503. {// attempted to cast a skill before the attack motion has finished
  504. return true;
  505. }
  506. if (skill_blockpc_get(sd, skill_id) != -1){
  507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  508. return true;
  509. }
  510. /**
  511. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  512. * 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
  513. */
  514. if( sd->skillitem == skill_id )
  515. return false;
  516. // Check skill restrictions [Celest]
  517. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  518. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  519. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  520. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  521. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  522. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  523. return true;
  524. }
  525. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  526. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  527. switch (skill_id) {
  528. case AL_WARP:
  529. case RETURN_TO_ELDICASTES:
  530. case ALL_GUARDIAN_RECALL:
  531. case ECLAGE_RECALL:
  532. if(map[m].flag.nowarp) {
  533. clif_skill_teleportmessage(sd,0);
  534. return true;
  535. }
  536. return false;
  537. case AL_TELEPORT:
  538. case SC_FATALMENACE:
  539. case SC_DIMENSIONDOOR:
  540. case ALL_ODINS_RECALL:
  541. if(map[m].flag.noteleport) {
  542. clif_skill_teleportmessage(sd,0);
  543. return true;
  544. }
  545. return false; // gonna be checked in 'skill_castend_nodamage_id'
  546. case WE_CALLPARTNER:
  547. case WE_CALLPARENT:
  548. case WE_CALLBABY:
  549. if (map[m].flag.nomemo) {
  550. clif_skill_teleportmessage(sd,1);
  551. return true;
  552. }
  553. break;
  554. case MC_VENDING:
  555. case ALL_BUYING_STORE:
  556. if( map[sd->bl.m].flag.novending ) {
  557. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  559. return true;
  560. }
  561. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  562. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  564. return true;
  565. }
  566. if( npc_isnear(&sd->bl) ) {
  567. // uncomment to send msg_txt.
  568. //char output[150];
  569. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  570. //clif_displaymessage(sd->fd, output);
  571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  572. return true;
  573. }
  574. case MC_IDENTIFY:
  575. return false; // always allowed
  576. case WZ_ICEWALL:
  577. // noicewall flag [Valaris]
  578. if (map[m].flag.noicewall) {
  579. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  580. return true;
  581. }
  582. break;
  583. case GC_DARKILLUSION:
  584. if( map_flag_gvg(m) ) {
  585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  586. return true;
  587. }
  588. break;
  589. case GD_EMERGENCYCALL:
  590. case GD_ITEMEMERGENCYCALL:
  591. if (
  592. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  593. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  594. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  595. ) {
  596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  597. return true;
  598. }
  599. break;
  600. case WM_SIRCLEOFNATURE:
  601. case WM_SOUND_OF_DESTRUCTION:
  602. case WM_LULLABY_DEEPSLEEP:
  603. case WM_SATURDAY_NIGHT_FEVER:
  604. if( !map_flag_vs(m) ) {
  605. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  606. return true;
  607. }
  608. break;
  609. }
  610. return false;
  611. }
  612. /**
  613. * Check if the homunculus skill is ok to be processed
  614. * After checking from Homunculus side, also check the master condition
  615. * @param skill_id: Skill ID that casted
  616. * @param hd: Homunculus who casted
  617. * @return true: Skill cannot be used, false: otherwise
  618. */
  619. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  620. {
  621. uint16 idx = skill_get_index(skill_id);
  622. nullpo_retr(1,hd);
  623. if (idx == 0)
  624. return true; // invalid skill id
  625. if (hd->blockskill[idx] > 0)
  626. return true;
  627. switch(skill_id) {
  628. case MH_LIGHT_OF_REGENE: //must be cordial
  629. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  630. if (hd->master)
  631. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  632. return true;
  633. }
  634. break;
  635. case MH_GOLDENE_FERSE: //cant be used with angriff
  636. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  637. break;
  638. case MH_ANGRIFFS_MODUS:
  639. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  640. break;
  641. case MH_TINDER_BREAKER: //must be in grappling mode
  642. if(!&hd->sc
  643. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  644. || !hd->homunculus.spiritball) return true;
  645. break;
  646. case MH_SONIC_CRAW: //must be in fighting mode
  647. if(!&hd->sc
  648. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  649. || !hd->homunculus.spiritball) return true;
  650. break;
  651. case MH_SILVERVEIN_RUSH:
  652. if(!&hd->sc
  653. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  654. || hd->homunculus.spiritball < 2) return true;
  655. break;
  656. case MH_MIDNIGHT_FRENZY:
  657. if(!&hd->sc
  658. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  659. || !hd->homunculus.spiritball) return true;
  660. break;
  661. case MH_CBC:
  662. if(!&hd->sc
  663. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  664. || hd->homunculus.spiritball < 2) return true;
  665. break;
  666. case MH_EQC:
  667. if(!&hd->sc
  668. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  669. || hd->homunculus.spiritball < 3) return true;
  670. break;
  671. }
  672. //Use master's criteria.
  673. return skill_isNotOk(skill_id, hd->master);
  674. }
  675. /**
  676. * Check if the mercenary skill is ok to be processed
  677. * After checking from Homunculus side, also check the master condition
  678. * @param skill_id: Skill ID that casted
  679. * @param md: Mercenary who casted
  680. * @return true: Skill cannot be used, false: otherwise
  681. */
  682. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  683. {
  684. uint16 idx = skill_get_index(skill_id);
  685. nullpo_retr(1, md);
  686. if (!idx)
  687. return true; // Invalid Skill ID
  688. if (md->blockskill[idx] > 0)
  689. return true;
  690. return skill_isNotOk(skill_id, md->master);
  691. }
  692. /**
  693. * Check if the skill can be casted near NPC or not
  694. * @param src Object who casted
  695. * @param skill_id Skill ID that casted
  696. * @param skill_lv Skill Lv
  697. * @param pos_x Position x of the target
  698. * @param pos_y Position y of the target
  699. * @return true: Skill cannot be used, false: otherwise
  700. * @author [Cydh]
  701. */
  702. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  703. int inf;
  704. if (!src || !skill_get_index(skill_id))
  705. return false;
  706. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  707. return false;
  708. inf = skill_get_inf(skill_id);
  709. //if self skill
  710. if (inf&INF_SELF_SKILL) {
  711. pos_x = src->x;
  712. pos_y = src->y;
  713. }
  714. if (pos_x <= 0) pos_x = src->x;
  715. if (pos_y <= 0) pos_y = src->y;
  716. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  717. }
  718. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  719. {
  720. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  721. uint8 dir;
  722. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  723. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  724. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  725. }
  726. if (pos != -1) // simple single-definition layout
  727. return &skill_unit_layout[pos];
  728. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  729. if (skill_id == MG_FIREWALL)
  730. return &skill_unit_layout [firewall_unit_pos + dir];
  731. else if (skill_id == WZ_ICEWALL)
  732. return &skill_unit_layout [icewall_unit_pos + dir];
  733. else if( skill_id == WL_EARTHSTRAIN )
  734. return &skill_unit_layout [earthstrain_unit_pos + dir];
  735. else if( skill_id == RL_FIRE_RAIN )
  736. return &skill_unit_layout[firerain_unit_pos + dir];
  737. else if( skill_id == GN_WALLOFTHORN )
  738. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  739. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  740. return &skill_unit_layout[0]; // default 1x1 layout
  741. }
  742. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  743. {
  744. if( skill_id == LG_OVERBRAND )
  745. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  746. else if( skill_id == LG_OVERBRAND_BRANDISH )
  747. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  748. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  749. return &skill_nounit_layout[0];
  750. }
  751. /*==========================================
  752. * Add effect to skill when hit succesfully target
  753. *------------------------------------------*/
  754. 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)
  755. {
  756. struct map_session_data *sd, *dstsd;
  757. struct mob_data *md, *dstmd;
  758. struct status_data *sstatus, *tstatus;
  759. struct status_change *sc, *tsc;
  760. enum sc_type status;
  761. int skill;
  762. int rate;
  763. int chorusbonus = 0;
  764. nullpo_ret(src);
  765. nullpo_ret(bl);
  766. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  767. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  768. return 0;
  769. sd = BL_CAST(BL_PC, src);
  770. md = BL_CAST(BL_MOB, src);
  771. dstsd = BL_CAST(BL_PC, bl);
  772. dstmd = BL_CAST(BL_MOB, bl);
  773. sc = status_get_sc(src);
  774. tsc = status_get_sc(bl);
  775. sstatus = status_get_status_data(src);
  776. tstatus = status_get_status_data(bl);
  777. if (!tsc) //skill additional effect is about adding effects to the target...
  778. //So if the target can't be inflicted with statuses, this is pointless.
  779. return 0;
  780. // Minstrel/Wanderer number check for chorus skills.
  781. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  782. if( sd && sd->status.party_id ) {
  783. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  784. if( chorusbonus > 7 )
  785. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  786. else if( chorusbonus > 2 )
  787. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  788. }
  789. if( sd )
  790. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  791. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  792. // Trigger status effects
  793. enum sc_type type;
  794. int i;
  795. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  796. rate = sd->addeff[i].rate;
  797. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  798. rate += sd->addeff[i].arrow_rate;
  799. if( !rate ) continue;
  800. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  801. // Trigger has attack type consideration.
  802. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  803. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  804. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  805. else
  806. continue;
  807. }
  808. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  809. // Trigger has range consideration.
  810. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  811. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  812. continue; //Range Failed.
  813. }
  814. type = sd->addeff[i].id;
  815. skill = skill_get_time2(status_sc2skill(type),7);
  816. if (sd->addeff[i].flag&ATF_TARGET)
  817. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  818. if (sd->addeff[i].flag&ATF_SELF)
  819. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  820. }
  821. }
  822. if( skill_id ) {
  823. // Trigger status effects on skills
  824. enum sc_type type;
  825. int i;
  826. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  827. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  828. continue;
  829. type = sd->addeff3[i].id;
  830. skill = skill_get_time2(status_sc2skill(type),7);
  831. if( sd->addeff3[i].target&ATF_TARGET )
  832. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  833. if( sd->addeff3[i].target&ATF_SELF )
  834. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  835. }
  836. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  837. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  838. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  839. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  840. clif_emotion(bl,E_OMG);
  841. }
  842. }
  843. }
  844. if( dmg_lv < ATK_DEF ) // no damage, return;
  845. return 0;
  846. switch(skill_id) {
  847. case 0:
  848. { // Normal attacks (no skill used)
  849. if( attack_type&BF_SKILL )
  850. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  851. if(sd) {
  852. // Automatic trigger of Blitz Beat
  853. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  854. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  855. rate=(sd->status.job_level+9)/10;
  856. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  857. }
  858. // Automatic trigger of Warg Strike [Jobbie]
  859. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  860. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  861. // Gank
  862. if(dstmd && sd->status.weapon != W_BOW &&
  863. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  864. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  865. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  866. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  867. else
  868. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  869. }
  870. // Chance to trigger Taekwon kicks [Dralnu]
  871. if(sc && !sc->data[SC_COMBO]) {
  872. if(sc->data[SC_READYSTORM] &&
  873. sc_start4(src,src,SC_COMBO, 15, TK_STORMKICK,
  874. bl->id, 2, 0,
  875. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  876. ; //Stance triggered
  877. else if(sc->data[SC_READYDOWN] &&
  878. sc_start4(src,src,SC_COMBO, 15, TK_DOWNKICK,
  879. bl->id, 2, 0,
  880. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  881. ; //Stance triggered
  882. else if(sc->data[SC_READYTURN] &&
  883. sc_start4(src,src,SC_COMBO, 15, TK_TURNKICK,
  884. bl->id, 2, 0,
  885. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  886. ; //Stance triggered
  887. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  888. rate = 20;
  889. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  890. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  891. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  892. }
  893. sc_start4(src,src, SC_COMBO, rate, TK_COUNTER,
  894. bl->id, 2, 0,
  895. (2000 - 4*sstatus->agi - 2*sstatus->dex))
  896. ; //Stance triggered
  897. }
  898. }
  899. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  900. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  901. }
  902. if (sc) {
  903. struct status_change_entry *sce;
  904. // Enchant Poison gives a chance to poison attacked enemies
  905. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  906. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  907. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  908. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  909. if((sce=sc->data[SC_EDP]))
  910. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  911. skill_get_time2(ASC_EDP,sce->val1));
  912. }
  913. }
  914. break;
  915. case SM_BASH:
  916. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  917. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  918. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  919. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  920. }
  921. break;
  922. case MER_CRASH:
  923. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  924. break;
  925. case AS_VENOMKNIFE:
  926. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  927. skill_lv = pc_checkskill(sd, TF_POISON);
  928. case TF_POISON:
  929. case AS_SPLASHER:
  930. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  931. && sd && skill_id==TF_POISON
  932. )
  933. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  934. break;
  935. case AS_SONICBLOW:
  936. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  937. break;
  938. case WZ_FIREPILLAR:
  939. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  940. break;
  941. case MG_FROSTDIVER:
  942. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  944. break;
  945. case WZ_FROSTNOVA:
  946. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  947. break;
  948. case WZ_STORMGUST:
  949. // Storm Gust counter was dropped in renewal
  950. #ifdef RENEWAL
  951. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  952. #else
  953. //On third hit, there is a 150% to freeze the target
  954. if(tsc->sg_counter >= 3 &&
  955. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  956. tsc->sg_counter = 0;
  957. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  958. else if( tsc->sg_counter > 250 )
  959. tsc->sg_counter = 0;
  960. #endif
  961. break;
  962. case WZ_METEOR:
  963. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  964. break;
  965. case WZ_VERMILION:
  966. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  967. break;
  968. case HT_FREEZINGTRAP:
  969. case MA_FREEZINGTRAP:
  970. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  971. break;
  972. case HT_FLASHER:
  973. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  974. break;
  975. case HT_LANDMINE:
  976. case MA_LANDMINE:
  977. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  978. break;
  979. case HT_SHOCKWAVE:
  980. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  981. break;
  982. case HT_SANDMAN:
  983. case MA_SANDMAN:
  984. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  985. break;
  986. case TF_SPRINKLESAND:
  987. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  988. break;
  989. case TF_THROWSTONE:
  990. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  991. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  992. break;
  993. case NPC_DARKCROSS:
  994. case CR_HOLYCROSS:
  995. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  996. break;
  997. case CR_GRANDCROSS:
  998. case NPC_GRANDDARKNESS:
  999. //Chance to cause blind status vs demon and undead element, but not against players
  1000. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1001. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1002. attack_type |= BF_WEAPON;
  1003. break;
  1004. case AM_ACIDTERROR:
  1005. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1006. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1007. clif_emotion(bl,E_OMG);
  1008. break;
  1009. case AM_DEMONSTRATION:
  1010. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1011. break;
  1012. case CR_SHIELDCHARGE:
  1013. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1014. break;
  1015. case PA_PRESSURE:
  1016. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1017. //Fall through
  1018. case HW_GRAVITATION:
  1019. //Pressure and Gravitation can trigger physical autospells
  1020. attack_type |= BF_NORMAL;
  1021. attack_type |= BF_WEAPON;
  1022. break;
  1023. case RG_RAID:
  1024. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1025. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1026. #ifdef RENEWAL
  1027. sc_start(src,bl,SC_RAID,100,7,5000);
  1028. break;
  1029. case RG_BACKSTAP:
  1030. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1031. #endif
  1032. break;
  1033. case BA_FROSTJOKER:
  1034. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1035. break;
  1036. case DC_SCREAM:
  1037. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1038. break;
  1039. case BD_LULLABY:
  1040. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1041. break;
  1042. case DC_UGLYDANCE:
  1043. rate = 5+5*skill_lv;
  1044. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1045. rate += 5+skill;
  1046. status_zap(bl, 0, rate);
  1047. break;
  1048. case SL_STUN:
  1049. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1050. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1051. break;
  1052. case NPC_PETRIFYATTACK:
  1053. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1054. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1055. skill_get_time2(skill_id,skill_lv));
  1056. break;
  1057. case NPC_CURSEATTACK:
  1058. case NPC_SLEEPATTACK:
  1059. case NPC_BLINDATTACK:
  1060. case NPC_POISON:
  1061. case NPC_SILENCEATTACK:
  1062. case NPC_STUNATTACK:
  1063. case NPC_HELLPOWER:
  1064. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1065. break;
  1066. case NPC_ACIDBREATH:
  1067. case NPC_ICEBREATH:
  1068. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1069. break;
  1070. case NPC_BLEEDING:
  1071. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1072. break;
  1073. case NPC_MENTALBREAKER:
  1074. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1075. //equal to Matk*skLevel.
  1076. rate = sstatus->matk_min;
  1077. if (rate < sstatus->matk_max)
  1078. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1079. rate*=skill_lv;
  1080. status_zap(bl, 0, rate);
  1081. break;
  1082. }
  1083. // Equipment breaking monster skills [Celest]
  1084. case NPC_WEAPONBRAKER:
  1085. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1086. break;
  1087. case NPC_ARMORBRAKE:
  1088. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1089. break;
  1090. case NPC_HELMBRAKE:
  1091. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1092. break;
  1093. case NPC_SHIELDBRAKE:
  1094. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1095. break;
  1096. case CH_TIGERFIST:
  1097. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1098. break;
  1099. case LK_SPIRALPIERCE:
  1100. case ML_SPIRALPIERCE:
  1101. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1102. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1103. break;
  1104. case ST_REJECTSWORD:
  1105. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1106. break;
  1107. case PF_FOGWALL:
  1108. if (src != bl && !tsc->data[SC_DELUGE])
  1109. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1110. break;
  1111. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1112. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1113. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1114. break;
  1115. case LK_JOINTBEAT:
  1116. status = status_skill2sc(skill_id);
  1117. if (tsc->jb_flag) {
  1118. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1119. tsc->jb_flag = 0;
  1120. }
  1121. break;
  1122. case ASC_METEORASSAULT:
  1123. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1124. switch(rnd()%3) {
  1125. case 0:
  1126. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1127. break;
  1128. case 1:
  1129. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1130. break;
  1131. default:
  1132. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1133. }
  1134. break;
  1135. case HW_NAPALMVULCAN:
  1136. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1137. break;
  1138. case WS_CARTTERMINATION: // Cart termination
  1139. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1140. break;
  1141. case CR_ACIDDEMONSTRATION:
  1142. case GN_FIRE_EXPANSION_ACID:
  1143. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1144. break;
  1145. case TK_DOWNKICK:
  1146. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1147. break;
  1148. case TK_JUMPKICK:
  1149. // debuff the following statuses
  1150. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1151. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1152. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1153. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1154. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1155. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1156. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1157. }
  1158. break;
  1159. case TK_TURNKICK:
  1160. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1161. if(attack_type&BF_MISC) //70% base stun chance...
  1162. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1163. break;
  1164. case GS_BULLSEYE: //0.1% coma rate.
  1165. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1166. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1167. break;
  1168. case GS_PIERCINGSHOT:
  1169. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1170. break;
  1171. case NJ_HYOUSYOURAKU:
  1172. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1173. break;
  1174. case GS_FLING:
  1175. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1176. break;
  1177. case GS_DISARM:
  1178. rate = 3*skill_lv;
  1179. if (sstatus->dex > tstatus->dex)
  1180. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1181. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1182. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1183. break;
  1184. case NPC_EVILLAND:
  1185. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1186. break;
  1187. case NPC_HELLJUDGEMENT:
  1188. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1189. break;
  1190. case NPC_CRITICALWOUND:
  1191. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1192. break;
  1193. case RK_WINDCUTTER:
  1194. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1195. break;
  1196. case RK_DRAGONBREATH:
  1197. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1198. break;
  1199. case RK_DRAGONBREATH_WATER:
  1200. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1201. break;
  1202. case AB_ADORAMUS:
  1203. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1204. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1205. break;
  1206. case WL_CRIMSONROCK:
  1207. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1208. break;
  1209. case WL_COMET:
  1210. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1211. break;
  1212. case WL_EARTHSTRAIN:
  1213. {
  1214. int i;
  1215. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1216. for( i = 0; i < skill_lv; i++ )
  1217. skill_strip_equip(src,bl,pos[i],5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1218. }
  1219. break;
  1220. case WL_JACKFROST:
  1221. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1222. break;
  1223. case RA_WUGBITE: {
  1224. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1225. if (wug_rate < 50)
  1226. wug_rate = 50;
  1227. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1228. }
  1229. break;
  1230. case RA_SENSITIVEKEEN:
  1231. if( rnd()%100 < 8 * skill_lv )
  1232. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1233. break;
  1234. case RA_FIRINGTRAP:
  1235. case RA_ICEBOUNDTRAP:
  1236. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 50 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1237. break;
  1238. case NC_PILEBUNKER:
  1239. if( rnd()%100 < 25 + 15*skill_lv ) {
  1240. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1241. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1242. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1243. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1244. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1245. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1246. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1247. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1248. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1249. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1250. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1251. }
  1252. break;
  1253. case NC_FLAMELAUNCHER:
  1254. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1255. break;
  1256. case NC_COLDSLOWER:
  1257. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1258. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1259. break;
  1260. case NC_POWERSWING:
  1261. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1262. if( rnd()%100 < 5*skill_lv )
  1263. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1264. break;
  1265. case GC_WEAPONCRUSH:
  1266. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1267. break;
  1268. case LG_SHIELDPRESS:
  1269. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1270. break;
  1271. case LG_PINPOINTATTACK:
  1272. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1273. switch( skill_lv ) {
  1274. case 1:
  1275. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1276. break;
  1277. case 2:
  1278. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1279. break;
  1280. case 3:
  1281. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1282. break;
  1283. case 4:
  1284. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1285. break;
  1286. case 5:
  1287. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1288. break;
  1289. }
  1290. break;
  1291. case LG_MOONSLASHER:
  1292. rate = 32 + 8 * skill_lv;
  1293. 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.
  1294. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1295. else if( dstmd && !is_boss(bl) )
  1296. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1297. break;
  1298. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1299. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1300. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1301. break;
  1302. case LG_EARTHDRIVE:
  1303. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1304. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1305. break;
  1306. case LG_HESPERUSLIT:
  1307. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1308. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1309. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1310. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1311. break;
  1312. case SR_DRAGONCOMBO:
  1313. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1314. break;
  1315. case SR_FALLENEMPIRE:
  1316. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1317. break;
  1318. case SR_WINDMILL:
  1319. if( dstsd )
  1320. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1321. else if( dstmd && !is_boss(bl) )
  1322. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1323. break;
  1324. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1325. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1326. break;
  1327. case SR_EARTHSHAKER:
  1328. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1329. break;
  1330. case SR_HOWLINGOFLION:
  1331. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1332. break;
  1333. case WM_SOUND_OF_DESTRUCTION:
  1334. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1335. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1336. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1337. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1338. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1339. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1340. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1341. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1342. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1343. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1344. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1345. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1346. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1347. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1348. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1349. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1350. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1351. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1352. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1353. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1354. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1355. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1356. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1357. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1358. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1359. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1360. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1361. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1362. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1363. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1364. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1365. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1366. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1367. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1368. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1369. }
  1370. break;
  1371. case SO_EARTHGRAVE:
  1372. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1373. break;
  1374. case SO_DIAMONDDUST:
  1375. rate = 5 + 5 * skill_lv;
  1376. if( sc && sc->data[SC_COOLER_OPTION] )
  1377. rate += (sd ? sd->status.job_level / 5 : 0);
  1378. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1379. break;
  1380. case SO_VARETYR_SPEAR:
  1381. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1382. break;
  1383. case GN_SLINGITEM_RANGEMELEEATK:
  1384. if( sd ) {
  1385. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1386. case ITEMID_COCONUT_BOMB:
  1387. sc_start(src,bl, SC_STUN, 100, skill_lv, 10000);
  1388. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, 10000);
  1389. break;
  1390. case ITEMID_MELON_BOMB:
  1391. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, 60000);
  1392. break;
  1393. case ITEMID_BANANA_BOMB:
  1394. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 60000);
  1395. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, sd->status.job_level + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status_get_lv(bl) + status_get_lv(src), skill_lv, 3000);
  1396. break;
  1397. }
  1398. sd->itemid = -1;
  1399. }
  1400. break;
  1401. case GN_HELLS_PLANT_ATK:
  1402. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1403. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1404. break;
  1405. case EL_WIND_SLASH: // Non confirmed rate.
  1406. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1407. break;
  1408. case EL_STONE_HAMMER:
  1409. rate = 10 * skill_lv;
  1410. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1411. break;
  1412. case EL_ROCK_CRUSHER:
  1413. case EL_ROCK_CRUSHER_ATK:
  1414. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1415. break;
  1416. case EL_TYPOON_MIS:
  1417. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1418. break;
  1419. case KO_JYUMONJIKIRI:
  1420. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1421. break;
  1422. case KO_SETSUDAN:
  1423. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1424. break;
  1425. case KO_MAKIBISHI:
  1426. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1427. break;
  1428. case MH_LAVA_SLIDE:
  1429. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1430. break;
  1431. case MH_STAHL_HORN:
  1432. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1433. break;
  1434. case MH_NEEDLE_OF_PARALYZE:
  1435. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1436. break;
  1437. case MH_SILVERVEIN_RUSH:
  1438. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1439. break;
  1440. case MH_MIDNIGHT_FRENZY:
  1441. {
  1442. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1443. int spiritball = (hd?hd->homunculus.spiritball:1);
  1444. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1445. }
  1446. break;
  1447. case MH_XENO_SLASHER:
  1448. sc_start4(src,bl,SC_BLEEDING,10 * skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1449. break;
  1450. case WL_HELLINFERNO:
  1451. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1452. break;
  1453. case NC_MAGMA_ERUPTION:
  1454. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1455. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1456. break;
  1457. case GC_DARKCROW:
  1458. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1459. break;
  1460. case GN_ILLUSIONDOPING:
  1461. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1462. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1463. break;
  1464. case RL_MASS_SPIRAL:
  1465. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1466. break;
  1467. case RL_SLUGSHOT:
  1468. if (bl->type != BL_PC)
  1469. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1470. break;
  1471. case RL_BANISHING_BUSTER: {
  1472. uint16 i, n = skill_lv;
  1473. if (!tsc || !tsc->count)
  1474. break;
  1475. if (status_isimmune(bl))
  1476. break;
  1477. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1478. if (sd)
  1479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1480. break;
  1481. }
  1482. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1483. if (!tsc->data[i])
  1484. continue;
  1485. switch (i) {
  1486. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1487. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1488. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1489. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1490. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1491. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1492. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1493. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  1494. case SC_SPIRIT: case SC_AUTOBERSERK:
  1495. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1496. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1497. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1498. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1499. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1500. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1501. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1502. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1503. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1504. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1505. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1506. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1507. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1508. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1509. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1510. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1511. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1512. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1513. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1514. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1515. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1516. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1517. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1518. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1519. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1520. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1521. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1522. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1523. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1524. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1525. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1526. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1527. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1528. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  1529. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1530. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1531. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1532. #ifdef RENEWAL
  1533. case SC_EXTREMITYFIST2:
  1534. #endif
  1535. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1536. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1537. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1538. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1539. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1540. continue;
  1541. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1542. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1543. case SC_FORTUNE: case SC_SERVICE4U:
  1544. if(tsc->data[i]->val4==0)
  1545. continue; //if in song-area don't end it
  1546. break;
  1547. case SC_ASSUMPTIO:
  1548. if( bl->type == BL_MOB )
  1549. continue;
  1550. break;
  1551. }
  1552. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1553. tsc->data[i]->val2 = 0;
  1554. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1555. n--;
  1556. }
  1557. //Remove bonus_script by Banishing Buster
  1558. if (dstsd)
  1559. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1560. }
  1561. break;
  1562. case RL_S_STORM:
  1563. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1564. {
  1565. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1566. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1567. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1568. BCT_ENEMY);
  1569. }
  1570. break;
  1571. case RL_AM_BLAST:
  1572. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1573. break;
  1574. case RL_HAMMER_OF_GOD:
  1575. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1576. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1577. break;
  1578. } //end switch skill_id
  1579. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1580. { //Pass heritage to Master for status causing effects. [Skotlex]
  1581. sd = map_id2sd(md->master_id);
  1582. src = sd?&sd->bl:src;
  1583. }
  1584. if( attack_type&BF_WEAPON )
  1585. { // Coma, Breaking Equipment
  1586. if( sd && sd->special_state.bonus_coma )
  1587. {
  1588. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1589. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1590. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1591. if (rate)
  1592. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1593. }
  1594. if( sd && battle_config.equip_self_break_rate )
  1595. { // Self weapon breaking
  1596. rate = battle_config.equip_natural_break_rate;
  1597. if( sc )
  1598. {
  1599. if(sc->data[SC_GIANTGROWTH])
  1600. rate += 10;
  1601. if(sc->data[SC_OVERTHRUST])
  1602. rate += 10;
  1603. if(sc->data[SC_MAXOVERTHRUST])
  1604. rate += 10;
  1605. }
  1606. if( rate )
  1607. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1608. }
  1609. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1610. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1611. // Target weapon breaking
  1612. rate = 0;
  1613. if( sd )
  1614. rate += sd->bonus.break_weapon_rate;
  1615. if( sc && sc->data[SC_MELTDOWN] )
  1616. rate += sc->data[SC_MELTDOWN]->val2;
  1617. if( rate )
  1618. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1619. // Target armor breaking
  1620. rate = 0;
  1621. if( sd )
  1622. rate += sd->bonus.break_armor_rate;
  1623. if( sc && sc->data[SC_MELTDOWN] )
  1624. rate += sc->data[SC_MELTDOWN]->val3;
  1625. if( rate )
  1626. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1627. }
  1628. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1629. if (sd->def_set_race[tstatus->race].rate)
  1630. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1631. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1632. if (sd->def_set_race[tstatus->race].rate)
  1633. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1634. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1635. }
  1636. }
  1637. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1638. struct unit_data *ud = unit_bl2ud(src);
  1639. if( sc->data[SC_WILD_STORM_OPTION] )
  1640. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1641. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1642. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1643. else if( sc->data[SC_TROPIC_OPTION] )
  1644. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1645. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1646. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1647. else
  1648. skill = 0;
  1649. if ( rnd()%100 < 25 && skill ){
  1650. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1651. if (ud) {
  1652. rate = skill_delayfix(src, skill, skill_lv);
  1653. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1654. ud->canact_tick = tick+rate;
  1655. if ( battle_config.display_status_timers )
  1656. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1657. }
  1658. }
  1659. }
  1660. }
  1661. // Autospell when attacking
  1662. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1663. {
  1664. struct block_list *tbl;
  1665. struct unit_data *ud;
  1666. int i, autospl_skill_lv, type;
  1667. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1668. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1669. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1670. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1671. continue; // one or more trigger conditions were not fulfilled
  1672. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1673. sd->state.autocast = 1;
  1674. if ( skill_isNotOk(skill, sd) )
  1675. continue;
  1676. sd->state.autocast = 0;
  1677. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1678. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1679. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1680. if (rnd()%1000 >= rate)
  1681. continue;
  1682. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1683. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1684. int maxcount = 0;
  1685. if( !(BL_PC&battle_config.skill_reiteration) &&
  1686. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1687. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1688. )
  1689. continue;
  1690. if( BL_PC&battle_config.skill_nofootset &&
  1691. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1692. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1693. )
  1694. continue;
  1695. if( BL_PC&battle_config.land_skill_limit &&
  1696. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1697. ) {
  1698. int v;
  1699. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1700. if(sd->ud.skillunit[v]->skill_id == skill)
  1701. maxcount--;
  1702. }
  1703. if( maxcount == 0 )
  1704. continue;
  1705. }
  1706. }
  1707. if( battle_config.autospell_check_range &&
  1708. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1709. continue;
  1710. if (skill == AS_SONICBLOW)
  1711. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1712. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1713. type = CAST_GROUND;
  1714. sd->state.autocast = 1;
  1715. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1716. skill_toggle_magicpower(src, skill);
  1717. switch (type) {
  1718. case CAST_GROUND:
  1719. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1720. break;
  1721. case CAST_NODAMAGE:
  1722. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1723. break;
  1724. case CAST_DAMAGE:
  1725. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1726. break;
  1727. }
  1728. sd->state.autocast = 0;
  1729. //Set canact delay. [Skotlex]
  1730. ud = unit_bl2ud(src);
  1731. if (ud) {
  1732. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1733. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1734. ud->canact_tick = tick+rate;
  1735. if ( battle_config.display_status_timers && sd )
  1736. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1737. }
  1738. }
  1739. }
  1740. }
  1741. //Autobonus when attacking
  1742. if( sd && sd->autobonus[0].rate )
  1743. {
  1744. int i;
  1745. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1746. {
  1747. if( rnd()%1000 >= sd->autobonus[i].rate )
  1748. continue;
  1749. if( sd->autobonus[i].active != INVALID_TIMER )
  1750. continue;
  1751. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1752. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1753. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1754. continue; // one or more trigger conditions were not fulfilled
  1755. pc_exeautobonus(sd,&sd->autobonus[i]);
  1756. }
  1757. }
  1758. //Polymorph
  1759. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1760. dstmd && !(tstatus->mode&MD_BOSS) &&
  1761. (rnd()%10000 < sd->bonus.classchange))
  1762. {
  1763. struct mob_db *mob;
  1764. int class_;
  1765. skill = 0;
  1766. do {
  1767. do {
  1768. class_ = rnd() % MAX_MOB_DB;
  1769. } while (!mobdb_checkid(class_));
  1770. rate = rnd() % 1000000;
  1771. mob = mob_db(class_);
  1772. } while (
  1773. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1774. (skill++) < 2000);
  1775. if (skill < 2000)
  1776. mob_class_change(dstmd,class_);
  1777. }
  1778. return 0;
  1779. }
  1780. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1781. uint8 i;
  1782. struct block_list *tbl;
  1783. if( sd == NULL || !skill_id )
  1784. return 0;
  1785. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1786. int skill, skill_lv, type;
  1787. if( sd->autospell3[i].flag != skill_id )
  1788. continue;
  1789. if( sd->autospell3[i].lock )
  1790. continue; // autospell already being executed
  1791. skill = sd->autospell3[i].id;
  1792. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1793. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1794. continue;
  1795. sd->state.autocast = 0;
  1796. if( skill >= 0 && bl == NULL )
  1797. continue; // No target
  1798. if( rnd()%1000 >= sd->autospell3[i].rate )
  1799. continue;
  1800. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1801. if( skill < 0 ) {
  1802. tbl = &sd->bl;
  1803. skill *= -1;
  1804. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1805. }
  1806. else
  1807. tbl = bl;
  1808. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1809. int maxcount = 0;
  1810. if( !(BL_PC&battle_config.skill_reiteration) &&
  1811. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1812. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1813. continue;
  1814. if( BL_PC&battle_config.skill_nofootset &&
  1815. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1816. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1817. continue;
  1818. if( BL_PC&battle_config.land_skill_limit &&
  1819. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1820. {
  1821. int v;
  1822. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1823. if(sd->ud.skillunit[v]->skill_id == skill)
  1824. maxcount--;
  1825. }
  1826. if( maxcount == 0 )
  1827. continue;
  1828. }
  1829. }
  1830. if( battle_config.autospell_check_range &&
  1831. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1832. continue;
  1833. sd->state.autocast = 1;
  1834. sd->autospell3[i].lock = true;
  1835. skill_consume_requirement(sd,skill,skill_lv,1);
  1836. switch( type ) {
  1837. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1838. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1839. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1840. }
  1841. sd->autospell3[i].lock = false;
  1842. sd->state.autocast = 0;
  1843. }
  1844. if( sd && sd->autobonus3[0].rate ) {
  1845. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1846. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1847. continue;
  1848. if( sd->autobonus3[i].active != INVALID_TIMER )
  1849. continue;
  1850. if( sd->autobonus3[i].atk_type != skill_id )
  1851. continue;
  1852. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1853. }
  1854. }
  1855. return 1;
  1856. }
  1857. /* Splitted off from skill_additional_effect, which is never called when the
  1858. * attack skill kills the enemy. Place in this function counter status effects
  1859. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1860. * from cards) that will take effect on the source, not the target. [Skotlex]
  1861. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1862. * type of skills, so not every instance of skill_additional_effect needs a call
  1863. * to this one.
  1864. */
  1865. 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)
  1866. {
  1867. int rate;
  1868. struct map_session_data *sd=NULL;
  1869. struct map_session_data *dstsd=NULL;
  1870. nullpo_ret(src);
  1871. nullpo_ret(bl);
  1872. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1873. sd = BL_CAST(BL_PC, src);
  1874. dstsd = BL_CAST(BL_PC, bl);
  1875. if(dstsd && attack_type&BF_WEAPON)
  1876. { //Counter effects.
  1877. enum sc_type type;
  1878. int i, time;
  1879. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1880. {
  1881. rate = dstsd->addeff2[i].rate;
  1882. if (attack_type&BF_LONG)
  1883. rate+=dstsd->addeff2[i].arrow_rate;
  1884. if (!rate) continue;
  1885. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1886. { //Trigger has range consideration.
  1887. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1888. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1889. continue; //Range Failed.
  1890. }
  1891. type = dstsd->addeff2[i].id;
  1892. time = skill_get_time2(status_sc2skill(type),7);
  1893. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1894. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1895. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1896. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1897. }
  1898. }
  1899. switch(skill_id) {
  1900. case MO_EXTREMITYFIST:
  1901. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1902. break;
  1903. case GS_FULLBUSTER:
  1904. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1905. break;
  1906. case HFLI_SBR44: //[orn]
  1907. case HVAN_EXPLOSION:
  1908. if(src->type == BL_HOM){
  1909. TBL_HOM *hd = (TBL_HOM*)src;
  1910. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  1911. if (hd->master)
  1912. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1913. }
  1914. break;
  1915. case CR_GRANDCROSS:
  1916. case NPC_GRANDDARKNESS:
  1917. attack_type |= BF_WEAPON;
  1918. break;
  1919. case LG_HESPERUSLIT:
  1920. {
  1921. struct status_change *sc = status_get_sc(src);
  1922. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1923. char i;
  1924. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  1925. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  1926. }
  1927. }
  1928. break;
  1929. }
  1930. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1931. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1932. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  1933. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1934. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1935. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1936. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1937. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1938. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1939. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1940. }
  1941. if( sd && status_isdead(bl) ) {
  1942. int sp = 0, hp = 0;
  1943. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1944. sp += sd->bonus.sp_gain_value;
  1945. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1946. hp += sd->bonus.hp_gain_value;
  1947. }
  1948. if( attack_type&BF_MAGIC ) {
  1949. sp += sd->bonus.magic_sp_gain_value;
  1950. hp += sd->bonus.magic_hp_gain_value;
  1951. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1952. struct status_change *sc = NULL;
  1953. if( ( sc = status_get_sc(src) ) ) {
  1954. if(sc->data[SC_SPIRIT] &&
  1955. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1956. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1957. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1958. }
  1959. }
  1960. }
  1961. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1962. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1963. }
  1964. }
  1965. // Trigger counter-spells to retaliate against damage causing skills.
  1966. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1967. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1968. {
  1969. struct block_list *tbl;
  1970. struct unit_data *ud;
  1971. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  1972. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1973. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1974. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1975. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1976. continue; // one or more trigger conditions were not fulfilled
  1977. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1978. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1979. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1980. autospl_rate = dstsd->autospell2[i].rate;
  1981. //Physical range attacks only trigger autospells half of the time
  1982. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  1983. autospl_rate>>=1;
  1984. dstsd->state.autocast = 1;
  1985. if ( skill_isNotOk(autospl_skill_id, dstsd) )
  1986. continue;
  1987. dstsd->state.autocast = 0;
  1988. if (rnd()%1000 >= autospl_rate)
  1989. continue;
  1990. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1991. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  1992. int maxcount = 0;
  1993. if( !(BL_PC&battle_config.skill_reiteration) &&
  1994. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  1995. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  1996. )
  1997. continue;
  1998. if( BL_PC&battle_config.skill_nofootset &&
  1999. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2000. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2001. )
  2002. continue;
  2003. if( BL_PC&battle_config.land_skill_limit &&
  2004. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2005. ) {
  2006. int v;
  2007. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2008. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2009. maxcount--;
  2010. }
  2011. if( maxcount == 0 ) {
  2012. continue;
  2013. }
  2014. }
  2015. }
  2016. if( !battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id,autospl_skill_lv) + (autospl_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  2017. continue;
  2018. dstsd->state.autocast = 1;
  2019. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2020. switch (type) {
  2021. case CAST_GROUND:
  2022. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2023. break;
  2024. case CAST_NODAMAGE:
  2025. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2026. break;
  2027. case CAST_DAMAGE:
  2028. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2029. break;
  2030. }
  2031. dstsd->state.autocast = 0;
  2032. //Set canact delay. [Skotlex]
  2033. ud = unit_bl2ud(bl);
  2034. if (ud) {
  2035. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2036. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2037. ud->canact_tick = tick+autospl_rate;
  2038. if ( battle_config.display_status_timers && dstsd )
  2039. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2040. }
  2041. }
  2042. }
  2043. }
  2044. //Autobonus when attacked
  2045. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2046. int i;
  2047. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2048. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2049. continue;
  2050. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2051. continue;
  2052. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2053. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2054. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2055. continue; // one or more trigger conditions were not fulfilled
  2056. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2057. }
  2058. }
  2059. return 0;
  2060. }
  2061. /*=========================================================================
  2062. Breaks equipment. On-non players causes the corresponding strip effect.
  2063. - rate goes from 0 to 10000 (100.00%)
  2064. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2065. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2066. --------------------------------------------------------------------------*/
  2067. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2068. {
  2069. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2070. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2071. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2072. struct status_change *sc = status_get_sc(bl);
  2073. int i;
  2074. TBL_PC *sd;
  2075. sd = BL_CAST(BL_PC, bl);
  2076. if (sc && !sc->count)
  2077. sc = NULL;
  2078. if (sd) {
  2079. if (sd->bonus.unbreakable_equip)
  2080. where &= ~sd->bonus.unbreakable_equip;
  2081. if (sd->bonus.unbreakable)
  2082. rate -= rate*sd->bonus.unbreakable/100;
  2083. if (where&EQP_WEAPON) {
  2084. switch (sd->status.weapon) {
  2085. case W_FIST: //Bare fists should not break :P
  2086. case W_1HAXE:
  2087. case W_2HAXE:
  2088. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2089. case W_2HMACE:
  2090. case W_STAFF:
  2091. case W_2HSTAFF:
  2092. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2093. case W_HUUMA:
  2094. where &= ~EQP_WEAPON;
  2095. }
  2096. }
  2097. }
  2098. if (flag&BCT_ENEMY) {
  2099. if (battle_config.equip_skill_break_rate != 100)
  2100. rate = rate*battle_config.equip_skill_break_rate/100;
  2101. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2102. if (battle_config.equip_self_break_rate != 100)
  2103. rate = rate*battle_config.equip_self_break_rate/100;
  2104. }
  2105. for (i = 0; i < 4; i++) {
  2106. if (where&where_list[i]) {
  2107. if (sc && sc->count && sc->data[scdef[i]])
  2108. where&=~where_list[i];
  2109. else if (rnd()%10000 >= rate)
  2110. where&=~where_list[i];
  2111. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2112. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2113. }
  2114. }
  2115. if (!where) //Nothing to break.
  2116. return 0;
  2117. if (sd) {
  2118. for (i = 0; i < EQI_MAX; i++) {
  2119. short j = sd->equip_index[i];
  2120. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2121. continue;
  2122. switch(i) {
  2123. case EQI_HEAD_TOP: //Upper Head
  2124. flag = (where&EQP_HELM);
  2125. break;
  2126. case EQI_ARMOR: //Body
  2127. flag = (where&EQP_ARMOR);
  2128. break;
  2129. case EQI_HAND_R: //Left/Right hands
  2130. case EQI_HAND_L:
  2131. flag = (
  2132. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2133. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2134. break;
  2135. case EQI_SHOES:
  2136. flag = (where&EQP_SHOES);
  2137. break;
  2138. case EQI_GARMENT:
  2139. flag = (where&EQP_GARMENT);
  2140. break;
  2141. default:
  2142. continue;
  2143. }
  2144. if (flag) {
  2145. sd->status.inventory[j].attribute = 1;
  2146. pc_unequipitem(sd, j, 3);
  2147. }
  2148. }
  2149. clif_equiplist(sd);
  2150. }
  2151. return where; //Return list of pieces broken.
  2152. }
  2153. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2154. {
  2155. struct status_change *sc;
  2156. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2157. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2158. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2159. int i;
  2160. if (rnd()%100 >= rate)
  2161. return 0;
  2162. sc = status_get_sc(bl);
  2163. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2164. return 0;
  2165. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2166. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2167. where&=~pos[i];
  2168. }
  2169. if (!where) return 0;
  2170. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2171. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2172. where&=~pos[i];
  2173. }
  2174. return where?1:0;
  2175. }
  2176. /* Stores temporary values.
  2177. * Common usages:
  2178. * [0] holds number of targets in area
  2179. * [1] holds the id of the original target
  2180. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  2181. */
  2182. static int skill_area_temp[8];
  2183. /**
  2184. Used to knock back players, monsters, traps, etc
  2185. * @param src Object that give knock back
  2186. * @param target Object that receive knock back
  2187. * @param count Number of knock back cell requested
  2188. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2189. * @param flag
  2190. 0x01 - position update packets must not be sent;
  2191. 0x02 - ignores players' special_state.no_knockback;
  2192. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2193. 0x04 - at WOE/BG map;
  2194. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2195. 0x10 - if target has 'special_state.no_knockback';
  2196. 0x20 - if target is in Basilica area;
  2197. * @return Number of knocked back cells done
  2198. */
  2199. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2200. {
  2201. int dx = 0, dy = 0;
  2202. uint8 reason = 0, checkflag = 0;
  2203. nullpo_ret(src);
  2204. nullpo_ret(target);
  2205. if (!count)
  2206. return count; // Actual knockback distance is 0.
  2207. // Create flag needed in unit_blown_immune
  2208. if(src != target)
  2209. checkflag |= 0x1; // Offensive
  2210. if(!(flag&0x2))
  2211. checkflag |= 0x2; // Knockback type
  2212. if(is_boss(src))
  2213. checkflag |= 0x4; // Boss attack
  2214. // Get reason and check for flags
  2215. reason = unit_blown_immune(target, checkflag);
  2216. switch(reason) {
  2217. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2218. case 2: return count; // Emperium can't be knocked back
  2219. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2220. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2221. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2222. case 6: return count; // Trap cannot be knocked back
  2223. }
  2224. if (dir == -1) // <optimized>: do the computation here instead of outside
  2225. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2226. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2227. dx = -dirx[dir];
  2228. dy = -diry[dir];
  2229. }
  2230. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2231. }
  2232. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2233. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2234. // In case of success returns type of reflection, otherwise 0
  2235. // 1 - Regular reflection (Maya)
  2236. // 2 - SL_KAITE reflection
  2237. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2238. {
  2239. struct status_change *sc = status_get_sc(bl);
  2240. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2241. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2242. return 0;
  2243. // item-based reflection
  2244. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2245. return 1;
  2246. if( is_boss(src) )
  2247. return 0;
  2248. // status-based reflection
  2249. if( !sc || sc->count == 0 )
  2250. return 0;
  2251. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2252. return 1;
  2253. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2254. {// Kaite only works against non-players if they are low-level.
  2255. clif_specialeffect(bl, 438, AREA);
  2256. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2257. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2258. return 2;
  2259. }
  2260. return 0;
  2261. }
  2262. /**
  2263. * Checks whether a skill can be used in combos or not
  2264. * @param skill_id: Target skill
  2265. * @return true: Skill is a combo, false: otherwise
  2266. * @author Panikon
  2267. */
  2268. bool skill_is_combo(uint16 skill_id) {
  2269. switch(skill_id) {
  2270. case MO_CHAINCOMBO:
  2271. case MO_COMBOFINISH:
  2272. case CH_TIGERFIST:
  2273. case CH_CHAINCRUSH:
  2274. case MO_EXTREMITYFIST:
  2275. case TK_TURNKICK:
  2276. case TK_STORMKICK:
  2277. case TK_DOWNKICK:
  2278. case TK_COUNTER:
  2279. case TK_JUMPKICK:
  2280. case HT_POWER:
  2281. case GC_COUNTERSLASH:
  2282. case GC_WEAPONCRUSH:
  2283. case SR_FALLENEMPIRE:
  2284. case SR_DRAGONCOMBO:
  2285. case SR_TIGERCANNON:
  2286. case SR_GATEOFHELL:
  2287. return true;
  2288. }
  2289. return false;
  2290. }
  2291. /*
  2292. * Combo handler, start stop combo status
  2293. */
  2294. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2295. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2296. switch (skill_id) {
  2297. case MH_MIDNIGHT_FRENZY:
  2298. case MH_EQC:
  2299. {
  2300. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2301. short idx = hom_skill_get_index(skill_id2);
  2302. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2303. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2304. if (idx == -1)
  2305. break;
  2306. sd = hd->master;
  2307. hd->homunculus.hskill[idx].flag= flag;
  2308. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2309. }
  2310. break;
  2311. case MO_COMBOFINISH:
  2312. case CH_TIGERFIST:
  2313. case CH_CHAINCRUSH:
  2314. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2315. break;
  2316. case TK_JUMPKICK:
  2317. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2318. break;
  2319. case MO_TRIPLEATTACK:
  2320. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2321. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2322. break;
  2323. case SR_FALLENEMPIRE:
  2324. if (sd){
  2325. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2326. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2327. }
  2328. break;
  2329. }
  2330. }
  2331. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2332. int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2333. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2334. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2335. struct status_change_entry *sce;
  2336. TBL_PC *sd = BL_CAST(BL_PC,src);
  2337. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2338. struct status_change *sc = status_get_sc(src);
  2339. if(sc == NULL) return;
  2340. //End previous combo state after skill is invoked
  2341. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2342. switch (skill_id) {
  2343. case TK_TURNKICK:
  2344. case TK_STORMKICK:
  2345. case TK_DOWNKICK:
  2346. case TK_COUNTER:
  2347. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2348. sce->val1 = skill_id; //Update combo-skill
  2349. sce->val3 = skill_id;
  2350. if( sce->timer != INVALID_TIMER )
  2351. delete_timer(sce->timer, status_change_timer);
  2352. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2353. break;
  2354. }
  2355. unit_cancel_combo(src); // Cancel combo wait
  2356. break;
  2357. default:
  2358. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2359. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2360. }
  2361. }
  2362. //start new combo
  2363. if(sd){ //player only
  2364. switch(skill_id) {
  2365. case MO_TRIPLEATTACK:
  2366. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2367. duration = 1;
  2368. break;
  2369. case MO_CHAINCOMBO:
  2370. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2371. duration = 1;
  2372. break;
  2373. case MO_COMBOFINISH:
  2374. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2375. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2376. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2377. duration = 1;
  2378. case CH_TIGERFIST:
  2379. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2380. duration = 1;
  2381. case CH_CHAINCRUSH:
  2382. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2383. duration = 1;
  2384. break;
  2385. case AC_DOUBLE:
  2386. if( pc_checkskill(sd, HT_POWER)) {
  2387. duration = 2000;
  2388. nodelay = 1; //Neither gives walk nor attack delay
  2389. target_id = 0; //Does not need to be used on previous target
  2390. }
  2391. break;
  2392. case SR_DRAGONCOMBO:
  2393. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2394. duration = 1;
  2395. break;
  2396. case SR_FALLENEMPIRE:
  2397. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2398. duration = 1;
  2399. break;
  2400. }
  2401. }
  2402. else { //other
  2403. switch(skill_id) {
  2404. case MH_TINDER_BREAKER:
  2405. case MH_CBC:
  2406. case MH_SONIC_CRAW:
  2407. case MH_SILVERVEIN_RUSH:
  2408. if(hd->homunculus.spiritball > 0) duration = 2000;
  2409. nodelay = 1;
  2410. break;
  2411. case MH_EQC:
  2412. case MH_MIDNIGHT_FRENZY:
  2413. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2414. nodelay = 1;
  2415. break;
  2416. }
  2417. }
  2418. if (duration) { //Possible to chain
  2419. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2420. duration = max(status_get_amotion(src),duration); //Never less than aMotion
  2421. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2422. clif_combo_delay(src, duration);
  2423. }
  2424. }
  2425. /**
  2426. * Copy skill by Plagiarism or Reproduce
  2427. * @param src: The caster
  2428. * @param bl: The target
  2429. * @param skill_id: Skill that casted
  2430. * @param skill_lv: Skill level of the casted skill
  2431. */
  2432. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2433. {
  2434. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2435. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2436. return;
  2437. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2438. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2439. return;
  2440. else {
  2441. uint16 idx;
  2442. unsigned char lv;
  2443. // Copy Referal: dummy skills should point to their source upon copying
  2444. switch (skill_id) {
  2445. case AB_DUPLELIGHT_MELEE:
  2446. case AB_DUPLELIGHT_MAGIC:
  2447. skill_id = AB_DUPLELIGHT;
  2448. break;
  2449. case WL_CHAINLIGHTNING_ATK:
  2450. skill_id = WL_CHAINLIGHTNING;
  2451. break;
  2452. case LG_OVERBRAND_BRANDISH:
  2453. case LG_OVERBRAND_PLUSATK:
  2454. skill_id = LG_OVERBRAND;
  2455. break;
  2456. case WM_REVERBERATION_MELEE:
  2457. case WM_REVERBERATION_MAGIC:
  2458. skill_id = WM_REVERBERATION;
  2459. break;
  2460. case WM_SEVERE_RAINSTORM_MELEE:
  2461. skill_id = WM_SEVERE_RAINSTORM;
  2462. break;
  2463. case GN_CRAZYWEED_ATK:
  2464. skill_id = GN_CRAZYWEED;
  2465. break;
  2466. case GN_HELLS_PLANT_ATK:
  2467. skill_id = GN_HELLS_PLANT;
  2468. break;
  2469. case GN_SLINGITEM_RANGEMELEEATK:
  2470. skill_id = GN_SLINGITEM;
  2471. break;
  2472. }
  2473. //Use skill index, avoiding out-of-bound array [Cydh]
  2474. if (!(idx = skill_get_index(skill_id)))
  2475. return;
  2476. switch (skill_isCopyable(tsd,idx)) {
  2477. case 1: //Copied by Plagiarism
  2478. {
  2479. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2480. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2481. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2482. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2483. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2484. }
  2485. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2486. tsd->cloneskill_idx = idx;
  2487. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2488. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2489. }
  2490. break;
  2491. case 2: //Copied by Reproduce
  2492. {
  2493. struct status_change *tsc = status_get_sc(bl);
  2494. //Already did SC check
  2495. //Skill level copied depends on Reproduce skill that used
  2496. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2497. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2498. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2499. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2500. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2501. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2502. }
  2503. //Level dependent and limitation.
  2504. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2505. lv = min(lv,skill_get_max(skill_id));
  2506. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2507. lv = min(lv,skill_lv);
  2508. tsd->reproduceskill_idx = idx;
  2509. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2510. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2511. }
  2512. break;
  2513. default: return;
  2514. }
  2515. tsd->status.skill[idx].id = skill_id;
  2516. tsd->status.skill[idx].lv = lv;
  2517. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2518. clif_addskill(tsd,skill_id);
  2519. }
  2520. }
  2521. /**
  2522. * Knockback the target on skill_attack
  2523. * @param src is the master behind the attack
  2524. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2525. * @param target is the target to be attacked.
  2526. * @param blewcount
  2527. * @param skill_id
  2528. * @param skill_lv
  2529. * @param damage
  2530. * @param tick
  2531. * @param flag can hold a bunch of information:
  2532. */
  2533. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, unsigned int tick, int flag) {
  2534. int8 dir = -1; // Default direction
  2535. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2536. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2537. if (!blewcount || target == dsrc || status_isdead(target))
  2538. return;
  2539. // Skill specific direction
  2540. switch (skill_id) {
  2541. case MG_FIREWALL:
  2542. case PR_SANCTUARY:
  2543. case GN_WALLOFTHORN:
  2544. case EL_FIRE_MANTLE:
  2545. dir = unit_getdir(target); // Backwards
  2546. break;
  2547. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2548. case WZ_STORMGUST:
  2549. if(!battle_config.stormgust_knockback)
  2550. dir = rnd()%8;
  2551. break;
  2552. case WL_CRIMSONROCK:
  2553. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2554. break;
  2555. case MC_CARTREVOLUTION:
  2556. if (battle_config.cart_revo_knockback)
  2557. dir = 6; // Official servers push target to the West
  2558. break;
  2559. case AC_SHOWER:
  2560. if (!battle_config.arrow_shower_knockback)
  2561. dir = map_calc_dir(target, src->x, src->y);
  2562. break;
  2563. }
  2564. // Blown-specific handling
  2565. switch( skill_id ) {
  2566. case LG_OVERBRAND_BRANDISH:
  2567. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2568. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2569. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2570. break;
  2571. case SR_KNUCKLEARROW:
  2572. {
  2573. short x = target->x, y = target->y;
  2574. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2575. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2576. // (bugreport:9096)
  2577. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2578. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2579. dir_ka = -1;
  2580. // Move attacker to the target position after knocked back
  2581. if ((target->x != x || target->y != y) && unit_movepos(src,target->x,target->y,1,1))
  2582. clif_blown(src);
  2583. }
  2584. break;
  2585. case RL_R_TRIP:
  2586. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2587. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2588. break;
  2589. case RL_SLUGSHOT:
  2590. skill_blown(dsrc,target,blewcount,dir, 0);
  2591. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2592. break;
  2593. default:
  2594. skill_blown(dsrc,target,blewcount,dir, 0);
  2595. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2596. TBL_SKILL *su = (TBL_SKILL*)target;
  2597. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2598. skill_blown(src, target, 3, -1, 0);
  2599. }
  2600. break;
  2601. }
  2602. clif_fixpos(target);
  2603. }
  2604. /*
  2605. * =========================================================================
  2606. * Does a skill attack with the given properties.
  2607. * @param src is the master behind the attack (player/mob/pet)
  2608. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2609. * @param bl is the target to be attacked.
  2610. * @param flag can hold a bunch of information:
  2611. * flag&1
  2612. * flag&2 - Disable re-triggered by double casting
  2613. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2614. *
  2615. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2616. * (usually holds number of targets, or just 1 for simple splash attacks)
  2617. *
  2618. * flag&0xF000 - Values from enum e_skill_display
  2619. * flag&0x3F0000 - Values from enum e_battle_check_target
  2620. *
  2621. * flag&0x1000000 - Return 0 if damage was reflected
  2622. *-------------------------------------------------------------------------*/
  2623. int64 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)
  2624. {
  2625. struct Damage dmg;
  2626. struct status_data *sstatus, *tstatus;
  2627. struct status_change *sc, *tsc;
  2628. struct map_session_data *sd, *tsd;
  2629. int64 damage;
  2630. int8 rmdamage = 0;//magic reflected
  2631. int type;
  2632. bool shadow_flag = false;
  2633. bool additional_effects = true;
  2634. if(skill_id > 0 && !skill_lv)
  2635. return 0;
  2636. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2637. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2638. nullpo_ret(bl); //Target to be attacked.
  2639. if (src != dsrc) {
  2640. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2641. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2642. return 0;
  2643. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2644. //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]
  2645. if (!status_check_skilluse(src, bl, skill_id, 2))
  2646. return 0;
  2647. }
  2648. sd = BL_CAST(BL_PC, src);
  2649. tsd = BL_CAST(BL_PC, bl);
  2650. sstatus = status_get_status_data(src);
  2651. tstatus = status_get_status_data(bl);
  2652. sc= status_get_sc(src);
  2653. tsc= status_get_sc(bl);
  2654. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2655. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2656. if (tsc && tsc->data[SC_TRICKDEAD])
  2657. return 0;
  2658. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2659. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2660. return 0;
  2661. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2662. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2663. // Adjusted to the new system [Skotlex]
  2664. if( src->type == BL_PET ) { // [Valaris]
  2665. struct pet_data *pd = (TBL_PET*)src;
  2666. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2667. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2668. int element = skill_get_ele(skill_id, skill_lv);
  2669. /*if (skill_id == -1) Does it ever worked?
  2670. element = sstatus->rhw.ele;*/
  2671. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2672. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2673. else
  2674. dmg.damage = pd->a_skill->damage; // Fixed damage
  2675. }
  2676. else
  2677. dmg.damage = 1*pd->a_skill->div_;
  2678. dmg.damage2 = 0;
  2679. dmg.div_= pd->a_skill->div_;
  2680. }
  2681. }
  2682. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2683. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2684. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2685. { //Magic reflection, switch caster/target
  2686. struct block_list *tbl = bl;
  2687. rmdamage = 1;
  2688. bl = src;
  2689. src = tbl;
  2690. dsrc = tbl;
  2691. sd = BL_CAST(BL_PC, src);
  2692. tsd = BL_CAST(BL_PC, bl);
  2693. tsc = status_get_sc(bl);
  2694. if (tsc && !tsc->count)
  2695. tsc = NULL; //Don't need it.
  2696. /* bugreport:2564 flag&2 disables double casting trigger */
  2697. flag |= 2;
  2698. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2699. flag |= 4;
  2700. //Spirit of Wizard blocks Kaite's reflection
  2701. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2702. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2703. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2704. if (type >= 0) {
  2705. if ( tsd )
  2706. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2707. dmg.damage = dmg.damage2 = 0;
  2708. dmg.dmg_lv = ATK_MISS;
  2709. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2710. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2711. }
  2712. } else if( type != 2 ) /* Kaite bypasses */
  2713. additional_effects = false;
  2714. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2715. #if MAGIC_REFLECTION_TYPE
  2716. #ifdef RENEWAL
  2717. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2718. #else
  2719. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2720. // regardless of caster's equipment (Aegis 11.1)
  2721. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2722. #endif
  2723. short s_ele = skill_get_ele(skill_id, skill_lv);
  2724. if (s_ele == -1) // the skill takes the weapon's element
  2725. s_ele = sstatus->rhw.ele;
  2726. else if (s_ele == -2) //Use status element
  2727. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2728. else if( s_ele == -3 ) //Use random element
  2729. s_ele = rnd()%ELE_ALL;
  2730. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2731. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2732. struct status_data *status = status_get_status_data(bl);
  2733. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2734. per /=20; //Uses 20% SP intervals.
  2735. //SP Cost: 1% + 0.5% per every 20% SP
  2736. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2737. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2738. //Reduction: 6% + 6% every 20%
  2739. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2740. }
  2741. }
  2742. #endif
  2743. }
  2744. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2745. int sp = skill_get_sp(skill_id,skill_lv);
  2746. dmg.damage = dmg.damage2 = 0;
  2747. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2748. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2749. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2750. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2751. status_heal(bl, 0, sp, 2);
  2752. }
  2753. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2754. dmg.damage = dmg.damage2 = 0;
  2755. dmg.dmg_lv = ATK_MISS;
  2756. }
  2757. }
  2758. damage = dmg.damage + dmg.damage2;
  2759. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2760. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2761. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2762. damage = 1;
  2763. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2764. struct block_list *nbl;
  2765. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2766. if( nbl ){ // Only one target is chosen.
  2767. damage = damage / 2; // Deflect half of the damage to a target nearby
  2768. 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);
  2769. }
  2770. }
  2771. //Skill hit type
  2772. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2773. switch( skill_id ) {
  2774. case SC_TRIANGLESHOT:
  2775. if( rnd()%100 > (1 + skill_lv) )
  2776. dmg.blewcount = 0;
  2777. break;
  2778. default:
  2779. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2780. dmg.blewcount = 0; //only pushback when it hit for other
  2781. break;
  2782. }
  2783. switch( skill_id ) {
  2784. case CR_GRANDCROSS:
  2785. case NPC_GRANDDARKNESS:
  2786. if( battle_config.gx_disptype)
  2787. dsrc = src;
  2788. if( src == bl)
  2789. type = 4;
  2790. else
  2791. flag|= SD_ANIMATION;
  2792. break;
  2793. case NJ_TATAMIGAESHI: //For correct knockback.
  2794. dsrc = src;
  2795. flag|= SD_ANIMATION;
  2796. break;
  2797. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2798. int level;
  2799. if( sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2800. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2801. }
  2802. break;
  2803. case SL_STIN:
  2804. case SL_STUN:
  2805. if (skill_lv >= 7) {
  2806. struct status_change *sc_cur = status_get_sc(src);
  2807. if (sc_cur && !sc_cur->data[SC_SMA])
  2808. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2809. }
  2810. break;
  2811. case GS_FULLBUSTER:
  2812. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2813. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2814. break;
  2815. }
  2816. //combo handling
  2817. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2818. //Display damage.
  2819. switch( skill_id ) {
  2820. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2821. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2822. break;
  2823. //Skills that need be passed as a normal attack for the client to display correctly.
  2824. case HVAN_EXPLOSION:
  2825. case NPC_SELFDESTRUCTION:
  2826. if(src->type == BL_PC)
  2827. dmg.blewcount = 10;
  2828. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2829. // fall through
  2830. case KN_AUTOCOUNTER:
  2831. case NPC_CRITICALSLASH:
  2832. case TF_DOUBLE:
  2833. case GS_CHAINACTION:
  2834. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2835. break;
  2836. case AS_SPLASHER:
  2837. if( flag&SD_ANIMATION ) // the surrounding targets
  2838. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2839. else // the central target doesn't display an animation
  2840. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2841. break;
  2842. case WL_HELLINFERNO:
  2843. case SR_EARTHSHAKER:
  2844. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2845. break;
  2846. case WL_SOULEXPANSION:
  2847. case WL_COMET:
  2848. case KO_MUCHANAGE:
  2849. case NJ_HUUMA:
  2850. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2851. break;
  2852. case WL_CHAINLIGHTNING_ATK:
  2853. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2854. break;
  2855. case LG_OVERBRAND:
  2856. case LG_OVERBRAND_BRANDISH:
  2857. dmg.amotion = status_get_amotion(src) * 2;
  2858. case LG_OVERBRAND_PLUSATK:
  2859. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2860. break;
  2861. case EL_FIRE_BOMB:
  2862. case EL_FIRE_BOMB_ATK:
  2863. case EL_FIRE_WAVE:
  2864. case EL_FIRE_WAVE_ATK:
  2865. case EL_FIRE_MANTLE:
  2866. case EL_CIRCLE_OF_FIRE:
  2867. case EL_FIRE_ARROW:
  2868. case EL_ICE_NEEDLE:
  2869. case EL_WATER_SCREW:
  2870. case EL_WATER_SCREW_ATK:
  2871. case EL_WIND_SLASH:
  2872. case EL_TIDAL_WEAPON:
  2873. case EL_ROCK_CRUSHER:
  2874. case EL_ROCK_CRUSHER_ATK:
  2875. case EL_HURRICANE:
  2876. case EL_HURRICANE_ATK:
  2877. case KO_BAKURETSU:
  2878. case GN_CRAZYWEED_ATK:
  2879. case NC_MAGMA_ERUPTION:
  2880. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2881. break;
  2882. case GN_FIRE_EXPANSION_ACID:
  2883. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2884. break;
  2885. case GN_SLINGITEM_RANGEMELEEATK:
  2886. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2887. break;
  2888. case EL_STONE_RAIN:
  2889. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2890. break;
  2891. case WM_SEVERE_RAINSTORM_MELEE:
  2892. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,5);
  2893. break;
  2894. case WM_REVERBERATION_MELEE:
  2895. case WM_REVERBERATION_MAGIC:
  2896. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2897. break;
  2898. case HT_CLAYMORETRAP:
  2899. case HT_BLASTMINE:
  2900. case HT_FLASHER:
  2901. case HT_FREEZINGTRAP:
  2902. case RA_CLUSTERBOMB:
  2903. case RA_FIRINGTRAP:
  2904. case RA_ICEBOUNDTRAP:
  2905. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2906. if( dsrc != src ) // avoid damage display redundancy
  2907. break;
  2908. case HT_LANDMINE:
  2909. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2910. break;
  2911. case WZ_SIGHTBLASTER:
  2912. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2913. break;
  2914. case RL_R_TRIP_PLUSATK:
  2915. case RL_BANISHING_BUSTER:
  2916. case RL_S_STORM:
  2917. case RL_SLUGSHOT:
  2918. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2919. break;
  2920. case AB_DUPLELIGHT_MELEE:
  2921. case AB_DUPLELIGHT_MAGIC:
  2922. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2923. default:
  2924. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2925. type = 5;
  2926. if( bl->type == BL_SKILL ){
  2927. TBL_SKILL *su = (TBL_SKILL*)bl;
  2928. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2929. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2930. }
  2931. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2932. break;
  2933. }
  2934. map_freeblock_lock();
  2935. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  2936. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2937. skill_do_copy(src,bl,skill_id,skill_lv);
  2938. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2939. { //Skills with can't walk delay also stop normal attacking for that
  2940. //duration when the attack connects. [Skotlex]
  2941. struct unit_data *ud = unit_bl2ud(src);
  2942. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2943. ud->attackabletime = tick + type;
  2944. }
  2945. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  2946. // Instant damage
  2947. if( !dmg.amotion ) {
  2948. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) || skill_id == HW_GRAVITATION) && !shadow_flag )
  2949. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2950. if( !status_isdead(bl) && additional_effects )
  2951. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2952. if( damage > 0 ) //Counter status effects [Skotlex]
  2953. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2954. }
  2955. // Blow!
  2956. if (!(flag&4))
  2957. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  2958. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2959. if( dmg.amotion ) {
  2960. if( shadow_flag ) {
  2961. if( !status_isdead(bl) && additional_effects )
  2962. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  2963. if( dmg.flag > ATK_BLOCK )
  2964. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  2965. } else
  2966. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2967. }
  2968. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION ) {
  2969. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2970. struct block_list *d_bl = map_id2bl(sce->val1);
  2971. if( d_bl && (
  2972. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2973. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2974. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2975. {
  2976. if(!rmdamage){
  2977. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2978. status_fix_damage(NULL,d_bl, damage, 0);
  2979. } else {
  2980. bool isDevotRdamage = false;
  2981. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  2982. isDevotRdamage = true;
  2983. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  2984. // This check is only for magical skill.
  2985. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2986. clif_damage(bl,(!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2987. status_fix_damage(bl,(!isDevotRdamage) ? bl : d_bl, damage, 0);
  2988. }
  2989. }
  2990. else {
  2991. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2992. if( !dmg.amotion )
  2993. status_fix_damage(src,bl,damage,dmg.dmotion);
  2994. }
  2995. }
  2996. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2997. if( skill_id == RG_INTIMIDATE ) {
  2998. int rate = 50 + skill_lv * 5;
  2999. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3000. if(rnd()%100 < rate)
  3001. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3002. } else if( skill_id == SC_FATALMENACE )
  3003. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3004. }
  3005. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3006. dmg.flag |= BF_WEAPON;
  3007. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3008. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3009. {
  3010. if (battle_config.left_cardfix_to_right)
  3011. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3012. else
  3013. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3014. }
  3015. if( damage > 0 ) { // Post-damage effects
  3016. switch( skill_id ) {
  3017. case GC_VENOMPRESSURE: {
  3018. struct status_change *ssc = status_get_sc(src);
  3019. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3020. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3021. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3022. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3023. }
  3024. }
  3025. break;
  3026. case WM_METALICSOUND:
  3027. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3028. break;
  3029. }
  3030. if( sd )
  3031. skill_onskillusage(sd, bl, skill_id, tick);
  3032. }
  3033. if (!(flag&2) &&
  3034. (
  3035. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3036. ) &&
  3037. (tsc = status_get_sc(src)) &&
  3038. tsc->data[SC_DOUBLECAST] &&
  3039. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3040. {
  3041. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3042. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3043. }
  3044. map_freeblock_unlock();
  3045. if ((flag&0x1000000) && rmdamage == 1)
  3046. return 0; //Should return 0 when damage was reflected
  3047. return damage;
  3048. }
  3049. /*==========================================
  3050. * Sub function for recursive skill call.
  3051. * Checking bl battle flag and display damage
  3052. * then call func with source,target,skill_id,skill_lv,tick,flag
  3053. *------------------------------------------*/
  3054. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3055. int skill_area_sub(struct block_list *bl, va_list ap)
  3056. {
  3057. struct block_list *src;
  3058. uint16 skill_id,skill_lv;
  3059. int flag;
  3060. unsigned int tick;
  3061. SkillFunc func;
  3062. nullpo_ret(bl);
  3063. src = va_arg(ap,struct block_list *);
  3064. skill_id = va_arg(ap,int);
  3065. skill_lv = va_arg(ap,int);
  3066. tick = va_arg(ap,unsigned int);
  3067. flag = va_arg(ap,int);
  3068. func = va_arg(ap,SkillFunc);
  3069. if (flag&BCT_WOS && src == bl)
  3070. return 0;
  3071. if(battle_check_target(src,bl,flag) > 0) {
  3072. // several splash skills need this initial dummy packet to display correctly
  3073. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3074. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3075. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3076. skill_area_temp[2]++;
  3077. return func(src,bl,skill_id,skill_lv,tick,flag);
  3078. }
  3079. return 0;
  3080. }
  3081. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3082. {
  3083. struct skill_unit *unit;
  3084. uint16 skill_id,g_skill_id;
  3085. unit = (struct skill_unit *)bl;
  3086. if(bl->prev == NULL || bl->type != BL_SKILL)
  3087. return 0;
  3088. if(!unit->alive)
  3089. return 0;
  3090. skill_id = va_arg(ap,int);
  3091. g_skill_id = unit->group->skill_id;
  3092. switch (skill_id) {
  3093. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3094. if(g_skill_id == SA_LANDPROTECTOR)
  3095. break;
  3096. //Fall through
  3097. case MH_STEINWAND:
  3098. case MG_SAFETYWALL:
  3099. case SC_MAELSTROM:
  3100. case SO_ELEMENTAL_SHIELD:
  3101. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD)
  3102. return 0;
  3103. break;
  3104. case AL_WARP:
  3105. case HT_SKIDTRAP:
  3106. case MA_SKIDTRAP:
  3107. case HT_LANDMINE:
  3108. case MA_LANDMINE:
  3109. case HT_ANKLESNARE:
  3110. case HT_SHOCKWAVE:
  3111. case HT_SANDMAN:
  3112. case MA_SANDMAN:
  3113. case HT_FLASHER:
  3114. case HT_FREEZINGTRAP:
  3115. case MA_FREEZINGTRAP:
  3116. case HT_BLASTMINE:
  3117. case HT_CLAYMORETRAP:
  3118. case HT_TALKIEBOX:
  3119. case HP_BASILICA:
  3120. case RA_ELECTRICSHOCKER:
  3121. case RA_CLUSTERBOMB:
  3122. case RA_MAGENTATRAP:
  3123. case RA_COBALTTRAP:
  3124. case RA_MAIZETRAP:
  3125. case RA_VERDURETRAP:
  3126. case RA_FIRINGTRAP:
  3127. case RA_ICEBOUNDTRAP:
  3128. case SC_DIMENSIONDOOR:
  3129. case SC_BLOODYLUST:
  3130. case GN_THORNS_TRAP:
  3131. case GN_HELLS_PLANT:
  3132. case RL_B_TRAP:
  3133. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3134. 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)
  3135. return 0;
  3136. break;
  3137. default: //Avoid stacking with same kind of trap. [Skotlex]
  3138. if (g_skill_id != skill_id)
  3139. return 0;
  3140. break;
  3141. }
  3142. return 1;
  3143. }
  3144. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3145. {
  3146. //Non players do not check for the skill's splash-trigger area.
  3147. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3148. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3149. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3150. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3151. return 0;
  3152. }
  3153. range += layout_type;
  3154. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3155. }
  3156. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3157. {
  3158. uint16 skill_id;
  3159. if(bl->prev == NULL)
  3160. return 0;
  3161. skill_id = va_arg(ap,int);
  3162. if( status_isdead(bl) && skill_id != AL_WARP )
  3163. return 0;
  3164. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3165. return 0;
  3166. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3167. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3168. return 1;
  3169. }
  3170. /**
  3171. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3172. * @param bl Object that casted skill
  3173. * @param x Position x of the target
  3174. * @param y Position y of the target
  3175. * @param skill_id The casted skill
  3176. * @param skill_lv The skill Lv
  3177. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3178. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3179. */
  3180. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3181. {
  3182. int range = 0, type;
  3183. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3184. if (isNearNPC)
  3185. range = skill_get_splash(skill_id,skill_lv);
  3186. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3187. if (!isNearNPC || !range) {
  3188. switch (skill_id) { // to be expanded later
  3189. case WZ_ICEWALL:
  3190. range = 2;
  3191. break;
  3192. case SC_MANHOLE:
  3193. case GN_HELLS_PLANT:
  3194. range = 0;
  3195. break;
  3196. default: {
  3197. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3198. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3199. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3200. return 0;
  3201. }
  3202. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3203. }
  3204. break;
  3205. }
  3206. }
  3207. //Check the additional range [Cydh]
  3208. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3209. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3210. if (!isNearNPC) { //Doesn't check the NPC range
  3211. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3212. if (bl->type == BL_PC)
  3213. type = BL_CHAR;
  3214. else
  3215. type = BL_PC;
  3216. } else
  3217. type = BL_NPC;
  3218. return (!isNearNPC) ?
  3219. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3220. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3221. //isNearNPC is used to check range from NPC
  3222. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3223. }
  3224. /*==========================================
  3225. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3226. * Flag:
  3227. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3228. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3229. *------------------------------------------*/
  3230. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3231. {
  3232. struct status_data *status;
  3233. struct map_session_data *sd = NULL;
  3234. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3235. uint16 idx;
  3236. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3237. nullpo_ret(bl);
  3238. switch( bl->type )
  3239. {
  3240. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3241. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3242. }
  3243. status = status_get_status_data(bl);
  3244. if( (idx = skill_get_index(skill)) == 0 )
  3245. return 0;
  3246. lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
  3247. // Requirements
  3248. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3249. {
  3250. itemid[i] = skill_db[idx]->require.itemid[i];
  3251. amount[i] = skill_db[idx]->require.amount[i];
  3252. }
  3253. hp = skill_db[idx]->require.hp[lv-1];
  3254. sp = skill_db[idx]->require.sp[lv-1];
  3255. hp_rate = skill_db[idx]->require.hp_rate[lv-1];
  3256. sp_rate = skill_db[idx]->require.sp_rate[lv-1];
  3257. state = skill_db[idx]->require.state;
  3258. if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
  3259. hp += (status->max_hp * mhp) / 100;
  3260. if( hp_rate > 0 )
  3261. hp += (status->hp * hp_rate) / 100;
  3262. else
  3263. hp += (status->max_hp * (-hp_rate)) / 100;
  3264. if( sp_rate > 0 )
  3265. sp += (status->sp * sp_rate) / 100;
  3266. else
  3267. sp += (status->max_sp * (-sp_rate)) / 100;
  3268. if( bl->type == BL_HOM )
  3269. { // Intimacy Requeriments
  3270. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3271. switch( skill )
  3272. {
  3273. case HFLI_SBR44:
  3274. if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  3275. return 0;
  3276. break;
  3277. case HVAN_EXPLOSION:
  3278. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3279. return 0;
  3280. break;
  3281. }
  3282. }
  3283. if( !(type&2) )
  3284. {
  3285. if( hp > 0 && status->hp <= (unsigned int)hp )
  3286. {
  3287. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3288. return 0;
  3289. }
  3290. if( sp > 0 && status->sp <= (unsigned int)sp )
  3291. {
  3292. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3293. return 0;
  3294. }
  3295. }
  3296. if( !type )
  3297. switch( state )
  3298. {
  3299. case ST_MOVE_ENABLE:
  3300. if( !unit_can_move(bl) )
  3301. {
  3302. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3303. return 0;
  3304. }
  3305. break;
  3306. }
  3307. if( !(type&1) )
  3308. return 1;
  3309. // Check item existences
  3310. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3311. {
  3312. index[i] = -1;
  3313. if( itemid[i] < 1 ) continue; // No item
  3314. index[i] = pc_search_inventory(sd, itemid[i]);
  3315. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3316. {
  3317. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3318. return 0;
  3319. }
  3320. }
  3321. // Consume items
  3322. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3323. {
  3324. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3325. }
  3326. if( type&2 )
  3327. return 1;
  3328. if( sp || hp )
  3329. status_zap(bl, hp, sp);
  3330. return 1;
  3331. }
  3332. /*==========================================
  3333. *
  3334. *------------------------------------------*/
  3335. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3336. {
  3337. switch (skill_id) {
  3338. case RL_QD_SHOT:
  3339. {
  3340. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3341. struct unit_data *ud = unit_bl2ud(src);
  3342. if (ud && ud->target == target->id)
  3343. return 1;
  3344. }
  3345. }
  3346. case RL_D_TAIL:
  3347. case RL_HAMMER_OF_GOD:
  3348. if (src->type != BL_PC)
  3349. return 0;
  3350. {
  3351. struct status_change *tsc = status_get_sc(target);
  3352. // Only counts marked target with SC_C_MARKER by caster
  3353. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3354. return 0;
  3355. }
  3356. break;
  3357. }
  3358. return 1;
  3359. }
  3360. /*==========================================
  3361. *
  3362. *------------------------------------------*/
  3363. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3364. {
  3365. struct block_list *src = map_id2bl(id),*target;
  3366. struct unit_data *ud = unit_bl2ud(src);
  3367. struct skill_timerskill *skl;
  3368. int range;
  3369. nullpo_ret(src);
  3370. nullpo_ret(ud);
  3371. skl = ud->skilltimerskill[data];
  3372. nullpo_ret(skl);
  3373. ud->skilltimerskill[data] = NULL;
  3374. do {
  3375. if(src->prev == NULL)
  3376. break; // Source not on Map
  3377. if(skl->target_id) {
  3378. target = map_id2bl(skl->target_id);
  3379. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3380. target = src; //Required since it has to warp.
  3381. if(target == NULL)
  3382. break; // Target offline?
  3383. if(target->prev == NULL)
  3384. break; // Target not on Map
  3385. if(src->m != target->m)
  3386. break; // Different Maps
  3387. if(status_isdead(src)) {
  3388. switch(skl->skill_id) {
  3389. case WL_CHAINLIGHTNING_ATK:
  3390. case WL_TETRAVORTEX_FIRE:
  3391. case WL_TETRAVORTEX_WATER:
  3392. case WL_TETRAVORTEX_WIND:
  3393. case WL_TETRAVORTEX_GROUND:
  3394. // For SR_FLASHCOMBO
  3395. case SR_DRAGONCOMBO:
  3396. case SR_FALLENEMPIRE:
  3397. case SR_TIGERCANNON:
  3398. case SR_SKYNETBLOW:
  3399. break; // Exceptions
  3400. default:
  3401. continue; // Caster is Dead
  3402. }
  3403. }
  3404. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3405. break;
  3406. switch(skl->skill_id) {
  3407. case KN_AUTOCOUNTER:
  3408. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3409. break;
  3410. case RG_INTIMIDATE:
  3411. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3412. short x,y;
  3413. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3414. if (target != src && !status_isdead(target))
  3415. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3416. }
  3417. break;
  3418. case BA_FROSTJOKER:
  3419. case DC_SCREAM:
  3420. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3421. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3422. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3423. break;
  3424. case NPC_EARTHQUAKE:
  3425. if( skl->type > 1 )
  3426. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3427. 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);
  3428. skill_area_temp[1] = src->id;
  3429. skill_area_temp[2] = 0;
  3430. 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);
  3431. break;
  3432. case WZ_WATERBALL:
  3433. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3434. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3435. if (!status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH)) {
  3436. //Apply canact delay here to prevent hacks (unlimited waterball casting)
  3437. ud->canact_tick = tick + skill_delayfix(src, skl->skill_id, skl->skill_lv);
  3438. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3439. }
  3440. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  3441. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3442. unit_set_walkdelay(src, tick, WATERBALL_INTERVAL, 1);
  3443. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3444. } else {
  3445. struct status_change *sc = status_get_sc(src);
  3446. if(sc) {
  3447. if(sc->data[SC_SPIRIT] &&
  3448. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3449. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3450. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3451. }
  3452. }
  3453. break;
  3454. case WL_CHAINLIGHTNING_ATK: {
  3455. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3456. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3457. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3458. { // Remaining Chains Hit
  3459. struct block_list *nbl = NULL; // Next Target of Chain
  3460. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3461. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3462. if( nbl == NULL )
  3463. skl->x++;
  3464. else
  3465. skl->x = 0;
  3466. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3467. }
  3468. }
  3469. break;
  3470. case WL_TETRAVORTEX_FIRE:
  3471. case WL_TETRAVORTEX_WATER:
  3472. case WL_TETRAVORTEX_WIND:
  3473. case WL_TETRAVORTEX_GROUND:
  3474. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3475. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3476. if( skl->type >= 3 )
  3477. { // Final Hit
  3478. if( !status_isdead(target) )
  3479. { // Final Status Effect
  3480. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3481. applyeffects[4] = { 0, 0, 0, 0 },
  3482. i, j = 0, k = 0;
  3483. for( i = 1; i <= 8; i = i + i )
  3484. {
  3485. if( skl->x&i )
  3486. {
  3487. applyeffects[j] = effects[k];
  3488. j++;
  3489. }
  3490. k++;
  3491. }
  3492. if( j )
  3493. {
  3494. i = applyeffects[rnd()%j];
  3495. status_change_start(src,target, i, 10000, skl->skill_lv,
  3496. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3497. (i == SC_BURNING ? src->id : 0),
  3498. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, SCSTART_NONE);
  3499. }
  3500. }
  3501. }
  3502. break;
  3503. case WM_REVERBERATION_MELEE:
  3504. case WM_REVERBERATION_MAGIC:
  3505. skill_attack(skill_get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL);
  3506. break;
  3507. case SC_FATALMENACE:
  3508. if( src == target ) // Casters Part
  3509. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3510. else { // Target's Part
  3511. short x = skl->x, y = skl->y;
  3512. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3513. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3514. }
  3515. break;
  3516. case LG_MOONSLASHER:
  3517. case SR_WINDMILL:
  3518. if( target->type == BL_PC ) {
  3519. struct map_session_data *tsd = NULL;
  3520. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3521. pc_setsit(tsd);
  3522. skill_sit(tsd, 1);
  3523. clif_sitting(&tsd->bl);
  3524. }
  3525. }
  3526. break;
  3527. case SR_KNUCKLEARROW:
  3528. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3529. break;
  3530. case GN_SPORE_EXPLOSION:
  3531. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3532. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3533. break;
  3534. case CH_PALMSTRIKE:
  3535. {
  3536. struct status_change* tsc = status_get_sc(target);
  3537. struct status_change* sc = status_get_sc(src);
  3538. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3539. ( sc && sc->option&OPTION_HIDE ) ){
  3540. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3541. break;
  3542. }
  3543. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3544. break;
  3545. }
  3546. // For SR_FLASHCOMBO
  3547. case SR_DRAGONCOMBO:
  3548. case SR_FALLENEMPIRE:
  3549. case SR_TIGERCANNON:
  3550. case SR_SKYNETBLOW:
  3551. if( src->type == BL_PC ) {
  3552. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3553. break;
  3554. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3555. }
  3556. break;
  3557. case SC_ESCAPE:
  3558. if( skl->type < 4 + skl->skill_lv ) {
  3559. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3560. skill_blown(src, src, 1, unit_getdir(src), 0);
  3561. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3562. }
  3563. break;
  3564. case RL_SLUGSHOT:
  3565. if (target->type == BL_PC)
  3566. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3567. break;
  3568. default:
  3569. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3570. break;
  3571. }
  3572. }
  3573. else {
  3574. if(src->m != skl->map)
  3575. break;
  3576. switch( skl->skill_id )
  3577. {
  3578. case WZ_METEOR:
  3579. if( skl->type >= 0 )
  3580. {
  3581. int x = skl->type>>16, y = skl->type&0xFFFF;
  3582. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3583. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3584. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
  3585. && !map_getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
  3586. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3587. }
  3588. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3589. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3590. break;
  3591. case GN_CRAZYWEED_ATK:
  3592. {
  3593. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3594. 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);
  3595. }
  3596. case WL_EARTHSTRAIN:
  3597. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3598. break;
  3599. case LG_OVERBRAND_BRANDISH: {
  3600. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3601. int x = src->x, y = src->y;
  3602. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3603. for( i = 0; i < layout->count; i++ )
  3604. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3605. }
  3606. break;
  3607. case RL_FIRE_RAIN: {
  3608. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3609. 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);
  3610. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3611. }
  3612. break;
  3613. }
  3614. }
  3615. } while (0);
  3616. //Free skl now that it is no longer needed.
  3617. ers_free(skill_timer_ers, skl);
  3618. return 0;
  3619. }
  3620. /*==========================================
  3621. *
  3622. *------------------------------------------*/
  3623. 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)
  3624. {
  3625. int i;
  3626. struct unit_data *ud;
  3627. nullpo_retr(1, src);
  3628. if (src->prev == NULL)
  3629. return 0;
  3630. ud = unit_bl2ud(src);
  3631. nullpo_retr(1, ud);
  3632. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3633. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3634. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3635. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3636. ud->skilltimerskill[i]->src_id = src->id;
  3637. ud->skilltimerskill[i]->target_id = target;
  3638. ud->skilltimerskill[i]->skill_id = skill_id;
  3639. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3640. ud->skilltimerskill[i]->map = src->m;
  3641. ud->skilltimerskill[i]->x = x;
  3642. ud->skilltimerskill[i]->y = y;
  3643. ud->skilltimerskill[i]->type = type;
  3644. ud->skilltimerskill[i]->flag = flag;
  3645. return 0;
  3646. }
  3647. /*==========================================
  3648. *
  3649. *------------------------------------------*/
  3650. int skill_cleartimerskill (struct block_list *src)
  3651. {
  3652. int i;
  3653. struct unit_data *ud;
  3654. nullpo_ret(src);
  3655. ud = unit_bl2ud(src);
  3656. nullpo_ret(ud);
  3657. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3658. if(ud->skilltimerskill[i]) {
  3659. switch(ud->skilltimerskill[i]->skill_id) {
  3660. case WL_TETRAVORTEX_FIRE:
  3661. case WL_TETRAVORTEX_WATER:
  3662. case WL_TETRAVORTEX_WIND:
  3663. case WL_TETRAVORTEX_GROUND:
  3664. // For SR_FLASHCOMBO
  3665. case SR_DRAGONCOMBO:
  3666. case SR_FALLENEMPIRE:
  3667. case SR_TIGERCANNON:
  3668. case SR_SKYNETBLOW:
  3669. continue;
  3670. }
  3671. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3672. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3673. ud->skilltimerskill[i]=NULL;
  3674. }
  3675. }
  3676. return 1;
  3677. }
  3678. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3679. struct skill_unit *su = (TBL_SKILL*)bl;
  3680. struct skill_unit_group *sg = NULL;
  3681. nullpo_ret(su);
  3682. if (bl->type != BL_SKILL)
  3683. return 0;
  3684. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3685. clif_changetraplook(bl, UNT_USED_TRAPS);
  3686. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3687. su->limit = DIFF_TICK(gettick(), sg->tick) + 1500;
  3688. sg->unit_id = UNT_USED_TRAPS;
  3689. }
  3690. return 0;
  3691. }
  3692. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3693. {
  3694. TBL_SKILL *su = (TBL_SKILL*)bl;
  3695. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3696. { //Reveal trap.
  3697. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3698. //clif_changetraplook(bl, su->group->unit_id);
  3699. clif_getareachar_skillunit(&su->bl, su, AREA, 0);
  3700. return 1;
  3701. }
  3702. return 0;
  3703. }
  3704. /*==========================================
  3705. *
  3706. *
  3707. *------------------------------------------*/
  3708. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3709. {
  3710. struct map_session_data *sd = NULL;
  3711. struct status_data *tstatus;
  3712. struct status_change *sc, *tsc;
  3713. if (skill_id > 0 && !skill_lv) return 0;
  3714. nullpo_retr(1, src);
  3715. nullpo_retr(1, bl);
  3716. if (src->m != bl->m)
  3717. return 1;
  3718. if (bl->prev == NULL)
  3719. return 1;
  3720. sd = BL_CAST(BL_PC, src);
  3721. if (status_isdead(bl))
  3722. return 1;
  3723. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3724. { //GTB makes all targetted magic display miss with a single bolt.
  3725. sc_type sct = status_skill2sc(skill_id);
  3726. if(sct != SC_NONE)
  3727. status_change_end(bl, sct, INVALID_TIMER);
  3728. 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));
  3729. return 1;
  3730. }
  3731. sc = status_get_sc(src);
  3732. tsc = status_get_sc(bl);
  3733. if (sc && !sc->count)
  3734. sc = NULL; //Unneeded
  3735. if (tsc && !tsc->count)
  3736. tsc = NULL;
  3737. tstatus = status_get_status_data(bl);
  3738. map_freeblock_lock();
  3739. switch(skill_id)
  3740. {
  3741. case MER_CRASH:
  3742. case SM_BASH:
  3743. case MS_BASH:
  3744. case MC_MAMMONITE:
  3745. case TF_DOUBLE:
  3746. case AC_DOUBLE:
  3747. case MA_DOUBLE:
  3748. case AS_SONICBLOW:
  3749. case KN_PIERCE:
  3750. case ML_PIERCE:
  3751. case KN_SPEARBOOMERANG:
  3752. case TF_POISON:
  3753. case TF_SPRINKLESAND:
  3754. case AC_CHARGEARROW:
  3755. case MA_CHARGEARROW:
  3756. case RG_INTIMIDATE:
  3757. case AM_ACIDTERROR:
  3758. case BA_MUSICALSTRIKE:
  3759. case DC_THROWARROW:
  3760. case BA_DISSONANCE:
  3761. case CR_HOLYCROSS:
  3762. case NPC_DARKCROSS:
  3763. case CR_SHIELDCHARGE:
  3764. case CR_SHIELDBOOMERANG:
  3765. case NPC_PIERCINGATT:
  3766. case NPC_MENTALBREAKER:
  3767. case NPC_RANGEATTACK:
  3768. case NPC_CRITICALSLASH:
  3769. case NPC_COMBOATTACK:
  3770. case NPC_GUIDEDATTACK:
  3771. case NPC_POISON:
  3772. case NPC_RANDOMATTACK:
  3773. case NPC_WATERATTACK:
  3774. case NPC_GROUNDATTACK:
  3775. case NPC_FIREATTACK:
  3776. case NPC_WINDATTACK:
  3777. case NPC_POISONATTACK:
  3778. case NPC_HOLYATTACK:
  3779. case NPC_DARKNESSATTACK:
  3780. case NPC_TELEKINESISATTACK:
  3781. case NPC_UNDEADATTACK:
  3782. case NPC_ARMORBRAKE:
  3783. case NPC_WEAPONBRAKER:
  3784. case NPC_HELMBRAKE:
  3785. case NPC_SHIELDBRAKE:
  3786. case NPC_BLINDATTACK:
  3787. case NPC_SILENCEATTACK:
  3788. case NPC_STUNATTACK:
  3789. case NPC_PETRIFYATTACK:
  3790. case NPC_CURSEATTACK:
  3791. case NPC_SLEEPATTACK:
  3792. case LK_AURABLADE:
  3793. case LK_SPIRALPIERCE:
  3794. case ML_SPIRALPIERCE:
  3795. case LK_HEADCRUSH:
  3796. case CG_ARROWVULCAN:
  3797. case HW_MAGICCRASHER:
  3798. case ITM_TOMAHAWK:
  3799. case CH_CHAINCRUSH:
  3800. case CH_TIGERFIST:
  3801. case PA_SHIELDCHAIN: // Shield Chain
  3802. case PA_SACRIFICE:
  3803. case WS_CARTTERMINATION: // Cart Termination
  3804. case AS_VENOMKNIFE:
  3805. case HT_PHANTASMIC:
  3806. case TK_DOWNKICK:
  3807. case TK_COUNTER:
  3808. case GS_CHAINACTION:
  3809. case GS_TRIPLEACTION:
  3810. case GS_MAGICALBULLET:
  3811. case GS_TRACKING:
  3812. case GS_PIERCINGSHOT:
  3813. case GS_RAPIDSHOWER:
  3814. case GS_DUST:
  3815. case GS_DISARM: // Added disarm. [Reddozen]
  3816. case GS_FULLBUSTER:
  3817. case NJ_SYURIKEN:
  3818. case NJ_KUNAI:
  3819. #ifndef RENEWAL
  3820. case ASC_BREAKER:
  3821. #endif
  3822. case HFLI_MOON: //[orn]
  3823. case HFLI_SBR44: //[orn]
  3824. case NPC_BLEEDING:
  3825. case NPC_CRITICALWOUND:
  3826. case NPC_HELLPOWER:
  3827. case RK_SONICWAVE:
  3828. case AB_DUPLELIGHT_MELEE:
  3829. case RA_AIMEDBOLT:
  3830. case NC_AXEBOOMERANG:
  3831. case NC_POWERSWING:
  3832. case GC_CROSSIMPACT:
  3833. case GC_VENOMPRESSURE:
  3834. case SC_TRIANGLESHOT:
  3835. case SC_FEINTBOMB:
  3836. case LG_BANISHINGPOINT:
  3837. case LG_SHIELDPRESS:
  3838. case LG_RAGEBURST:
  3839. case LG_RAYOFGENESIS:
  3840. case LG_HESPERUSLIT:
  3841. case LG_OVERBRAND:
  3842. case LG_OVERBRAND_BRANDISH:
  3843. case SR_FALLENEMPIRE:
  3844. case SR_CRESCENTELBOW_AUTOSPELL:
  3845. case SR_GATEOFHELL:
  3846. case SR_GENTLETOUCH_QUIET:
  3847. case WM_SEVERE_RAINSTORM_MELEE:
  3848. case WM_GREAT_ECHO:
  3849. case GN_SLINGITEM_RANGEMELEEATK:
  3850. case KO_SETSUDAN:
  3851. case GC_DARKCROW:
  3852. case RL_MASS_SPIRAL:
  3853. case RL_SLUGSHOT:
  3854. case RL_AM_BLAST:
  3855. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3856. break;
  3857. case NC_BOOSTKNUCKLE:
  3858. case NC_PILEBUNKER:
  3859. case NC_COLDSLOWER:
  3860. case NC_ARMSCANNON:
  3861. if (sd) pc_overheat(sd, 1);
  3862. case MO_TRIPLEATTACK:
  3863. case RK_WINDCUTTER:
  3864. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3865. break;
  3866. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3867. switch( rnd()%6 ){
  3868. case 0: flag |= BREAK_ANKLE; break;
  3869. case 1: flag |= BREAK_WRIST; break;
  3870. case 2: flag |= BREAK_KNEE; break;
  3871. case 3: flag |= BREAK_SHOULDER; break;
  3872. case 4: flag |= BREAK_WAIST; break;
  3873. case 5: flag |= BREAK_NECK; break;
  3874. }
  3875. //TODO: is there really no cleaner way to do this?
  3876. sc = status_get_sc(bl);
  3877. if (sc) sc->jb_flag = flag;
  3878. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3879. break;
  3880. case MO_COMBOFINISH:
  3881. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3882. { //Becomes a splash attack when Soul Linked.
  3883. map_foreachinrange(skill_area_sub, bl,
  3884. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3885. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3886. skill_castend_damage_id);
  3887. } else
  3888. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3889. break;
  3890. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3891. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3892. skill_area_temp[1] = 0;
  3893. map_foreachinrange(skill_attack_area, src,
  3894. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3895. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3896. break;
  3897. case KN_CHARGEATK:
  3898. {
  3899. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3900. unsigned int dist = distance_bl(src, bl);
  3901. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3902. // teleport to target (if not on WoE grounds)
  3903. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3904. clif_blown(src);
  3905. // cause damage and knockback if the path to target was a straight one
  3906. if( path )
  3907. {
  3908. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3909. skill_blown(src, bl, dist, dir, 0);
  3910. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3911. // make the caster look in the direction of the target
  3912. unit_setdir(src, (dir+4)%8);
  3913. }
  3914. }
  3915. break;
  3916. case NC_FLAMELAUNCHER:
  3917. if (sd) pc_overheat(sd,1);
  3918. case SN_SHARPSHOOTING:
  3919. case MA_SHARPSHOOTING:
  3920. case NJ_KAMAITACHI:
  3921. case LG_CANNONSPEAR:
  3922. //It won't shoot through walls since on castend there has to be a direct
  3923. //line of sight between caster and target.
  3924. skill_area_temp[1] = bl->id;
  3925. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3926. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3927. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3928. break;
  3929. case NPC_ACIDBREATH:
  3930. case NPC_DARKNESSBREATH:
  3931. case NPC_FIREBREATH:
  3932. case NPC_ICEBREATH:
  3933. case NPC_THUNDERBREATH:
  3934. skill_area_temp[1] = bl->id;
  3935. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3936. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3937. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3938. break;
  3939. case MO_INVESTIGATE:
  3940. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3941. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3942. break;
  3943. case RG_BACKSTAP:
  3944. {
  3945. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3946. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3947. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3948. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3949. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3950. unit_setdir(bl,dir);
  3951. }
  3952. else if (sd)
  3953. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3954. }
  3955. break;
  3956. case MO_FINGEROFFENSIVE:
  3957. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3958. if (battle_config.finger_offensive_type && sd) {
  3959. int i;
  3960. for (i = 1; i < sd->spiritball_old; i++)
  3961. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3962. }
  3963. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3964. break;
  3965. case MO_CHAINCOMBO:
  3966. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3967. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3968. break;
  3969. #ifndef RENEWAL
  3970. case NJ_ISSEN:
  3971. #endif
  3972. case MO_EXTREMITYFIST:
  3973. {
  3974. struct block_list *mbl = bl; // For NJ_ISSEN
  3975. short x, y, i = 2; // Move 2 cells (From target)
  3976. short dir = map_calc_dir(src,bl->x,bl->y);
  3977. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3978. if (skill_id == MO_EXTREMITYFIST) {
  3979. status_set_sp(src, 0, 0);
  3980. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3981. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3982. #ifdef RENEWAL
  3983. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3984. #endif
  3985. } else {
  3986. status_set_hp(src, 1, 0);
  3987. status_change_end(src, SC_NEN, INVALID_TIMER);
  3988. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3989. }
  3990. if (skill_id == MO_EXTREMITYFIST) {
  3991. mbl = src; // For MO_EXTREMITYFIST
  3992. i = 3; // Move 3 cells (From caster)
  3993. }
  3994. if (dir > 0 && dir < 4)
  3995. x = -i;
  3996. else if (dir > 4)
  3997. x = i;
  3998. else
  3999. x = 0;
  4000. if (dir > 2 && dir < 6)
  4001. y = -i;
  4002. else if (dir == 7 || dir < 2)
  4003. y = i;
  4004. else
  4005. y = 0;
  4006. // Ashura Strike still has slide effect in GVG
  4007. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4008. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4009. clif_blown(src);
  4010. clif_spiritball(src);
  4011. }
  4012. }
  4013. break;
  4014. case HT_POWER:
  4015. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4016. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4017. break;
  4018. //Splash attack skills.
  4019. case AS_GRIMTOOTH:
  4020. case MC_CARTREVOLUTION:
  4021. case NPC_SPLASHATTACK:
  4022. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4023. case AS_SPLASHER:
  4024. case HT_BLITZBEAT:
  4025. case AC_SHOWER:
  4026. case MA_SHOWER:
  4027. case MG_NAPALMBEAT:
  4028. case MG_FIREBALL:
  4029. case RG_RAID:
  4030. case HW_NAPALMVULCAN:
  4031. case NJ_HUUMA:
  4032. case NJ_BAKUENRYU:
  4033. case ASC_METEORASSAULT:
  4034. case GS_DESPERADO:
  4035. case GS_SPREADATTACK:
  4036. case NPC_EARTHQUAKE:
  4037. case NPC_PULSESTRIKE:
  4038. case NPC_HELLJUDGEMENT:
  4039. case NPC_VAMPIRE_GIFT:
  4040. case RK_IGNITIONBREAK:
  4041. case AB_JUDEX:
  4042. case WL_SOULEXPANSION:
  4043. case WL_CRIMSONROCK:
  4044. case WL_JACKFROST:
  4045. case RA_ARROWSTORM:
  4046. case RA_WUGDASH:
  4047. case NC_VULCANARM:
  4048. case NC_SELFDESTRUCTION:
  4049. case NC_AXETORNADO:
  4050. case GC_ROLLINGCUTTER:
  4051. case GC_COUNTERSLASH:
  4052. case LG_MOONSLASHER:
  4053. case LG_EARTHDRIVE:
  4054. case SR_RAMPAGEBLASTER:
  4055. case SR_SKYNETBLOW:
  4056. case SR_WINDMILL:
  4057. case SR_RIDEINLIGHTNING:
  4058. case WM_SOUND_OF_DESTRUCTION:
  4059. case WM_REVERBERATION:
  4060. case SO_VARETYR_SPEAR:
  4061. case GN_CART_TORNADO:
  4062. case GN_CARTCANNON:
  4063. case KO_HAPPOKUNAI:
  4064. case KO_HUUMARANKA:
  4065. case KO_MUCHANAGE:
  4066. case KO_BAKURETSU:
  4067. case GN_ILLUSIONDOPING:
  4068. case RL_FIREDANCE:
  4069. case RL_BANISHING_BUSTER:
  4070. case RL_S_STORM:
  4071. case RL_R_TRIP:
  4072. case MH_XENO_SLASHER:
  4073. if( flag&1 ) {//Recursive invocation
  4074. int sflag = skill_area_temp[0] & 0xFFF;
  4075. int heal = 0;
  4076. if( flag&SD_LEVEL )
  4077. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4078. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4079. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4080. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4081. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4082. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4083. status_heal(src,heal,0,0);
  4084. }
  4085. } else {
  4086. switch ( skill_id ) {
  4087. case NJ_BAKUENRYU:
  4088. case LG_EARTHDRIVE:
  4089. case GN_CARTCANNON:
  4090. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4091. break;
  4092. case LG_MOONSLASHER:
  4093. case MH_XENO_SLASHER:
  4094. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4095. break;
  4096. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4097. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4098. break;
  4099. default:
  4100. break;
  4101. }
  4102. skill_area_temp[0] = 0;
  4103. skill_area_temp[1] = bl->id;
  4104. skill_area_temp[2] = 0;
  4105. if( skill_id == WL_CRIMSONROCK ) {
  4106. skill_area_temp[4] = bl->x;
  4107. skill_area_temp[5] = bl->y;
  4108. }
  4109. if( skill_id == NC_VULCANARM )
  4110. if (sd) pc_overheat(sd,1);
  4111. // if skill damage should be split among targets, count them
  4112. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4113. //special case: Venom Splasher uses a different range for searching than for splashing
  4114. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4115. 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);
  4116. // recursive invocation of skill_castend_damage_id() with flag|1
  4117. 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);
  4118. if( skill_id == AS_SPLASHER ) {
  4119. map_freeblock_unlock(); // Don't consume a second gemstone.
  4120. return 0;
  4121. }
  4122. }
  4123. break;
  4124. case WL_COMET:
  4125. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4126. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4127. break;
  4128. case SM_MAGNUM:
  4129. case MS_MAGNUM:
  4130. if( flag&1 ) {
  4131. //Damage depends on distance, so add it to flag if it is > 1
  4132. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl));
  4133. }
  4134. break;
  4135. case KN_BRANDISHSPEAR:
  4136. case ML_BRANDISH:
  4137. //Coded apart for it needs the flag passed to the damage calculation.
  4138. if (skill_area_temp[1] != bl->id)
  4139. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4140. else
  4141. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4142. break;
  4143. case KN_BOWLINGBASH:
  4144. case MS_BOWLINGBASH:
  4145. {
  4146. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4147. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4148. c = (skill_lv-(flag&0xFFF)+1)/2;
  4149. // Determine the Bowling Bash area depending on configuration
  4150. if (battle_config.bowling_bash_area == 0) {
  4151. // Gutter line system
  4152. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4153. if(min_x < 0) min_x = 0;
  4154. max_x = min_x + 39;
  4155. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4156. if(min_y < 0) min_y = 0;
  4157. max_y = min_y + 39;
  4158. } else if (battle_config.bowling_bash_area == 1) {
  4159. // Gutter line system without demi gutter bug
  4160. min_x = src->x - (src->x)%40;
  4161. max_x = min_x + 39;
  4162. min_y = src->y - (src->y)%40;
  4163. max_y = min_y + 39;
  4164. } else {
  4165. // Area around caster
  4166. min_x = src->x - battle_config.bowling_bash_area;
  4167. max_x = src->x + battle_config.bowling_bash_area;
  4168. min_y = src->y - battle_config.bowling_bash_area;
  4169. max_y = src->y + battle_config.bowling_bash_area;
  4170. }
  4171. // Initialization, break checks, direction
  4172. if((flag&0xFFF) > 0) {
  4173. // Ignore monsters outside area
  4174. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4175. break;
  4176. // Ignore monsters already in list
  4177. if(idb_exists(bowling_db, bl->id))
  4178. break;
  4179. // Random direction
  4180. dir = rnd()%8;
  4181. } else {
  4182. // Create an empty list of already hit targets
  4183. db_clear(bowling_db);
  4184. // Direction is walkpath
  4185. dir = (unit_getdir(src)+4)%8;
  4186. }
  4187. // Add current target to the list of already hit targets
  4188. idb_put(bowling_db, bl->id, bl);
  4189. // Keep moving target in direction square by square
  4190. tx = bl->x;
  4191. ty = bl->y;
  4192. for(i=0;i<c;i++) {
  4193. // Target coordinates (get changed even if knockback fails)
  4194. tx -= dirx[dir];
  4195. ty -= diry[dir];
  4196. // If target cell is a wall then break
  4197. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4198. break;
  4199. skill_blown(src,bl,1,dir,0);
  4200. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4201. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4202. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4203. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4204. // Recursive call
  4205. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4206. // Self-collision
  4207. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4208. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4209. break;
  4210. }
  4211. }
  4212. // Original hit or chain hit depending on flag
  4213. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4214. }
  4215. break;
  4216. case KN_SPEARSTAB:
  4217. if(flag&1) {
  4218. if (bl->id==skill_area_temp[1])
  4219. break;
  4220. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4221. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4222. } else {
  4223. int x=bl->x,y=bl->y,i,dir;
  4224. dir = map_calc_dir(bl,src->x,src->y);
  4225. skill_area_temp[1] = bl->id;
  4226. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4227. // all the enemies between the caster and the target are hit, as well as the target
  4228. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4229. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4230. for (i=0;i<4;i++) {
  4231. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4232. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4233. x += dirx[dir];
  4234. y += diry[dir];
  4235. }
  4236. }
  4237. break;
  4238. case TK_TURNKICK:
  4239. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4240. {
  4241. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4242. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4243. map_foreachinrange(skill_area_sub,bl,
  4244. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4245. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4246. skill_castend_nodamage_id);
  4247. }
  4248. break;
  4249. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4250. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4251. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4252. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4253. break;
  4254. case PR_TURNUNDEAD:
  4255. case ALL_RESURRECTION:
  4256. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4257. break;
  4258. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4259. break;
  4260. case MG_SOULSTRIKE:
  4261. case NPC_DARKSTRIKE:
  4262. case MG_COLDBOLT:
  4263. case MG_FIREBOLT:
  4264. case MG_LIGHTNINGBOLT:
  4265. case WZ_EARTHSPIKE:
  4266. case AL_HEAL:
  4267. case AL_HOLYLIGHT:
  4268. case WZ_JUPITEL:
  4269. case NPC_DARKTHUNDER:
  4270. case PR_ASPERSIO:
  4271. case MG_FROSTDIVER:
  4272. case WZ_SIGHTBLASTER:
  4273. case WZ_SIGHTRASHER:
  4274. case NJ_KOUENKA:
  4275. case NJ_HYOUSENSOU:
  4276. case NJ_HUUJIN:
  4277. case AB_ADORAMUS:
  4278. case AB_RENOVATIO:
  4279. case AB_HIGHNESSHEAL:
  4280. case AB_DUPLELIGHT_MAGIC:
  4281. case WM_METALICSOUND:
  4282. case KO_KAIHOU:
  4283. case MH_ERASER_CUTTER:
  4284. case RL_B_TRAP:
  4285. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4286. break;
  4287. case NPC_MAGICALATTACK:
  4288. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4289. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4290. break;
  4291. case HVAN_CAPRICE: //[blackhole89]
  4292. {
  4293. int ran=rnd()%4;
  4294. int sid = 0;
  4295. switch(ran)
  4296. {
  4297. case 0: sid=MG_COLDBOLT; break;
  4298. case 1: sid=MG_FIREBOLT; break;
  4299. case 2: sid=MG_LIGHTNINGBOLT; break;
  4300. case 3: sid=WZ_EARTHSPIKE; break;
  4301. }
  4302. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4303. }
  4304. break;
  4305. case WZ_WATERBALL:
  4306. {
  4307. int range = skill_lv / 2;
  4308. int maxlv = skill_get_max(skill_id); // learnable level
  4309. int count = 0;
  4310. int x, y;
  4311. struct skill_unit* unit;
  4312. if( skill_lv > maxlv )
  4313. {
  4314. if( src->type == BL_MOB && skill_lv == 10 )
  4315. range = 4;
  4316. else
  4317. range = maxlv / 2;
  4318. }
  4319. for( y = src->y - range; y <= src->y + range; ++y )
  4320. for( x = src->x - range; x <= src->x + range; ++x )
  4321. {
  4322. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4323. {
  4324. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4325. count++; // natural water cell
  4326. 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 )
  4327. {
  4328. count++; // skill-induced water cell
  4329. skill_delunit(unit); // consume cell
  4330. }
  4331. }
  4332. }
  4333. if( count > (10000/WATERBALL_INTERVAL)+1 ) //Waterball has a max duration of 10 seconds [Playtester]
  4334. count = (10000/WATERBALL_INTERVAL)+1;
  4335. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4336. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4337. }
  4338. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4339. break;
  4340. case PR_BENEDICTIO:
  4341. //Should attack undead and demons. [Skotlex]
  4342. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4343. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4344. break;
  4345. case SL_SMA:
  4346. status_change_end(src, SC_SMA, INVALID_TIMER);
  4347. case SL_STIN:
  4348. case SL_STUN:
  4349. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4350. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4351. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4352. break;
  4353. }
  4354. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4355. break;
  4356. case NPC_DARKBREATH:
  4357. clif_emotion(src,E_AG);
  4358. case SN_FALCONASSAULT:
  4359. case PA_PRESSURE:
  4360. case CR_ACIDDEMONSTRATION:
  4361. case TF_THROWSTONE:
  4362. #ifdef RENEWAL
  4363. case ASC_BREAKER:
  4364. #endif
  4365. case NPC_SMOKING:
  4366. case GS_FLING:
  4367. case NJ_ZENYNAGE:
  4368. case GN_THORNS_TRAP:
  4369. case GN_HELLS_PLANT_ATK:
  4370. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4371. break;
  4372. #ifdef RENEWAL
  4373. case NJ_ISSEN: {
  4374. short x, y;
  4375. short dir = map_calc_dir(src, bl->x, bl->y);
  4376. // Move 2 cells (From target)
  4377. if (dir > 0 && dir < 4)
  4378. x = -2;
  4379. else if (dir > 4)
  4380. x = 2;
  4381. else
  4382. x = 0;
  4383. if (dir > 2 && dir < 6)
  4384. y = -2;
  4385. else if (dir == 7 || dir < 2)
  4386. y = 2;
  4387. else
  4388. y = 0;
  4389. // Doesn't have slide effect in GVG
  4390. if (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x + x, bl->y + y, 1, 1)) {
  4391. clif_blown(src);
  4392. clif_spiritball(src);
  4393. }
  4394. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4395. status_set_hp(src, max(status_get_max_hp(src) / 100, 1), 0);
  4396. status_change_end(src, SC_NEN, INVALID_TIMER);
  4397. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4398. }
  4399. break;
  4400. #endif
  4401. case RK_DRAGONBREATH_WATER:
  4402. case RK_DRAGONBREATH: {
  4403. struct status_change *tsc2 = NULL;
  4404. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4405. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4406. } else
  4407. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4408. }
  4409. break;
  4410. case NPC_SELFDESTRUCTION: {
  4411. struct status_change *tsc2 = NULL;
  4412. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4413. break;
  4414. }
  4415. case HVAN_EXPLOSION:
  4416. if (src != bl)
  4417. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4418. break;
  4419. // Celest
  4420. case PF_SOULBURN:
  4421. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4422. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4423. if (skill_lv == 5)
  4424. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4425. status_percent_damage(src, bl, 0, 100, false);
  4426. } else {
  4427. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4428. if (skill_lv == 5)
  4429. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4430. status_percent_damage(src, src, 0, 100, false);
  4431. }
  4432. break;
  4433. case NPC_BLOODDRAIN:
  4434. case NPC_ENERGYDRAIN:
  4435. {
  4436. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4437. src, src, bl, skill_id, skill_lv, tick, flag);
  4438. if (heal > 0){
  4439. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4440. status_heal(src, heal, 0, 0);
  4441. }
  4442. }
  4443. break;
  4444. case GS_BULLSEYE:
  4445. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4446. break;
  4447. case NJ_KASUMIKIRI:
  4448. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4449. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4450. break;
  4451. case NJ_KIRIKAGE:
  4452. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4453. { //You don't move on GVG grounds.
  4454. short x, y;
  4455. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4456. if (unit_movepos(src, x, y, 0, 0)) {
  4457. clif_blown(src);
  4458. }
  4459. }
  4460. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4461. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4462. break;
  4463. case RK_HUNDREDSPEAR:
  4464. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4465. if(rnd()%100 < (10 + 3*skill_lv)) {
  4466. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4467. if( !skill_req )
  4468. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4469. skill_blown(src,bl,6,-1,0);
  4470. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4471. }
  4472. break;
  4473. case RK_PHANTOMTHRUST:
  4474. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4476. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4477. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4478. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4479. break;
  4480. case RK_STORMBLAST:
  4481. if( flag&1 )
  4482. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4483. else {
  4484. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4485. 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);
  4486. }
  4487. break;
  4488. case GC_DARKILLUSION:
  4489. {
  4490. short x, y;
  4491. short dir = map_calc_dir(src,bl->x,bl->y);
  4492. if( dir > 0 && dir < 4) x = 2;
  4493. else if( dir > 4 ) x = -2;
  4494. else x = 0;
  4495. if( dir > 2 && dir < 6 ) y = 2;
  4496. else if( dir == 7 || dir < 2 ) y = -2;
  4497. else y = 0;
  4498. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4499. clif_blown(src);
  4500. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4501. if( rnd()%100 < 4 * skill_lv )
  4502. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4503. }
  4504. }
  4505. break;
  4506. case GC_WEAPONCRUSH:
  4507. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4508. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4509. else if( sd )
  4510. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4511. break;
  4512. case GC_CROSSRIPPERSLASHER:
  4513. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4515. else
  4516. {
  4517. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4518. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4519. }
  4520. break;
  4521. case GC_PHANTOMMENACE:
  4522. if( flag&1 )
  4523. { // Only Hits Invisible Targets
  4524. struct status_change *tsc2 = status_get_sc(bl);
  4525. if(tsc2 && (tsc2->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc2->data[SC__INVISIBILITY]) )
  4526. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4527. }
  4528. break;
  4529. case WL_CHAINLIGHTNING:
  4530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4531. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4532. break;
  4533. case WL_DRAINLIFE:
  4534. {
  4535. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4536. int rate = 70 + 5 * skill_lv;
  4537. heal = heal * (5 + 5 * skill_lv) / 100;
  4538. if( bl->type == BL_SKILL )
  4539. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4540. if( heal && rnd()%100 < rate )
  4541. {
  4542. status_heal(src, heal, 0, 0);
  4543. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4544. }
  4545. }
  4546. break;
  4547. case WL_TETRAVORTEX:
  4548. if( sd && sc ) { // No SC? No spheres
  4549. int spheres[5] = { 0, 0, 0, 0, 0 },
  4550. positions[5] = {-1,-1,-1,-1,-1 },
  4551. i, j = 0, k, subskill = 0;
  4552. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4553. if( sc->data[i] ) {
  4554. spheres[j] = i;
  4555. positions[j] = sc->data[i]->val2;
  4556. j++;
  4557. }
  4558. // Sphere Sort, this time from new to old
  4559. for( i = 0; i <= j - 2; i++ )
  4560. for( k = i + 1; k <= j - 1; k++ )
  4561. if( positions[i] < positions[k] ) {
  4562. swap(positions[i],positions[k]);
  4563. swap(spheres[i],spheres[k]);
  4564. }
  4565. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4566. status_change_end(src, spheres[4], INVALID_TIMER);
  4567. j = 4;
  4568. }
  4569. k = 0;
  4570. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4571. switch( sc->data[spheres[i]]->val1 ) {
  4572. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4573. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4574. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4575. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4576. }
  4577. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4578. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4579. status_change_end(src, spheres[i], INVALID_TIMER);
  4580. }
  4581. }
  4582. break;
  4583. case WL_RELEASE:
  4584. if( sd )
  4585. {
  4586. int i;
  4587. // Priority is to release SpellBook
  4588. if( sc && sc->data[SC_READING_SB] )
  4589. { // SpellBook
  4590. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4591. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4592. int cooldown;
  4593. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4594. if( sc->data[i] ) spell[s++] = i;
  4595. if ( s == 0 )
  4596. break;
  4597. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  4598. if(sc->data[i] ){// Now extract the data from the preserved spell
  4599. pres_skill_id = sc->data[i]->val1;
  4600. pres_skill_lv = sc->data[i]->val2;
  4601. point = sc->data[i]->val3;
  4602. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4603. }else //something went wrong :(
  4604. break;
  4605. if( sc->data[SC_READING_SB]->val2 > point )
  4606. sc->data[SC_READING_SB]->val2 -= point;
  4607. else // Last spell to be released
  4608. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4609. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4610. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4611. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4612. break;
  4613. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4614. skill_toggle_magicpower(src, pres_skill_id);
  4615. switch( skill_get_casttype(pres_skill_id) )
  4616. {
  4617. case CAST_GROUND:
  4618. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4619. break;
  4620. case CAST_NODAMAGE:
  4621. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4622. break;
  4623. case CAST_DAMAGE:
  4624. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4625. break;
  4626. }
  4627. sd->ud.canact_tick = tick + skill_delayfix(src, pres_skill_id, pres_skill_lv);
  4628. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4629. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4630. if( cooldown )
  4631. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4632. }
  4633. else
  4634. { // Summon Balls
  4635. int j = 0, k;
  4636. int spheres[5] = { 0, 0, 0, 0, 0 },
  4637. positions[5] = {-1,-1,-1,-1,-1 };
  4638. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4639. if( sc && sc->data[i] )
  4640. {
  4641. spheres[j] = i;
  4642. positions[j] = sc->data[i]->val2;
  4643. sc->data[i]->val2--; // Prepares for next position
  4644. j++;
  4645. }
  4646. if( j == 0 )
  4647. { // No Spheres
  4648. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4649. break;
  4650. }
  4651. // Sphere Sort
  4652. for( i = 0; i <= j - 2; i++ )
  4653. for( k = i + 1; k <= j - 1; k++ )
  4654. if( positions[i] > positions[k] )
  4655. {
  4656. swap(positions[i],positions[k]);
  4657. swap(spheres[i],spheres[k]);
  4658. }
  4659. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4660. for( i = 0; i < j; i++ )
  4661. {
  4662. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4663. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4664. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4665. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4666. }
  4667. clif_skill_nodamage(src,bl,skill_id,0,1);
  4668. }
  4669. }
  4670. break;
  4671. case WL_FROSTMISTY:
  4672. // Causes Freezing status through walls.
  4673. sc_start(src,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));
  4674. // Doesn't deal damage through non-shootable walls.
  4675. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  4676. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4677. break;
  4678. case WL_HELLINFERNO:
  4679. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4680. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4681. break;
  4682. case RA_WUGSTRIKE:
  4683. if( sd && pc_isridingwug(sd) ){
  4684. short x[8]={0,-1,-1,-1,0,1,1,1};
  4685. short y[8]={1,1,0,-1,-1,-1,0,1};
  4686. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4687. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4688. clif_blown(src);
  4689. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4690. }
  4691. break;
  4692. }
  4693. case RA_WUGBITE:
  4694. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4695. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4696. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4697. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4698. break;
  4699. case RA_SENSITIVEKEEN:
  4700. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4701. struct status_change * tsc2 = status_get_sc(bl);
  4702. if( tsc2 && tsc2->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4703. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4704. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4705. }
  4706. }
  4707. else
  4708. {
  4709. struct skill_unit *su = NULL;
  4710. struct skill_unit_group* sg;
  4711. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4712. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4713. {
  4714. struct item item_tmp;
  4715. memset(&item_tmp,0,sizeof(item_tmp));
  4716. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4717. item_tmp.identify = 1;
  4718. if( item_tmp.nameid )
  4719. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4720. }
  4721. skill_delunit(su);
  4722. }
  4723. }
  4724. break;
  4725. case NC_INFRAREDSCAN:
  4726. if( flag&1 )
  4727. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4728. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4729. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4730. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4731. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4732. }
  4733. else
  4734. {
  4735. 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);
  4736. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4737. if( sd ) pc_overheat(sd,1);
  4738. }
  4739. break;
  4740. case NC_MAGNETICFIELD:
  4741. if( flag&1 && !map[src->m].flag.pvp ) // Doesn't affect enemies on PvP maps
  4742. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4743. break;
  4744. case SC_FATALMENACE:
  4745. if( flag&1 )
  4746. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4747. else
  4748. {
  4749. short x, y;
  4750. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4751. // Destination area
  4752. skill_area_temp[4] = x;
  4753. skill_area_temp[5] = y;
  4754. 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);
  4755. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4756. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4757. }
  4758. break;
  4759. case LG_PINPOINTATTACK:
  4760. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4761. clif_blown(src);
  4762. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4763. break;
  4764. case LG_SHIELDSPELL:
  4765. if (skill_lv == 1)
  4766. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4767. else if (skill_lv == 2)
  4768. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4769. break;
  4770. case SR_DRAGONCOMBO:
  4771. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4772. break;
  4773. case SR_KNUCKLEARROW:
  4774. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4775. dir_ka = map_calc_dir(bl, src->x, src->y);
  4776. // Has slide effect even in GVG
  4777. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4778. clif_blown(src);
  4779. if( flag&1 )
  4780. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4781. else
  4782. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4783. break;
  4784. case SR_HOWLINGOFLION:
  4785. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4786. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4787. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4788. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4789. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4790. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4791. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4792. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4793. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4794. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4795. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4796. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4797. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4798. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4799. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4800. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4801. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4802. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4803. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4804. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4805. break;
  4806. case SR_EARTHSHAKER:
  4807. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4808. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4809. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4810. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4811. } else {
  4812. 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);
  4813. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4814. }
  4815. break;
  4816. case SR_TIGERCANNON:
  4817. if ( flag&1 ) {
  4818. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4819. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4820. } else if ( sd ) {
  4821. int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
  4822. if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
  4823. if (sd)
  4824. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4825. break;
  4826. }
  4827. 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);
  4828. }
  4829. break;
  4830. case SO_POISON_BUSTER: {
  4831. struct status_change *tsc2 = status_get_sc(bl);
  4832. if( tsc2 && tsc2->data[SC_POISON] ) {
  4833. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4834. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4835. }
  4836. else if( sd )
  4837. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4838. }
  4839. break;
  4840. case GN_SPORE_EXPLOSION:
  4841. if( flag&1 )
  4842. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4843. else {
  4844. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4845. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4846. }
  4847. break;
  4848. case GN_DEMONIC_FIRE:
  4849. case GN_FIRE_EXPANSION_ACID:
  4850. if (flag&1)
  4851. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4852. break;
  4853. case KO_JYUMONJIKIRI: {
  4854. short x, y;
  4855. short dir = map_calc_dir(src,bl->x,bl->y);
  4856. if (dir > 0 && dir < 4)
  4857. x = 2;
  4858. else if (dir > 4)
  4859. x = -2;
  4860. else
  4861. x = 0;
  4862. if (dir > 2 && dir < 6)
  4863. y = 2;
  4864. else if (dir == 7 || dir < 2)
  4865. y = -2;
  4866. else
  4867. y = 0;
  4868. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  4869. clif_blown(src);
  4870. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4871. }
  4872. }
  4873. break;
  4874. case EL_FIRE_BOMB:
  4875. case EL_FIRE_WAVE:
  4876. case EL_WATER_SCREW:
  4877. case EL_HURRICANE:
  4878. case EL_TYPOON_MIS:
  4879. if( flag&1 )
  4880. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4881. else {
  4882. int i = skill_get_splash(skill_id,skill_lv);
  4883. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4884. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4885. if( rnd()%100 < 30 )
  4886. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4887. else
  4888. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4889. }
  4890. break;
  4891. case EL_ROCK_CRUSHER:
  4892. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4893. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4894. if( rnd()%100 < 50 )
  4895. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4896. else
  4897. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4898. break;
  4899. case EL_STONE_RAIN:
  4900. if( flag&1 )
  4901. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4902. else {
  4903. int i = skill_get_splash(skill_id,skill_lv);
  4904. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4905. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4906. if( rnd()%100 < 30 )
  4907. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4908. else
  4909. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4910. }
  4911. break;
  4912. case EL_FIRE_ARROW:
  4913. case EL_ICE_NEEDLE:
  4914. case EL_WIND_SLASH:
  4915. case EL_STONE_HAMMER:
  4916. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4917. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4918. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4919. break;
  4920. case EL_TIDAL_WEAPON:
  4921. if( src->type == BL_ELEM ) {
  4922. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4923. struct status_change *sc2 = status_get_sc(&ele->bl);
  4924. struct status_change *tsc2 = status_get_sc(bl);
  4925. sc_type type = status_skill2sc(skill_id), type2;
  4926. type2 = type-1;
  4927. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4928. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4929. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  4930. elemental_clean_single_effect(ele, skill_id);
  4931. }
  4932. if( rnd()%100 < 50 )
  4933. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4934. else {
  4935. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4936. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4937. }
  4938. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4939. }
  4940. break;
  4941. //recursive homon skill
  4942. case MH_MAGMA_FLOW:
  4943. case MH_HEILIGE_STANGE:
  4944. if(flag&1){
  4945. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  4946. break;//chance to not trigger atk for magma
  4947. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4948. }
  4949. else
  4950. 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);
  4951. break;
  4952. case MH_STAHL_HORN:
  4953. case MH_NEEDLE_OF_PARALYZE:
  4954. case MH_SONIC_CRAW:
  4955. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4956. break;
  4957. case MH_MIDNIGHT_FRENZY:
  4958. case MH_SILVERVEIN_RUSH:
  4959. {
  4960. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4961. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4962. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4963. }
  4964. break;
  4965. case MH_TINDER_BREAKER:
  4966. case MH_CBC:
  4967. case MH_EQC:
  4968. {
  4969. int duration = 0;
  4970. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4971. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4972. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4973. clif_blown(src);
  4974. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4975. }
  4976. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4977. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4978. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4979. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4980. }
  4981. break;
  4982. case RL_H_MINE:
  4983. if (!(flag&1)) {
  4984. // Direct attack
  4985. if (!sd || !sd->flicker) {
  4986. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  4987. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4988. break;
  4989. }
  4990. // Triggered by RL_FLICKER
  4991. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4992. // Splash damage around it!
  4993. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  4994. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4995. flag |= 1; // Don't consume requirement
  4996. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  4997. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  4998. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  4999. }
  5000. }
  5001. else
  5002. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5003. if (sd && sd->flicker)
  5004. flag |= 1; // Don't consume requirement
  5005. break;
  5006. case RL_HAMMER_OF_GOD:
  5007. if (!(flag&1)) {
  5008. if (!sd) {
  5009. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5010. break;
  5011. }
  5012. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5013. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5014. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5015. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5016. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5017. }
  5018. }
  5019. else
  5020. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5021. if ((flag&8))
  5022. flag |= 1;
  5023. break;
  5024. case RL_QD_SHOT:
  5025. case RL_D_TAIL:
  5026. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5027. int sflag = flag;
  5028. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5029. break;
  5030. if (flag&1)
  5031. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5032. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5033. if (sd) {
  5034. if (skill_id != RL_D_TAIL)
  5035. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5036. }
  5037. }
  5038. break;
  5039. case 0:/* no skill - basic/normal attack */
  5040. if(sd) {
  5041. if (flag & 3){
  5042. if (bl->id != skill_area_temp[1])
  5043. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5044. } else {
  5045. skill_area_temp[1] = bl->id;
  5046. map_foreachinrange(skill_area_sub, bl,
  5047. sd->bonus.splash_range, BL_CHAR,
  5048. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5049. skill_castend_damage_id);
  5050. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5051. }
  5052. }
  5053. break;
  5054. default:
  5055. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5056. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5057. 0, abs(skill_get_num(skill_id, skill_lv)),
  5058. skill_id, skill_lv, skill_get_hit(skill_id));
  5059. map_freeblock_unlock();
  5060. return 1;
  5061. }
  5062. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5063. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5064. map_freeblock_unlock();
  5065. if( sd && !(flag&1) )
  5066. {// ensure that the skill last-cast tick is recorded
  5067. sd->canskill_tick = gettick();
  5068. if( sd->state.arrow_atk )
  5069. {// consume arrow on last invocation to this skill.
  5070. battle_consume_ammo(sd, skill_id, skill_lv);
  5071. }
  5072. // perform skill requirement consumption
  5073. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5074. }
  5075. return 0;
  5076. }
  5077. /*==========================================
  5078. *
  5079. *------------------------------------------*/
  5080. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5081. {
  5082. struct map_session_data *sd, *dstsd;
  5083. struct mob_data *md, *dstmd;
  5084. struct homun_data *hd;
  5085. struct mercenary_data *mer;
  5086. struct status_data *sstatus, *tstatus;
  5087. struct status_change *tsc;
  5088. struct status_change_entry *tsce;
  5089. int chorusbonus = 0;
  5090. int i = 0;
  5091. enum sc_type type;
  5092. if(skill_id > 0 && !skill_lv) return 0; // celest
  5093. nullpo_retr(1, src);
  5094. nullpo_retr(1, bl);
  5095. if (src->m != bl->m)
  5096. return 1;
  5097. sd = BL_CAST(BL_PC, src);
  5098. hd = BL_CAST(BL_HOM, src);
  5099. md = BL_CAST(BL_MOB, src);
  5100. mer = BL_CAST(BL_MER, src);
  5101. dstsd = BL_CAST(BL_PC, bl);
  5102. dstmd = BL_CAST(BL_MOB, bl);
  5103. if(bl->prev == NULL)
  5104. return 1;
  5105. if(status_isdead(src))
  5106. return 1;
  5107. if( src != bl && status_isdead(bl) ) {
  5108. switch( skill_id ) { // Skills that may be cast on dead targets
  5109. case NPC_WIDESOULDRAIN:
  5110. case PR_REDEMPTIO:
  5111. case ALL_RESURRECTION:
  5112. case WM_DEADHILLHERE:
  5113. break;
  5114. default:
  5115. return 1;
  5116. }
  5117. }
  5118. tstatus = status_get_status_data(bl);
  5119. sstatus = status_get_status_data(src);
  5120. // Minstrel/Wanderer number check for chorus skills.
  5121. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5122. if( sd && sd->status.party_id ) {
  5123. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5124. if( chorusbonus > 7 )
  5125. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5126. else if( chorusbonus > 2 )
  5127. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5128. }
  5129. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5130. switch (skill_id) {
  5131. case HLIF_HEAL: //[orn]
  5132. if (bl->type != BL_HOM) {
  5133. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5134. break ;
  5135. }
  5136. case AL_HEAL:
  5137. case ALL_RESURRECTION:
  5138. case PR_ASPERSIO:
  5139. case AB_RENOVATIO:
  5140. case AB_HIGHNESSHEAL:
  5141. //Apparently only player casted skills can be offensive like this.
  5142. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5143. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5144. //Offensive heal does not works on non-enemies. [Skotlex]
  5145. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5146. return 0;
  5147. }
  5148. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5149. }
  5150. break;
  5151. case SO_ELEMENTAL_SHIELD: {
  5152. struct party_data *p;
  5153. short ret = 0;
  5154. int x0, y0, x1, y1, range;
  5155. if(sd == NULL || !sd->ed)
  5156. break;
  5157. if((p = party_search(sd->status.party_id)) == NULL)
  5158. break;
  5159. range = skill_get_splash(skill_id,skill_lv);
  5160. x0 = sd->bl.x - range;
  5161. y0 = sd->bl.y - range;
  5162. x1 = sd->bl.x + range;
  5163. y1 = sd->bl.y + range;
  5164. elemental_delete(sd->ed,0);
  5165. if(!skill_check_unit_range(src,src->x,src->y,skill_id,skill_lv))
  5166. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag);
  5167. for(i = 0; i < MAX_PARTY; i++) {
  5168. struct map_session_data *psd = p->data[i].sd;
  5169. if(!psd)
  5170. continue;
  5171. if(psd->bl.m != sd->bl.m || !psd->bl.prev)
  5172. continue;
  5173. if(range && (psd->bl.x < x0 || psd->bl.y < y0 ||
  5174. psd->bl.x > x1 || psd->bl.y > y1))
  5175. continue;
  5176. if(!skill_check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv))
  5177. ret |= skill_castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag);
  5178. }
  5179. return ret;
  5180. }
  5181. break;
  5182. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5183. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5184. case MH_STEINWAND: {
  5185. struct block_list *s_src = battle_get_master(src);
  5186. short ret = 0;
  5187. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5188. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5189. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5190. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5191. if (hd)
  5192. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5193. return ret;
  5194. }
  5195. break;
  5196. default:
  5197. //Skill is actually ground placed.
  5198. if (src == bl && skill_get_unit_id(skill_id,0))
  5199. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5200. }
  5201. type = status_skill2sc(skill_id);
  5202. tsc = status_get_sc(bl);
  5203. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5204. if (src!=bl && type > -1 &&
  5205. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5206. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5207. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5208. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5209. map_freeblock_lock();
  5210. switch(skill_id)
  5211. {
  5212. case HLIF_HEAL: //[orn]
  5213. case AL_HEAL:
  5214. case AB_HIGHNESSHEAL:
  5215. {
  5216. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5217. int heal_get_jobexp;
  5218. if( status_isimmune(bl) ||
  5219. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5220. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5221. heal=0;
  5222. if( tsc && tsc->count ) {
  5223. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5224. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5225. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5226. if (src == bl)
  5227. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5228. else {
  5229. bl = src;
  5230. dstsd = sd;
  5231. }
  5232. }
  5233. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5234. heal = 0; //Needed so that it actually displays 0 when healing.
  5235. }
  5236. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5237. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5238. heal = ~heal + 1;
  5239. heal_get_jobexp = status_heal(bl,heal,0,0);
  5240. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5241. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5242. if (heal_get_jobexp <= 0)
  5243. heal_get_jobexp = 1;
  5244. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5245. }
  5246. }
  5247. break;
  5248. case PR_REDEMPTIO:
  5249. if (sd && !(flag&1)) {
  5250. if (sd->status.party_id == 0) {
  5251. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5252. break;
  5253. }
  5254. skill_area_temp[0] = 0;
  5255. party_foreachsamemap(skill_area_sub,
  5256. sd,skill_get_splash(skill_id, skill_lv),
  5257. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5258. skill_castend_nodamage_id);
  5259. if (skill_area_temp[0] == 0) {
  5260. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5261. break;
  5262. }
  5263. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5264. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5265. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5266. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5267. clif_updatestatus(sd,SP_BASEEXP);
  5268. clif_updatestatus(sd,SP_JOBEXP);
  5269. }
  5270. status_set_hp(src, 1, 0);
  5271. status_set_sp(src, 0, 0);
  5272. break;
  5273. } else if (status_isdead(bl) && flag&1) { //Revive
  5274. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5275. skill_lv = 3; //Resurrection level 3 is used
  5276. } else //Invalid target, skip resurrection.
  5277. break;
  5278. case ALL_RESURRECTION:
  5279. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5280. { //No reviving in WoE grounds!
  5281. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5282. break;
  5283. }
  5284. if (!status_isdead(bl))
  5285. break;
  5286. {
  5287. int per = 0, sper = 0;
  5288. if (tsc && tsc->data[SC_HELLPOWER])
  5289. break;
  5290. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5291. break;
  5292. switch(skill_lv){
  5293. case 1: per=10; break;
  5294. case 2: per=30; break;
  5295. case 3: per=50; break;
  5296. case 4: per=80; break;
  5297. }
  5298. if(dstsd && dstsd->special_state.restart_full_recover)
  5299. per = sper = 100;
  5300. if (status_revive(bl, per, sper))
  5301. {
  5302. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5303. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5304. {
  5305. int exp = 0,jexp = 0;
  5306. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5307. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5308. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5309. if (exp < 1) exp = 1;
  5310. }
  5311. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5312. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5313. if (jexp < 1) jexp = 1;
  5314. }
  5315. if(exp > 0 || jexp > 0)
  5316. pc_gainexp (sd, bl, exp, jexp, false);
  5317. }
  5318. }
  5319. }
  5320. break;
  5321. case AL_DECAGI:
  5322. case MER_DECAGI:
  5323. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5324. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5325. break;
  5326. case AL_CRUCIS:
  5327. if (flag&1)
  5328. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5329. else {
  5330. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5331. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5332. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5333. }
  5334. break;
  5335. case PR_LEXDIVINA:
  5336. case MER_LEXDIVINA:
  5337. if( tsce )
  5338. status_change_end(bl,type, INVALID_TIMER);
  5339. else
  5340. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5341. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5342. break;
  5343. case SA_ABRACADABRA:
  5344. if (!skill_abra_count) {
  5345. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5346. break;
  5347. }
  5348. else {
  5349. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5350. do {
  5351. i = rnd() % MAX_SKILL_ABRA_DB;
  5352. abra_skill_id = skill_abra_db[i].skill_id;
  5353. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5354. } while ( checked++ < checked_max &&
  5355. (abra_skill_id == 0 ||
  5356. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5357. if (!skill_get_index(abra_skill_id))
  5358. break;
  5359. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5360. if( sd )
  5361. {// player-casted
  5362. sd->state.abra_flag = 1;
  5363. sd->skillitem = abra_skill_id;
  5364. sd->skillitemlv = abra_skill_lv;
  5365. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5366. }
  5367. else
  5368. {// mob-casted
  5369. struct unit_data *ud = unit_bl2ud(src);
  5370. int inf = skill_get_inf(abra_skill_id);
  5371. if (!ud) break;
  5372. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5373. if (src->type == BL_PET)
  5374. bl = (struct block_list*)((TBL_PET*)src)->master;
  5375. if (!bl) bl = src;
  5376. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5377. } else { //Assume offensive skills
  5378. int target_id = 0;
  5379. if (ud->target)
  5380. target_id = ud->target;
  5381. else switch (src->type) {
  5382. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5383. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5384. }
  5385. if (!target_id)
  5386. break;
  5387. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5388. bl = map_id2bl(target_id);
  5389. if (!bl) bl = src;
  5390. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5391. } else
  5392. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5393. }
  5394. }
  5395. }
  5396. break;
  5397. case SA_COMA:
  5398. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5399. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5400. break;
  5401. case SA_FULLRECOVERY:
  5402. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5403. if (status_isimmune(bl))
  5404. break;
  5405. status_percent_heal(bl, 100, 100);
  5406. break;
  5407. case NPC_ALLHEAL:
  5408. {
  5409. int heal;
  5410. if( status_isimmune(bl) )
  5411. break;
  5412. heal = status_percent_heal(bl, 100, 0);
  5413. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5414. if( dstmd )
  5415. { // Reset Damage Logs
  5416. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5417. dstmd->tdmg = 0;
  5418. }
  5419. }
  5420. break;
  5421. case SA_SUMMONMONSTER:
  5422. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5423. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5424. break;
  5425. case SA_LEVELUP:
  5426. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5427. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5428. break;
  5429. case SA_INSTANTDEATH:
  5430. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5431. status_kill(src);
  5432. break;
  5433. case SA_QUESTION:
  5434. clif_emotion(src,E_WHAT);
  5435. case SA_GRAVITY:
  5436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5437. break;
  5438. case SA_CLASSCHANGE:
  5439. case SA_MONOCELL:
  5440. if (dstmd)
  5441. {
  5442. int class_;
  5443. if ( sd && dstmd->status.mode&MD_BOSS )
  5444. {
  5445. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5446. break;
  5447. }
  5448. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  5449. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5450. mob_class_change(dstmd,class_);
  5451. if( tsc && dstmd->status.mode&MD_BOSS )
  5452. {
  5453. 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 };
  5454. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5455. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5456. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5457. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5458. }
  5459. }
  5460. break;
  5461. case SA_DEATH:
  5462. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5463. {
  5464. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5465. break;
  5466. }
  5467. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5468. status_kill(bl);
  5469. break;
  5470. case SA_REVERSEORCISH:
  5471. case ALL_REVERSEORCISH:
  5472. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5473. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5474. break;
  5475. case SA_FORTUNE:
  5476. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5477. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5478. break;
  5479. case SA_TAMINGMONSTER:
  5480. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5481. if (sd && dstmd) {
  5482. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5483. if( i < MAX_PET_DB )
  5484. pet_catch_process1(sd, dstmd->mob_id);
  5485. }
  5486. break;
  5487. case CR_PROVIDENCE:
  5488. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5489. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5490. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5491. map_freeblock_unlock();
  5492. return 1;
  5493. }
  5494. }
  5495. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5496. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5497. break;
  5498. case CG_MARIONETTE:
  5499. {
  5500. struct status_change* sc = status_get_sc(src);
  5501. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5502. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5504. map_freeblock_unlock();
  5505. return 1;
  5506. }
  5507. if( sc && tsc )
  5508. {
  5509. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5510. {
  5511. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5512. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5513. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5514. }
  5515. else
  5516. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5517. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5518. {
  5519. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5520. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5521. }
  5522. else
  5523. {
  5524. if( sd )
  5525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5526. map_freeblock_unlock();
  5527. return 1;
  5528. }
  5529. }
  5530. }
  5531. break;
  5532. case RG_CLOSECONFINE:
  5533. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5534. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5535. break;
  5536. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5537. case SA_FROSTWEAPON:
  5538. case SA_LIGHTNINGLOADER:
  5539. case SA_SEISMICWEAPON:
  5540. if (dstsd) {
  5541. if(dstsd->status.weapon == W_FIST ||
  5542. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5543. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5544. dstsd->sc.data[SC_FIREWEAPON] ||
  5545. dstsd->sc.data[SC_WATERWEAPON] ||
  5546. dstsd->sc.data[SC_WINDWEAPON] ||
  5547. dstsd->sc.data[SC_EARTHWEAPON] ||
  5548. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5549. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5550. dstsd->sc.data[SC_ENCPOISON]
  5551. ))
  5552. ) {
  5553. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5554. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5555. break;
  5556. }
  5557. }
  5558. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5559. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  5560. if (sd)
  5561. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5562. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5563. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5564. }
  5565. break;
  5566. case PR_ASPERSIO:
  5567. if (sd && dstmd) {
  5568. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5569. break;
  5570. }
  5571. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5572. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5573. break;
  5574. case ITEM_ENCHANTARMS:
  5575. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5576. sc_start2(src,bl,type,100,skill_lv,
  5577. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5578. break;
  5579. case TK_SEVENWIND:
  5580. switch(skill_get_ele(skill_id,skill_lv)) {
  5581. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5582. case ELE_WIND : type = SC_WINDWEAPON; break;
  5583. case ELE_WATER : type = SC_WATERWEAPON; break;
  5584. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5585. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5586. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5587. case ELE_HOLY : type = SC_ASPERSIO; break;
  5588. }
  5589. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5590. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5591. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5592. break;
  5593. case PR_KYRIE:
  5594. case MER_KYRIE:
  5595. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5596. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5597. break;
  5598. //Passive Magnum, should had been casted on yourself.
  5599. case SM_MAGNUM:
  5600. case MS_MAGNUM:
  5601. skill_area_temp[1] = 0;
  5602. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5603. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5604. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5605. // Initiate 20% of your damage becomes fire element.
  5606. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5607. if( sd )
  5608. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5609. else if( bl->type == BL_MER )
  5610. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5611. break;
  5612. case TK_JUMPKICK:
  5613. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5614. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5615. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5616. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5617. clif_blown(src);
  5618. }
  5619. } else
  5620. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5621. break;
  5622. case AL_INCAGI:
  5623. case AL_BLESSING:
  5624. case MER_INCAGI:
  5625. case MER_BLESSING:
  5626. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5627. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5628. break;
  5629. }
  5630. case PR_SLOWPOISON:
  5631. case PR_IMPOSITIO:
  5632. case PR_LEXAETERNA:
  5633. case PR_SUFFRAGIUM:
  5634. case PR_BENEDICTIO:
  5635. case LK_BERSERK:
  5636. case MS_BERSERK:
  5637. case KN_TWOHANDQUICKEN:
  5638. case KN_ONEHAND:
  5639. case MER_QUICKEN:
  5640. case CR_SPEARQUICKEN:
  5641. case CR_REFLECTSHIELD:
  5642. case MS_REFLECTSHIELD:
  5643. case AS_POISONREACT:
  5644. case MC_LOUD:
  5645. case MG_ENERGYCOAT:
  5646. case MO_EXPLOSIONSPIRITS:
  5647. case MO_STEELBODY:
  5648. case MO_BLADESTOP:
  5649. case LK_AURABLADE:
  5650. case LK_PARRYING:
  5651. case MS_PARRYING:
  5652. case LK_CONCENTRATION:
  5653. case WS_CARTBOOST:
  5654. case SN_SIGHT:
  5655. case WS_MELTDOWN:
  5656. case WS_OVERTHRUSTMAX:
  5657. case ST_REJECTSWORD:
  5658. case HW_MAGICPOWER:
  5659. case PF_MEMORIZE:
  5660. case PA_SACRIFICE:
  5661. case ASC_EDP:
  5662. case PF_DOUBLECASTING:
  5663. case SG_SUN_COMFORT:
  5664. case SG_MOON_COMFORT:
  5665. case SG_STAR_COMFORT:
  5666. case NPC_HALLUCINATION:
  5667. case GS_MADNESSCANCEL:
  5668. case GS_ADJUSTMENT:
  5669. case GS_INCREASING:
  5670. case NJ_KASUMIKIRI:
  5671. case NJ_UTSUSEMI:
  5672. case NJ_NEN:
  5673. case NPC_DEFENDER:
  5674. case NPC_MAGICMIRROR:
  5675. case ST_PRESERVE:
  5676. case NPC_INVINCIBLE:
  5677. case NPC_INVINCIBLEOFF:
  5678. case RK_DEATHBOUND:
  5679. case AB_RENOVATIO:
  5680. case AB_EXPIATIO:
  5681. case AB_DUPLELIGHT:
  5682. case AB_SECRAMENT:
  5683. case NC_ACCELERATION:
  5684. case NC_HOVERING:
  5685. case NC_SHAPESHIFT:
  5686. case WL_RECOGNIZEDSPELL:
  5687. case GC_VENOMIMPRESS:
  5688. case SC_DEADLYINFECT:
  5689. case LG_EXEEDBREAK:
  5690. case LG_PRESTIGE:
  5691. case SR_CRESCENTELBOW:
  5692. case SR_LIGHTNINGWALK:
  5693. case GN_CARTBOOST:
  5694. case KO_MEIKYOUSISUI:
  5695. case ALL_ODINS_POWER:
  5696. case ALL_FULL_THROTTLE:
  5697. case RA_UNLIMIT:
  5698. case WL_TELEKINESIS_INTENSE:
  5699. case RL_HEAT_BARREL:
  5700. case RL_P_ALTER:
  5701. case RL_E_CHAIN:
  5702. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5703. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5704. break;
  5705. case KN_AUTOCOUNTER:
  5706. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5707. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5708. break;
  5709. case SO_STRIKING:
  5710. if (sd) {
  5711. int bonus = 8 + 2 * skill_lv;
  5712. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5713. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5714. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5715. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5716. 0
  5717. );
  5718. }
  5719. break;
  5720. case NPC_STOP:
  5721. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5722. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5723. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5724. break;
  5725. case HP_ASSUMPTIO:
  5726. if( sd && dstmd )
  5727. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5728. else
  5729. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5730. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5731. break;
  5732. case MG_SIGHT:
  5733. case MER_SIGHT:
  5734. case AL_RUWACH:
  5735. case WZ_SIGHTBLASTER:
  5736. case NPC_WIDESIGHT:
  5737. case NPC_STONESKIN:
  5738. case NPC_ANTIMAGIC:
  5739. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5740. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5741. break;
  5742. case HLIF_AVOID:
  5743. case HAMI_DEFENCE:
  5744. i = skill_get_time(skill_id,skill_lv);
  5745. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5746. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5747. break;
  5748. case NJ_BUNSINJYUTSU:
  5749. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5750. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5751. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5752. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5753. break;
  5754. /* Was modified to only affect targetted char. [Skotlex]
  5755. case HP_ASSUMPTIO:
  5756. if (flag&1)
  5757. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5758. else
  5759. {
  5760. map_foreachinrange(skill_area_sub, bl,
  5761. skill_get_splash(skill_id, skill_lv), BL_PC,
  5762. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5763. skill_castend_nodamage_id);
  5764. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5765. }
  5766. break;
  5767. */
  5768. case SM_ENDURE:
  5769. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5770. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5771. break;
  5772. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5773. if (sd && dstsd && dstsd->sc.count) {
  5774. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5775. dstsd->sc.data[SC_WATERWEAPON] ||
  5776. dstsd->sc.data[SC_WINDWEAPON] ||
  5777. dstsd->sc.data[SC_EARTHWEAPON] ||
  5778. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5779. dstsd->sc.data[SC_GHOSTWEAPON]
  5780. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5781. ) {
  5782. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5783. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5784. break;
  5785. }
  5786. }
  5787. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5788. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5789. break;
  5790. case LK_TENSIONRELAX:
  5791. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5792. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5793. skill_get_time(skill_id,skill_lv)));
  5794. break;
  5795. case MC_CHANGECART:
  5796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5797. break;
  5798. case TK_MISSION:
  5799. if (sd) {
  5800. int id;
  5801. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5802. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5803. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5804. break;
  5805. }
  5806. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5807. if (!id) {
  5808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5809. break;
  5810. }
  5811. sd->mission_mobid = id;
  5812. sd->mission_count = 0;
  5813. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5814. clif_mission_info(sd, id, 0);
  5815. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5816. }
  5817. break;
  5818. case AC_CONCENTRATION:
  5819. {
  5820. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5821. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5822. map_foreachinrange( status_change_timer_sub, src,
  5823. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5824. src,NULL,type,tick);
  5825. }
  5826. break;
  5827. case SM_PROVOKE:
  5828. case SM_SELFPROVOKE:
  5829. case MER_PROVOKE:
  5830. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5831. {
  5832. map_freeblock_unlock();
  5833. return 1;
  5834. }
  5835. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5836. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5837. (i = sc_start(src,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))));
  5838. if( !i )
  5839. {
  5840. if( sd )
  5841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5842. map_freeblock_unlock();
  5843. return 0;
  5844. }
  5845. unit_skillcastcancel(bl, 2);
  5846. if( tsc && tsc->count )
  5847. {
  5848. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5849. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5850. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5851. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5852. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5853. }
  5854. if( dstmd )
  5855. {
  5856. dstmd->state.provoke_flag = src->id;
  5857. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5858. }
  5859. break;
  5860. case ML_DEVOTION:
  5861. case CR_DEVOTION:
  5862. {
  5863. int count, lv;
  5864. if( !dstsd || (!sd && !mer) )
  5865. { // Only players can be devoted
  5866. if( sd )
  5867. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5868. break;
  5869. }
  5870. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5871. lv = -lv;
  5872. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5873. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5874. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5875. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5876. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5877. {
  5878. if( sd )
  5879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5880. map_freeblock_unlock();
  5881. return 1;
  5882. }
  5883. i = 0;
  5884. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  5885. if( sd )
  5886. { // Player Devoting Player
  5887. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5888. if( i == count )
  5889. {
  5890. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5891. if( i == count )
  5892. { // No free slots, skill Fail
  5893. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5894. map_freeblock_unlock();
  5895. return 1;
  5896. }
  5897. }
  5898. sd->devotion[i] = bl->id;
  5899. }
  5900. else
  5901. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5902. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5903. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src,skill_id,skill_lv), 0, skill_get_time2(skill_id, skill_lv)));
  5904. clif_devotion(src, NULL);
  5905. }
  5906. break;
  5907. case MO_CALLSPIRITS:
  5908. if(sd) {
  5909. int limit = skill_lv;
  5910. if( sd->sc.data[SC_RAISINGDRAGON] )
  5911. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5913. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5914. }
  5915. break;
  5916. case CH_SOULCOLLECT:
  5917. if(sd) {
  5918. int limit = 5;
  5919. if( sd->sc.data[SC_RAISINGDRAGON] )
  5920. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5921. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5922. for (i = 0; i < limit; i++)
  5923. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5924. }
  5925. break;
  5926. case MO_KITRANSLATION:
  5927. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  5928. //Require will define how many spiritballs will be transferred
  5929. struct skill_condition require;
  5930. require = skill_get_requirement(sd,skill_id,skill_lv);
  5931. pc_delspiritball(sd,require.spiritball,0);
  5932. for (i = 0; i < require.spiritball; i++)
  5933. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5934. } else {
  5935. if(sd)
  5936. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5937. map_freeblock_unlock();
  5938. return 0;
  5939. }
  5940. break;
  5941. case TK_TURNKICK:
  5942. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5943. if (skill_area_temp[1] != bl->id) {
  5944. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5945. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5946. }
  5947. break;
  5948. case MO_ABSORBSPIRITS:
  5949. i = 0;
  5950. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5951. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5952. i = dstsd->spiritball * 7;
  5953. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5954. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5955. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5956. i = 2 * dstmd->level;
  5957. mob_target(dstmd,src,0);
  5958. }
  5959. if (i) status_heal(src, 0, i, 3);
  5960. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5961. break;
  5962. case AC_MAKINGARROW:
  5963. if(sd) {
  5964. clif_arrow_create_list(sd);
  5965. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5966. }
  5967. break;
  5968. case AM_PHARMACY:
  5969. if(sd) {
  5970. clif_skill_produce_mix_list(sd,skill_id,22);
  5971. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5972. }
  5973. break;
  5974. case SA_CREATECON:
  5975. if(sd) {
  5976. clif_elementalconverter_list(sd);
  5977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5978. }
  5979. break;
  5980. case BS_HAMMERFALL:
  5981. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5982. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5983. break;
  5984. case RG_RAID:
  5985. skill_area_temp[1] = 0;
  5986. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5987. map_foreachinrange(skill_area_sub, bl,
  5988. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5989. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5990. skill_castend_damage_id);
  5991. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5992. break;
  5993. //List of self skills that give damage around caster
  5994. case ASC_METEORASSAULT:
  5995. case GS_SPREADATTACK:
  5996. case RK_STORMBLAST:
  5997. case NC_AXETORNADO:
  5998. case GC_COUNTERSLASH:
  5999. case SR_SKYNETBLOW:
  6000. case SR_RAMPAGEBLASTER:
  6001. case SR_HOWLINGOFLION:
  6002. case KO_HAPPOKUNAI:
  6003. case RL_FIREDANCE:
  6004. case RL_R_TRIP:
  6005. skill_area_temp[1] = 0;
  6006. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6007. if (battle_config.skill_wall_check)
  6008. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6009. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6010. else
  6011. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6012. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6013. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6014. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6015. break;
  6016. case NC_EMERGENCYCOOL:
  6017. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6018. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6019. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6020. break;
  6021. case SR_WINDMILL:
  6022. case GN_CART_TORNADO:
  6023. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6024. case SR_EARTHSHAKER:
  6025. case NC_INFRAREDSCAN:
  6026. case NPC_EARTHQUAKE:
  6027. case NPC_VAMPIRE_GIFT:
  6028. case NPC_HELLJUDGEMENT:
  6029. case NPC_PULSESTRIKE:
  6030. case LG_MOONSLASHER:
  6031. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6032. break;
  6033. case KN_BRANDISHSPEAR:
  6034. case ML_BRANDISH:
  6035. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  6036. break;
  6037. case WZ_SIGHTRASHER:
  6038. //Passive side of the attack.
  6039. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6040. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6041. map_foreachinrange(skill_area_sub,src,
  6042. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6043. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6044. skill_castend_damage_id);
  6045. break;
  6046. case NJ_HYOUSYOURAKU:
  6047. case NJ_RAIGEKISAI:
  6048. case WZ_FROSTNOVA:
  6049. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6050. skill_area_temp[1] = 0;
  6051. map_foreachinrange(skill_attack_area, src,
  6052. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6053. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6054. break;
  6055. case HVAN_EXPLOSION: //[orn]
  6056. case NPC_SELFDESTRUCTION:
  6057. //Self Destruction hits everyone in range (allies+enemies)
  6058. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6059. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6060. BCT_ENEMY:BCT_ALL;
  6061. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6062. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6063. map_foreachinrange(skill_area_sub, bl,
  6064. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6065. src, skill_id, skill_lv, tick, flag|i,
  6066. skill_castend_damage_id);
  6067. if(map_addblock(src))
  6068. return 1;
  6069. status_damage(src, src, sstatus->max_hp,0,0,1);
  6070. break;
  6071. case AL_ANGELUS:
  6072. case PR_MAGNIFICAT:
  6073. case PR_GLORIA:
  6074. case SN_WINDWALK:
  6075. case CASH_BLESSING:
  6076. case CASH_INCAGI:
  6077. case CASH_ASSUMPTIO:
  6078. case WM_FRIGG_SONG:
  6079. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6080. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6081. else if( sd )
  6082. 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);
  6083. break;
  6084. case MER_MAGNIFICAT:
  6085. if( mer != NULL )
  6086. {
  6087. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6088. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6089. 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);
  6090. else if( mer->master && !(flag&1) )
  6091. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6092. }
  6093. break;
  6094. case BS_ADRENALINE:
  6095. case BS_ADRENALINE2:
  6096. case BS_WEAPONPERFECT:
  6097. case BS_OVERTHRUST:
  6098. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6099. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6100. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  6101. } else if (sd) {
  6102. party_foreachsamemap(skill_area_sub,
  6103. sd,skill_get_splash(skill_id, skill_lv),
  6104. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6105. skill_castend_nodamage_id);
  6106. }
  6107. break;
  6108. case BS_MAXIMIZE:
  6109. case NV_TRICKDEAD:
  6110. case CR_DEFENDER:
  6111. case ML_DEFENDER:
  6112. case CR_AUTOGUARD:
  6113. case ML_AUTOGUARD:
  6114. case TK_READYSTORM:
  6115. case TK_READYDOWN:
  6116. case TK_READYTURN:
  6117. case TK_READYCOUNTER:
  6118. case TK_DODGE:
  6119. case CR_SHRINK:
  6120. case SG_FUSION:
  6121. case GS_GATLINGFEVER:
  6122. if( tsce )
  6123. {
  6124. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6125. map_freeblock_unlock();
  6126. return 0;
  6127. }
  6128. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6129. break;
  6130. case SL_KAITE:
  6131. case SL_KAAHI:
  6132. case SL_KAIZEL:
  6133. case SL_KAUPE:
  6134. if (sd) {
  6135. if (!dstsd || !(
  6136. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6137. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6138. dstsd->status.char_id == sd->status.char_id ||
  6139. dstsd->status.char_id == sd->status.partner_id ||
  6140. dstsd->status.char_id == sd->status.child
  6141. )) {
  6142. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6144. break;
  6145. }
  6146. }
  6147. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6148. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6149. break;
  6150. case SM_AUTOBERSERK:
  6151. case MER_AUTOBERSERK:
  6152. if( tsce )
  6153. i = status_change_end(bl, type, INVALID_TIMER);
  6154. else
  6155. i = sc_start(src,bl,type,100,skill_lv,60000);
  6156. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6157. break;
  6158. case TF_HIDING:
  6159. case ST_CHASEWALK:
  6160. case KO_YAMIKUMO:
  6161. if (tsce)
  6162. {
  6163. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6164. map_freeblock_unlock();
  6165. return 0;
  6166. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6167. //Mado Gear cannot hide
  6168. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6169. map_freeblock_unlock();
  6170. return 0;
  6171. }
  6172. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6173. break;
  6174. case TK_RUN:
  6175. if (tsce)
  6176. {
  6177. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6178. map_freeblock_unlock();
  6179. return 0;
  6180. }
  6181. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6182. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6183. clif_walkok(sd); // So aegis has to resend the walk ok.
  6184. break;
  6185. case AS_CLOAKING:
  6186. case GC_CLOAKINGEXCEED:
  6187. case LG_FORCEOFVANGUARD:
  6188. case SC_REPRODUCE:
  6189. case SC_INVISIBILITY:
  6190. case RA_CAMOUFLAGE:
  6191. if (tsce) {
  6192. i = status_change_end(bl, type, INVALID_TIMER);
  6193. if( i )
  6194. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6195. else if( sd )
  6196. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6197. map_freeblock_unlock();
  6198. return 0;
  6199. }
  6200. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6201. if( i )
  6202. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6203. else if( sd )
  6204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6205. break;
  6206. case BD_ADAPTATION:
  6207. if(tsc && tsc->data[SC_DANCING]){
  6208. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6209. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6210. }
  6211. break;
  6212. case BA_FROSTJOKER:
  6213. case DC_SCREAM:
  6214. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6215. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6216. if (md) {
  6217. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6218. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6219. char temp[70];
  6220. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6221. clif_disp_overhead(&md->bl,temp);
  6222. }
  6223. break;
  6224. case BA_PANGVOICE:
  6225. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6226. break;
  6227. case DC_WINKCHARM:
  6228. if( dstsd )
  6229. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6230. else
  6231. if( dstmd )
  6232. {
  6233. if( status_get_lv(src) > status_get_lv(bl)
  6234. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6235. && !(tstatus->mode&MD_BOSS) )
  6236. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6237. else
  6238. {
  6239. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6240. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6241. }
  6242. }
  6243. break;
  6244. case TF_STEAL:
  6245. if(sd) {
  6246. if(pc_steal_item(sd,bl,skill_lv))
  6247. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6248. else
  6249. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6250. }
  6251. break;
  6252. case RG_STEALCOIN:
  6253. if(sd) {
  6254. if(pc_steal_coin(sd,bl))
  6255. {
  6256. dstmd->state.provoke_flag = src->id;
  6257. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6258. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6259. }
  6260. else
  6261. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6262. }
  6263. break;
  6264. case MG_STONECURSE:
  6265. {
  6266. int brate = 0;
  6267. if (tstatus->mode&MD_BOSS) {
  6268. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6269. break;
  6270. }
  6271. if(status_isimmune(bl) || !tsc)
  6272. break;
  6273. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  6274. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6275. if (tsc->data[SC_STONE]) {
  6276. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6277. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6278. break;
  6279. }
  6280. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6281. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  6282. skill_get_time2(skill_id,skill_lv)))
  6283. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6284. else if(sd) {
  6285. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6286. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6287. if (skill_lv > 5)
  6288. { // not to consume items
  6289. map_freeblock_unlock();
  6290. return 0;
  6291. }
  6292. }
  6293. }
  6294. break;
  6295. case NV_FIRSTAID:
  6296. clif_skill_nodamage(src,bl,skill_id,5,1);
  6297. status_heal(bl,5,0,0);
  6298. break;
  6299. case AL_CURE:
  6300. if(status_isimmune(bl)) {
  6301. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6302. break;
  6303. }
  6304. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6305. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6306. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6307. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6308. break;
  6309. case TF_DETOXIFY:
  6310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6311. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6312. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6313. break;
  6314. case PR_STRECOVERY:
  6315. if(status_isimmune(bl)) {
  6316. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6317. break;
  6318. }
  6319. if (tsc && tsc->opt1) {
  6320. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6321. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6322. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6323. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6324. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6325. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6326. }
  6327. //Is this equation really right? It looks so... special.
  6328. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6329. {
  6330. status_change_start(src,bl, SC_BLIND,
  6331. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6332. 1,0,0,0,
  6333. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCSTART_NONE);
  6334. }
  6335. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6336. if(dstmd)
  6337. mob_unlocktarget(dstmd,tick);
  6338. break;
  6339. // Mercenary Supportive Skills
  6340. case MER_BENEDICTION:
  6341. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6342. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6343. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6344. break;
  6345. case MER_COMPRESS:
  6346. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6347. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6348. break;
  6349. case MER_MENTALCURE:
  6350. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6351. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6352. break;
  6353. case MER_RECUPERATE:
  6354. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6355. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6356. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6357. break;
  6358. case MER_REGAIN:
  6359. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6360. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6361. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6362. break;
  6363. case MER_TENDER:
  6364. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6365. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6366. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6367. break;
  6368. case MER_SCAPEGOAT:
  6369. if( mer && mer->master )
  6370. {
  6371. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6372. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6373. }
  6374. break;
  6375. case MER_ESTIMATION:
  6376. if( !mer )
  6377. break;
  6378. sd = mer->master;
  6379. case WZ_ESTIMATION:
  6380. if( sd == NULL )
  6381. break;
  6382. if( dstsd )
  6383. { // Fail on Players
  6384. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6385. break;
  6386. }
  6387. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6388. break; // Cannot be Used on Emperium
  6389. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6390. clif_skill_estimation(sd, bl);
  6391. if( skill_id == MER_ESTIMATION )
  6392. sd = NULL;
  6393. break;
  6394. case BS_REPAIRWEAPON:
  6395. if(sd && dstsd)
  6396. clif_item_repair_list(sd,dstsd,skill_lv);
  6397. break;
  6398. case MC_IDENTIFY:
  6399. if(sd) {
  6400. clif_item_identify_list(sd);
  6401. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6402. map_freeblock_unlock();
  6403. return 1;
  6404. }
  6405. else { // consume sp only if succeeded
  6406. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6407. status_zap(src,0,req.sp);
  6408. }
  6409. }
  6410. break;
  6411. // Weapon Refining [Celest]
  6412. case WS_WEAPONREFINE:
  6413. if(sd)
  6414. clif_item_refine_list(sd);
  6415. break;
  6416. case MC_VENDING:
  6417. if(sd)
  6418. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6419. if ( !pc_can_give_items(sd) )
  6420. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6421. else {
  6422. sd->state.prevend = 1;
  6423. clif_openvendingreq(sd,2+skill_lv);
  6424. }
  6425. }
  6426. break;
  6427. case AL_TELEPORT:
  6428. case ALL_ODINS_RECALL:
  6429. if(sd)
  6430. {
  6431. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6432. clif_skill_teleportmessage(sd,0);
  6433. break;
  6434. }
  6435. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6436. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6437. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6438. break;
  6439. }
  6440. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6441. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6442. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6443. {
  6444. if( skill_lv == 1 )
  6445. pc_randomwarp(sd,CLR_TELEPORT);
  6446. else
  6447. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6448. break;
  6449. }
  6450. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6451. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6452. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6453. else
  6454. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6455. } else
  6456. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6457. break;
  6458. case NPC_EXPULSION:
  6459. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6460. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6461. break;
  6462. case AL_HOLYWATER:
  6463. if(sd) {
  6464. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  6465. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6466. else
  6467. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6468. }
  6469. break;
  6470. case TF_PICKSTONE:
  6471. if(sd) {
  6472. unsigned char eflag;
  6473. struct item item_tmp;
  6474. struct block_list tbl;
  6475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6476. memset(&item_tmp,0,sizeof(item_tmp));
  6477. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6478. item_tmp.nameid = ITEMID_STONE;
  6479. item_tmp.identify = 1;
  6480. tbl.id = 0;
  6481. // Commented because of duplicate animation [Lemongrass]
  6482. // At the moment this displays the pickup animation a second time
  6483. // If this is required in older clients, we need to add a version check here
  6484. //clif_takeitem(&sd->bl,&tbl);
  6485. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6486. if(eflag) {
  6487. clif_additem(sd,0,0,eflag);
  6488. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6489. }
  6490. }
  6491. break;
  6492. case ASC_CDP:
  6493. if(sd) {
  6494. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6495. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6496. }
  6497. break;
  6498. case RG_STRIPWEAPON:
  6499. case RG_STRIPSHIELD:
  6500. case RG_STRIPARMOR:
  6501. case RG_STRIPHELM:
  6502. case ST_FULLSTRIP:
  6503. case GC_WEAPONCRUSH:
  6504. case SC_STRIPACCESSARY: {
  6505. unsigned short location = 0;
  6506. int d = 0;
  6507. //Rate in percent
  6508. if ( skill_id == ST_FULLSTRIP ) {
  6509. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6510. } else if( skill_id == SC_STRIPACCESSARY ) {
  6511. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6512. } else {
  6513. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6514. }
  6515. if (i < 5) i = 5; //Minimum rate 5%
  6516. //Duration in ms
  6517. if( skill_id == GC_WEAPONCRUSH){
  6518. d = skill_get_time(skill_id,skill_lv);
  6519. if(bl->type == BL_PC)
  6520. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6521. else
  6522. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6523. }else
  6524. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6525. if (d < 0) d = 0; //Minimum duration 0ms
  6526. switch (skill_id) {
  6527. case RG_STRIPWEAPON:
  6528. case GC_WEAPONCRUSH:
  6529. location = EQP_WEAPON;
  6530. break;
  6531. case RG_STRIPSHIELD:
  6532. location = EQP_SHIELD;
  6533. break;
  6534. case RG_STRIPARMOR:
  6535. location = EQP_ARMOR;
  6536. break;
  6537. case RG_STRIPHELM:
  6538. location = EQP_HELM;
  6539. break;
  6540. case ST_FULLSTRIP:
  6541. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6542. break;
  6543. case SC_STRIPACCESSARY:
  6544. location = EQP_ACC;
  6545. break;
  6546. }
  6547. //Special message when trying to use strip on FCP [Jobbie]
  6548. 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])
  6549. {
  6550. clif_gospel_info(sd, 0x28);
  6551. break;
  6552. }
  6553. //Attempts to strip at rate i and duration d
  6554. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6555. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6556. //Nothing stripped.
  6557. if( sd && !i )
  6558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6559. break;
  6560. }
  6561. case AM_BERSERKPITCHER:
  6562. case AM_POTIONPITCHER:
  6563. {
  6564. int j,hp = 0,sp = 0;
  6565. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6566. map_freeblock_unlock();
  6567. return 1;
  6568. }
  6569. if( sd ) {
  6570. int x,bonus=100;
  6571. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6572. x = skill_lv%11 - 1;
  6573. j = pc_search_inventory(sd, require.itemid[x]);
  6574. if (j < 0 || require.itemid[x] <= 0) {
  6575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6576. map_freeblock_unlock();
  6577. return 1;
  6578. }
  6579. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6580. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6581. map_freeblock_unlock();
  6582. return 1;
  6583. }
  6584. if( skill_id == AM_BERSERKPITCHER ) {
  6585. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6586. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6587. map_freeblock_unlock();
  6588. return 1;
  6589. }
  6590. }
  6591. potion_flag = 1;
  6592. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6593. potion_target = bl->id;
  6594. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6595. potion_flag = potion_target = 0;
  6596. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6597. bonus += sd->status.base_level;
  6598. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6599. hp = tstatus->max_hp * potion_per_hp / 100;
  6600. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6601. if( dstsd ) {
  6602. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6603. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6604. }
  6605. } else {
  6606. if( potion_hp > 0 ) {
  6607. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6608. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6609. if( dstsd )
  6610. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6611. }
  6612. if( potion_sp > 0 ) {
  6613. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6614. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6615. if( dstsd )
  6616. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6617. }
  6618. }
  6619. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6620. hp += hp * bonus / 100;
  6621. sp += sp * bonus / 100;
  6622. }
  6623. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6624. hp += hp * j / 100;
  6625. sp += sp * j / 100;
  6626. }
  6627. } else {
  6628. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6629. switch (skill_lv) {
  6630. case 1: hp = 45; break;
  6631. case 2: hp = 105; break;
  6632. case 3: hp = 175; break;
  6633. default: hp = 325; break;
  6634. }
  6635. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6636. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6637. if( dstsd )
  6638. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6639. }
  6640. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6641. hp += hp * j / 100;
  6642. sp += sp * j / 100;
  6643. }
  6644. if( tsc && tsc->count ) {
  6645. if( tsc->data[SC_CRITICALWOUND] ) {
  6646. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6647. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6648. }
  6649. if( tsc->data[SC_DEATHHURT] ) {
  6650. hp -= hp * 20 / 100;
  6651. sp -= sp * 20 / 100;
  6652. }
  6653. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6654. hp += hp / 10;
  6655. sp += sp / 10;
  6656. }
  6657. }
  6658. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6659. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6660. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6661. if( sp > 0 )
  6662. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6663. #ifdef RENEWAL
  6664. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6665. sp = 0;
  6666. #endif
  6667. status_heal(bl,hp,sp,0);
  6668. }
  6669. break;
  6670. case AM_CP_WEAPON:
  6671. case AM_CP_SHIELD:
  6672. case AM_CP_ARMOR:
  6673. case AM_CP_HELM:
  6674. {
  6675. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6676. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6677. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6678. map_freeblock_unlock(); // Don't consume item requirements
  6679. return 0;
  6680. }
  6681. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6682. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6683. }
  6684. break;
  6685. case AM_TWILIGHT1:
  6686. if (sd) {
  6687. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6688. //Prepare 200 White Potions.
  6689. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6691. }
  6692. break;
  6693. case AM_TWILIGHT2:
  6694. if (sd) {
  6695. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6696. //Prepare 200 Slim White Potions.
  6697. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6698. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6699. }
  6700. break;
  6701. case AM_TWILIGHT3:
  6702. if (sd) {
  6703. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6704. if( ebottle >= 0 )
  6705. ebottle = sd->status.inventory[ebottle].amount;
  6706. //check if you can produce all three, if not, then fail:
  6707. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6708. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6709. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6710. || ebottle < 200 //200 empty bottle are required at total.
  6711. ) {
  6712. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6713. break;
  6714. }
  6715. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6716. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6717. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6718. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6719. }
  6720. break;
  6721. case SA_DISPELL:
  6722. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6723. {
  6724. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6725. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6726. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6727. || rnd()%100 >= 50+10*skill_lv
  6728. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6729. {
  6730. if (sd)
  6731. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6732. break;
  6733. }
  6734. if(status_isimmune(bl))
  6735. break;
  6736. //Remove bonus_script by Dispell
  6737. if (dstsd)
  6738. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6739. if(!tsc || !tsc->count)
  6740. break;
  6741. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6742. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6743. break;
  6744. }
  6745. for(i=0;i<SC_MAX;i++) {
  6746. if (!tsc->data[i])
  6747. continue;
  6748. switch (i) {
  6749. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6750. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6751. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6752. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6753. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6754. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6755. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6756. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6757. case SC_EDP: case SC_AUTOBERSERK:
  6758. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6759. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6760. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6761. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6762. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6763. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6764. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6765. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6766. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6767. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6768. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6769. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6770. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6771. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6772. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6773. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6774. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6775. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6776. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6777. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6778. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6779. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6780. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6781. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6782. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6783. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  6784. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  6785. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  6786. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  6787. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  6788. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  6789. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  6790. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6791. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6792. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  6793. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  6794. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  6795. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER:
  6796. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  6797. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  6798. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  6799. #ifdef RENEWAL
  6800. case SC_EXTREMITYFIST2:
  6801. #endif
  6802. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  6803. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  6804. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  6805. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  6806. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  6807. continue;
  6808. //bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6809. case SC_WHISTLE:
  6810. case SC_ASSNCROS:
  6811. case SC_POEMBRAGI:
  6812. case SC_APPLEIDUN:
  6813. case SC_HUMMING:
  6814. case SC_DONTFORGETME:
  6815. case SC_FORTUNE:
  6816. case SC_SERVICE4U:
  6817. if(tsc->data[i]->val4==0)
  6818. continue; //if in song-area don't end it
  6819. break;
  6820. case SC_ASSUMPTIO:
  6821. if( bl->type == BL_MOB )
  6822. continue;
  6823. break;
  6824. }
  6825. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6826. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6827. }
  6828. break;
  6829. }
  6830. //Affect all targets on splash area.
  6831. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6832. src, skill_id, skill_lv, tick, flag|1,
  6833. skill_castend_damage_id);
  6834. break;
  6835. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6836. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6837. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6838. break;
  6839. case TK_HIGHJUMP:
  6840. {
  6841. int x,y, dir = unit_getdir(src);
  6842. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6843. if( map[src->m].flag.noteleport &&
  6844. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6845. ) {
  6846. x = src->x;
  6847. y = src->y;
  6848. } else {
  6849. x = src->x + dirx[dir]*skill_lv*2;
  6850. y = src->y + diry[dir]*skill_lv*2;
  6851. }
  6852. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6853. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  6854. clif_blown(src);
  6855. }
  6856. break;
  6857. case SA_CASTCANCEL:
  6858. case SO_SPELLFIST:
  6859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6860. unit_skillcastcancel(src,1);
  6861. if(sd) {
  6862. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6863. if( skill_id == SO_SPELLFIST ){
  6864. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  6865. sd->skill_id_old = sd->skill_lv_old = 0;
  6866. break;
  6867. }
  6868. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6869. if(sp < 0) sp = 0;
  6870. status_zap(src, 0, sp);
  6871. }
  6872. break;
  6873. case SA_SPELLBREAKER:
  6874. {
  6875. int sp;
  6876. if(tsc && tsc->data[SC_MAGICROD]) {
  6877. sp = skill_get_sp(skill_id,skill_lv);
  6878. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6879. if(sp < 1) sp = 1;
  6880. status_heal(bl,0,sp,2);
  6881. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6882. } else {
  6883. struct unit_data *ud = unit_bl2ud(bl);
  6884. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6885. if (!ud || ud->skilltimer == INVALID_TIMER)
  6886. break; //Nothing to cancel.
  6887. bl_skill_id = ud->skill_id;
  6888. bl_skill_lv = ud->skill_lv;
  6889. if (tstatus->mode & MD_BOSS)
  6890. { //Only 10% success chance against bosses. [Skotlex]
  6891. if (rnd()%100 < 90)
  6892. {
  6893. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6894. break;
  6895. }
  6896. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6897. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6898. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6899. unit_skillcastcancel(bl,0);
  6900. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6901. status_zap(bl, hp, sp);
  6902. if (hp && skill_lv >= 5)
  6903. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6904. else
  6905. hp = 0;
  6906. if (sp) //Recover some of the SP used
  6907. sp = sp*(25*(skill_lv-1))/100;
  6908. if(hp || sp)
  6909. status_heal(src, hp, sp, 2);
  6910. }
  6911. }
  6912. break;
  6913. case SA_MAGICROD:
  6914. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6915. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6916. break;
  6917. case SA_AUTOSPELL:
  6918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6919. if(sd)
  6920. clif_autospell(sd,skill_lv);
  6921. else {
  6922. int maxlv=1,spellid=0;
  6923. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6924. if(skill_lv >= 10) {
  6925. spellid = MG_FROSTDIVER;
  6926. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6927. // maxlv = 10;
  6928. // else
  6929. maxlv = skill_lv - 9;
  6930. }
  6931. else if(skill_lv >=8) {
  6932. spellid = MG_FIREBALL;
  6933. maxlv = skill_lv - 7;
  6934. }
  6935. else if(skill_lv >=5) {
  6936. spellid = MG_SOULSTRIKE;
  6937. maxlv = skill_lv - 4;
  6938. }
  6939. else if(skill_lv >=2) {
  6940. int i_rnd = rnd()%3;
  6941. spellid = spellarray[i_rnd];
  6942. maxlv = skill_lv - 1;
  6943. }
  6944. else if(skill_lv > 0) {
  6945. spellid = MG_NAPALMBEAT;
  6946. maxlv = 3;
  6947. }
  6948. if(spellid > 0)
  6949. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6950. skill_get_time(SA_AUTOSPELL,skill_lv));
  6951. }
  6952. break;
  6953. case BS_GREED:
  6954. if(sd){
  6955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6956. map_foreachinrange(skill_greed,bl,
  6957. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6958. }
  6959. break;
  6960. case SA_ELEMENTWATER:
  6961. case SA_ELEMENTFIRE:
  6962. case SA_ELEMENTGROUND:
  6963. case SA_ELEMENTWIND:
  6964. if(sd && !dstmd) //Only works on monsters.
  6965. break;
  6966. if(tstatus->mode&MD_BOSS)
  6967. break;
  6968. case NPC_ATTRICHANGE:
  6969. case NPC_CHANGEWATER:
  6970. case NPC_CHANGEGROUND:
  6971. case NPC_CHANGEFIRE:
  6972. case NPC_CHANGEWIND:
  6973. case NPC_CHANGEPOISON:
  6974. case NPC_CHANGEHOLY:
  6975. case NPC_CHANGEDARKNESS:
  6976. case NPC_CHANGETELEKINESIS:
  6977. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6978. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6979. skill_get_time(skill_id, skill_lv)));
  6980. break;
  6981. case NPC_CHANGEUNDEAD:
  6982. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6983. //TO-DO This is ugly, fix it
  6984. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6985. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6986. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6987. skill_get_time(skill_id, skill_lv)));
  6988. break;
  6989. case NPC_PROVOCATION:
  6990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6991. if (md) mob_unlocktarget(md, tick);
  6992. break;
  6993. case NPC_KEEPING:
  6994. case NPC_BARRIER:
  6995. {
  6996. int skill_time = skill_get_time(skill_id,skill_lv);
  6997. struct unit_data *ud = unit_bl2ud(bl);
  6998. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6999. sc_start(src,bl,type,100,skill_lv,skill_time))
  7000. && ud) { //Disable attacking/acting/moving for skill's duration.
  7001. ud->attackabletime =
  7002. ud->canact_tick =
  7003. ud->canmove_tick = tick + skill_time;
  7004. }
  7005. }
  7006. break;
  7007. case NPC_REBIRTH:
  7008. if( md && md->state.rebirth )
  7009. break; // only works once
  7010. sc_start(src,bl,type,100,skill_lv,-1);
  7011. break;
  7012. case NPC_DARKBLESSING:
  7013. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7014. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7015. break;
  7016. case NPC_LICK:
  7017. status_zap(bl, 0, 100);
  7018. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7019. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7020. break;
  7021. case NPC_SUICIDE:
  7022. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7023. status_kill(src); //When suiciding, neither exp nor drops is given.
  7024. break;
  7025. case NPC_SUMMONSLAVE:
  7026. case NPC_SUMMONMONSTER:
  7027. if(md && md->skill_idx >= 0)
  7028. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7029. break;
  7030. case NPC_CALLSLAVE:
  7031. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7032. break;
  7033. case NPC_RANDOMMOVE:
  7034. if (md) {
  7035. md->next_walktime = tick - 1;
  7036. mob_randomwalk(md,tick);
  7037. }
  7038. break;
  7039. case NPC_SPEEDUP:
  7040. {
  7041. // or does it increase casting rate? just a guess xD
  7042. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7043. if (i_type > SC_ASPDPOTION3)
  7044. i_type = SC_ASPDPOTION3;
  7045. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7046. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7047. }
  7048. break;
  7049. case NPC_REVENGE:
  7050. // not really needed... but adding here anyway ^^
  7051. if (md && md->master_id > 0) {
  7052. struct block_list *mbl, *tbl;
  7053. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7054. (tbl = battle_gettargeted(mbl)) == NULL)
  7055. break;
  7056. md->state.provoke_flag = tbl->id;
  7057. mob_target(md, tbl, sstatus->rhw.range);
  7058. }
  7059. break;
  7060. case NPC_RUN:
  7061. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7062. mob_unlocktarget(md, tick);
  7063. break;
  7064. case NPC_TRANSFORMATION:
  7065. case NPC_METAMORPHOSIS:
  7066. if(md && md->skill_idx >= 0) {
  7067. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7068. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7069. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7070. if (class_) mob_class_change(md, class_);
  7071. }
  7072. break;
  7073. case NPC_EMOTION_ON:
  7074. case NPC_EMOTION:
  7075. //val[0] is the emotion to use.
  7076. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7077. //val[1] 'sets' the mode
  7078. //val[2] adds to the current mode
  7079. //val[3] removes from the current mode
  7080. //val[4] if set, asks to delete the previous mode change.
  7081. if(md && md->skill_idx >= 0 && tsc)
  7082. {
  7083. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7084. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7085. status_change_end(bl, type, INVALID_TIMER);
  7086. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7087. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7088. mob_unlocktarget(md,tick);
  7089. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7090. sc_start4(src,src, type, 100, skill_lv,
  7091. md->db->skill[md->skill_idx].val[1],
  7092. md->db->skill[md->skill_idx].val[2],
  7093. md->db->skill[md->skill_idx].val[3],
  7094. skill_get_time(skill_id, skill_lv));
  7095. }
  7096. break;
  7097. case NPC_POWERUP:
  7098. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7099. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7100. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7101. break;
  7102. case NPC_AGIUP:
  7103. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7104. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7105. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7106. break;
  7107. case NPC_INVISIBLE:
  7108. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7109. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7110. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7111. break;
  7112. case NPC_SIEGEMODE:
  7113. // not sure what it does
  7114. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7115. break;
  7116. case WE_MALE:
  7117. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  7118. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  7119. 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]
  7120. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7121. }
  7122. break;
  7123. case WE_FEMALE:
  7124. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  7125. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  7126. 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]
  7127. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7128. }
  7129. break;
  7130. // parent-baby skills
  7131. case WE_BABY:
  7132. if(sd){
  7133. struct map_session_data *f_sd = pc_get_father(sd);
  7134. struct map_session_data *m_sd = pc_get_mother(sd);
  7135. if( (!f_sd && !m_sd) // if neither was found
  7136. || (sd->status.party_id != 0 && //not in same party
  7137. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7138. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7139. ))
  7140. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7141. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7142. ) {
  7143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7144. map_freeblock_unlock();
  7145. return 0;
  7146. }
  7147. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7148. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7149. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7150. }
  7151. break;
  7152. case PF_HPCONVERSION:
  7153. {
  7154. int hp, sp;
  7155. hp = sstatus->max_hp/10;
  7156. sp = hp * 10 * skill_lv / 100;
  7157. if (!status_charge(src,hp,0)) {
  7158. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7159. break;
  7160. }
  7161. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7162. status_heal(bl,0,sp,2);
  7163. }
  7164. break;
  7165. case MA_REMOVETRAP:
  7166. case HT_REMOVETRAP:
  7167. {
  7168. struct skill_unit* su;
  7169. struct skill_unit_group* sg = NULL;
  7170. su = BL_CAST(BL_SKILL, bl);
  7171. // Mercenaries can remove any trap
  7172. // Players can only remove their own traps or traps on Vs maps.
  7173. 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) )
  7174. {
  7175. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7176. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7177. { // prevent picking up expired traps
  7178. if( battle_config.skill_removetrap_type )
  7179. { // get back all items used to deploy the trap
  7180. for( i = 0; i < 10; i++ )
  7181. {
  7182. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7183. {
  7184. int flag2;
  7185. struct item item_tmp;
  7186. memset(&item_tmp,0,sizeof(item_tmp));
  7187. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7188. item_tmp.identify = 1;
  7189. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7190. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7191. clif_additem(sd,0,0,flag2);
  7192. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7193. }
  7194. }
  7195. }
  7196. }
  7197. else
  7198. { // get back 1 trap
  7199. struct item item_tmp;
  7200. memset(&item_tmp,0,sizeof(item_tmp));
  7201. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7202. item_tmp.identify = 1;
  7203. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7204. {
  7205. clif_additem(sd,0,0,flag);
  7206. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7207. }
  7208. }
  7209. }
  7210. skill_delunit(su);
  7211. }else if(sd)
  7212. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7213. }
  7214. break;
  7215. case HT_SPRINGTRAP:
  7216. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7217. {
  7218. struct skill_unit *su=NULL;
  7219. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7220. switch(su->group->unit_id){
  7221. case UNT_ANKLESNARE: // ankle snare
  7222. if (su->group->val2 != 0)
  7223. // if it is already trapping something don't spring it,
  7224. // remove trap should be used instead
  7225. break;
  7226. // otherwise fallthrough to below
  7227. case UNT_BLASTMINE:
  7228. case UNT_SKIDTRAP:
  7229. case UNT_LANDMINE:
  7230. case UNT_SHOCKWAVE:
  7231. case UNT_SANDMAN:
  7232. case UNT_FLASHER:
  7233. case UNT_FREEZINGTRAP:
  7234. case UNT_CLAYMORETRAP:
  7235. case UNT_TALKIEBOX:
  7236. su->group->unit_id = UNT_USED_TRAPS;
  7237. clif_changetraplook(bl, UNT_USED_TRAPS);
  7238. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7239. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7240. }
  7241. }
  7242. }
  7243. break;
  7244. case BD_ENCORE:
  7245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7246. if(sd)
  7247. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7248. break;
  7249. case AS_SPLASHER:
  7250. if(tstatus->mode&MD_BOSS
  7251. // Renewal dropped the 3/4 hp requirement
  7252. #ifndef RENEWAL
  7253. || tstatus-> hp > tstatus->max_hp*3/4
  7254. #endif
  7255. ) {
  7256. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7257. map_freeblock_unlock();
  7258. return 1;
  7259. }
  7260. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7261. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7262. #ifndef RENEWAL
  7263. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7264. #endif
  7265. break;
  7266. case PF_MINDBREAKER:
  7267. {
  7268. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7269. {
  7270. map_freeblock_unlock();
  7271. return 1;
  7272. }
  7273. if (tsce)
  7274. { //HelloKitty2 (?) explained that this silently fails when target is
  7275. //already inflicted. [Skotlex]
  7276. map_freeblock_unlock();
  7277. return 1;
  7278. }
  7279. //Has a 55% + skill_lv*5% success chance.
  7280. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7281. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7282. {
  7283. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7284. map_freeblock_unlock();
  7285. return 0;
  7286. }
  7287. unit_skillcastcancel(bl,0);
  7288. if(tsc && tsc->count){
  7289. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7290. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7291. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7292. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7293. }
  7294. if(dstmd)
  7295. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7296. }
  7297. break;
  7298. case PF_SOULCHANGE:
  7299. {
  7300. unsigned int sp1 = 0, sp2 = 0;
  7301. if (dstmd) {
  7302. if (dstmd->state.soul_change_flag) {
  7303. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7304. break;
  7305. }
  7306. dstmd->state.soul_change_flag = 1;
  7307. sp2 = sstatus->max_sp * 3 /100;
  7308. status_heal(src, 0, sp2, 2);
  7309. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7310. break;
  7311. }
  7312. sp1 = sstatus->sp;
  7313. sp2 = tstatus->sp;
  7314. #ifdef RENEWAL
  7315. sp1 = sp1 / 2;
  7316. sp2 = sp2 / 2;
  7317. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  7318. sp1 = tstatus->sp;
  7319. #endif
  7320. status_set_sp(src, sp2, 3);
  7321. status_set_sp(bl, sp1, 3);
  7322. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7323. }
  7324. break;
  7325. // Slim Pitcher
  7326. case CR_SLIMPITCHER:
  7327. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7328. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARIDAN_STONE2)) )
  7329. break;
  7330. if (potion_hp || potion_sp) {
  7331. int hp = potion_hp, sp = potion_sp;
  7332. hp = hp * (100 + (tstatus->vit<<1))/100;
  7333. sp = sp * (100 + (tstatus->int_<<1))/100;
  7334. if (dstsd) {
  7335. if (hp)
  7336. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7337. if (sp)
  7338. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7339. }
  7340. if( tsc && tsc->count ) {
  7341. if (tsc->data[SC_CRITICALWOUND]) {
  7342. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7343. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7344. }
  7345. if (tsc->data[SC_DEATHHURT]) {
  7346. hp -= hp * 20 / 100;
  7347. sp -= sp * 20 / 100;
  7348. }
  7349. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7350. hp += hp / 10;
  7351. sp += sp / 10;
  7352. }
  7353. }
  7354. if(hp > 0)
  7355. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7356. if(sp > 0)
  7357. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7358. status_heal(bl,hp,sp,0);
  7359. }
  7360. break;
  7361. // Full Chemical Protection
  7362. case CR_FULLPROTECTION:
  7363. {
  7364. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7365. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7366. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7367. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7368. continue;
  7369. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7370. s++;
  7371. }
  7372. if( sd && !s ){
  7373. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7374. map_freeblock_unlock(); // Don't consume item requirements
  7375. return 0;
  7376. }
  7377. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7378. }
  7379. break;
  7380. case RG_CLEANER: //AppleGirl
  7381. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7382. break;
  7383. case CG_LONGINGFREEDOM:
  7384. {
  7385. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7386. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7387. {
  7388. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7389. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7390. }
  7391. }
  7392. break;
  7393. case CG_TAROTCARD:
  7394. {
  7395. int count = -1;
  7396. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7397. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7398. if( sd )
  7399. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7400. map_freeblock_unlock();
  7401. return 0;
  7402. }
  7403. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7404. do {
  7405. int eff = rnd() % 14;
  7406. clif_specialeffect(bl, 523 + eff, AREA);
  7407. switch (eff)
  7408. {
  7409. case 0: // heals SP to 0
  7410. status_percent_damage(src, bl, 0, 100, false);
  7411. break;
  7412. case 1: // matk halved
  7413. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7414. break;
  7415. case 2: // all buffs removed
  7416. status_change_clear_buffs(bl,1);
  7417. break;
  7418. case 3: // 1000 damage, random armor destroyed
  7419. {
  7420. status_fix_damage(src, bl, 1000, 0);
  7421. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7422. if( !status_isdead(bl) ) {
  7423. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7424. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7425. }
  7426. }
  7427. break;
  7428. case 4: // atk halved
  7429. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7430. break;
  7431. case 5: // 2000HP heal, random teleported
  7432. status_heal(src, 2000, 0, 0);
  7433. if( !map_flag_vs(bl->m) )
  7434. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7435. break;
  7436. case 6: // random 2 other effects
  7437. if (count == -1)
  7438. count = 3;
  7439. else
  7440. count++; //Should not retrigger this one.
  7441. break;
  7442. case 7: // stop freeze or stoned
  7443. {
  7444. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7445. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7446. }
  7447. break;
  7448. case 8: // curse coma and poison
  7449. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7450. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7451. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7452. break;
  7453. case 9: // confusion
  7454. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7455. break;
  7456. case 10: // 6666 damage, atk matk halved, cursed
  7457. status_fix_damage(src, bl, 6666, 0);
  7458. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7459. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7460. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7461. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7462. break;
  7463. case 11: // 4444 damage
  7464. status_fix_damage(src, bl, 4444, 0);
  7465. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7466. break;
  7467. case 12: // stun
  7468. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7469. break;
  7470. case 13: // atk,matk,hit,flee,def reduced
  7471. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7472. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7473. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7474. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7475. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7476. break;
  7477. default:
  7478. break;
  7479. }
  7480. } while ((--count) > 0);
  7481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7482. }
  7483. break;
  7484. case SL_ALCHEMIST:
  7485. case SL_ASSASIN:
  7486. case SL_BARDDANCER:
  7487. case SL_BLACKSMITH:
  7488. case SL_CRUSADER:
  7489. case SL_HUNTER:
  7490. case SL_KNIGHT:
  7491. case SL_MONK:
  7492. case SL_PRIEST:
  7493. case SL_ROGUE:
  7494. case SL_SAGE:
  7495. case SL_SOULLINKER:
  7496. case SL_STAR:
  7497. case SL_SUPERNOVICE:
  7498. case SL_WIZARD:
  7499. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7500. if (sd && dstsd && !(((dstsd->class_&MAPID_UPPERMASK) == type) || (skill_id == SL_SUPERNOVICE && (dstsd->class_&JOBL_SUPER_NOVICE)))) {
  7501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7502. break;
  7503. }
  7504. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7505. { //Erase death count 1% of the casts
  7506. dstsd->die_counter = 0;
  7507. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7508. clif_specialeffect(bl, 0x152, AREA);
  7509. //SC_SPIRIT invokes status_calc_pc for us.
  7510. }
  7511. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7512. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7513. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7514. break;
  7515. case SL_HIGH:
  7516. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7518. break;
  7519. }
  7520. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7521. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7522. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7523. break;
  7524. case SL_SWOO:
  7525. if (tsce) {
  7526. if(sd)
  7527. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7528. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7529. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7530. break;
  7531. }
  7532. case SL_SKA: // [marquis007]
  7533. case SL_SKE:
  7534. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7535. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7536. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7537. break;
  7538. }
  7539. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7540. if (skill_id == SL_SKE)
  7541. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7542. break;
  7543. // New guild skills [Celest]
  7544. case GD_BATTLEORDER:
  7545. if(flag&1) {
  7546. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7547. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7548. } else if (status_get_guild_id(src)) {
  7549. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7550. map_foreachinrange(skill_area_sub, src,
  7551. skill_get_splash(skill_id, skill_lv), BL_PC,
  7552. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7553. skill_castend_nodamage_id);
  7554. if (sd)
  7555. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7556. }
  7557. break;
  7558. case GD_REGENERATION:
  7559. if(flag&1) {
  7560. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7561. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7562. } else if (status_get_guild_id(src)) {
  7563. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7564. map_foreachinrange(skill_area_sub, src,
  7565. skill_get_splash(skill_id, skill_lv), BL_PC,
  7566. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7567. skill_castend_nodamage_id);
  7568. if (sd)
  7569. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7570. }
  7571. break;
  7572. case GD_RESTORE:
  7573. if(flag&1) {
  7574. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7575. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7576. } else if (status_get_guild_id(src)) {
  7577. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7578. map_foreachinrange(skill_area_sub, src,
  7579. skill_get_splash(skill_id, skill_lv), BL_PC,
  7580. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7581. skill_castend_nodamage_id);
  7582. if (sd)
  7583. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7584. }
  7585. break;
  7586. case GD_EMERGENCYCALL:
  7587. case GD_ITEMEMERGENCYCALL:
  7588. {
  7589. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7590. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7591. uint8 j = 0, calls = 0, called = 0;
  7592. struct guild *g;
  7593. // i don't know if it actually summons in a circle, but oh well. ;P
  7594. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7595. if (!g)
  7596. break;
  7597. if (skill_id == GD_ITEMEMERGENCYCALL)
  7598. switch (skill_lv) {
  7599. case 1: calls = 7; break;
  7600. case 2: calls = 12; break;
  7601. case 3: calls = 20; break;
  7602. default: calls = 0; break;
  7603. }
  7604. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7605. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7606. if (j > 8)
  7607. j = 0;
  7608. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7609. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7610. continue;
  7611. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7612. dx[j] = dy[j] = 0;
  7613. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7614. called++;
  7615. }
  7616. }
  7617. if (sd)
  7618. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7619. }
  7620. break;
  7621. case SG_FEEL:
  7622. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7623. if (sd) {
  7624. if(!sd->feel_map[skill_lv-1].index)
  7625. clif_feel_req(sd->fd,sd, skill_lv);
  7626. else
  7627. clif_feel_info(sd, skill_lv-1, 1);
  7628. }
  7629. break;
  7630. case SG_HATE:
  7631. if (sd) {
  7632. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7633. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7634. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7635. }
  7636. break;
  7637. case GS_GLITTERING:
  7638. if(sd) {
  7639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7640. if(rnd()%100 < (20+10*skill_lv))
  7641. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7642. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7643. pc_delspiritball(sd,1,0);
  7644. }
  7645. break;
  7646. case GS_CRACKER:
  7647. /* per official standards, this skill works on players and mobs. */
  7648. if (sd && (dstsd || dstmd))
  7649. {
  7650. i =65 -5*distance_bl(src,bl); //Base rate
  7651. if (i < 30) i = 30;
  7652. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7653. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7654. }
  7655. break;
  7656. case AM_CALLHOMUN: //[orn]
  7657. if (sd && !hom_call(sd))
  7658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7659. break;
  7660. case AM_REST:
  7661. if (sd) {
  7662. if (hom_vaporize(sd,HOM_ST_REST))
  7663. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7664. else
  7665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7666. }
  7667. break;
  7668. case HAMI_CASTLE: //[orn]
  7669. if (rnd()%100 < 20 * skill_lv && src != bl) {
  7670. int x = src->x, y = src->y;
  7671. if (hd)
  7672. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7673. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7674. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7675. clif_blown(src);
  7676. if (unit_movepos(bl,x,y,0,0)) {
  7677. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7678. clif_blown(bl);
  7679. }
  7680. //TODO: Make casted skill also change its target
  7681. map_foreachinrange(skill_changetarget,src,AREA_SIZE,BL_CHAR,bl,src);
  7682. }
  7683. } else if (hd && hd->master) // Failed
  7684. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7685. else if (sd)
  7686. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7687. break;
  7688. case HVAN_CHAOTIC: //[orn]
  7689. {
  7690. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7691. int r = rnd()%100;
  7692. i = (skill_lv-1)%5;
  7693. if(r<per[i][0]) //Self
  7694. bl = src;
  7695. else if(r<per[i][1]) //Master
  7696. bl = battle_get_master(src);
  7697. else //Enemy
  7698. bl = map_id2bl(battle_gettarget(src));
  7699. if (!bl) bl = src;
  7700. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7701. //Eh? why double skill packet?
  7702. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7703. clif_skill_nodamage(src,bl,skill_id,i,1);
  7704. status_heal(bl, i, 0, 0);
  7705. }
  7706. break;
  7707. //Homun single-target support skills [orn]
  7708. case HAMI_BLOODLUST:
  7709. case HFLI_FLEET:
  7710. case HFLI_SPEED:
  7711. case HLIF_CHANGE:
  7712. case MH_ANGRIFFS_MODUS:
  7713. case MH_GOLDENE_FERSE:
  7714. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7715. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7716. if (hd)
  7717. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7718. break;
  7719. case NPC_DRAGONFEAR:
  7720. if (flag&1) {
  7721. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7722. int j;
  7723. j = i = rnd()%ARRAYLENGTH(sc);
  7724. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7725. i++;
  7726. if ( i == ARRAYLENGTH(sc) )
  7727. i = 0;
  7728. if (i == j)
  7729. break;
  7730. }
  7731. break;
  7732. }
  7733. case NPC_WIDEBLEEDING:
  7734. case NPC_WIDECONFUSE:
  7735. case NPC_WIDECURSE:
  7736. case NPC_WIDEFREEZE:
  7737. case NPC_WIDESLEEP:
  7738. case NPC_WIDESILENCE:
  7739. case NPC_WIDESTONE:
  7740. case NPC_WIDESTUN:
  7741. case NPC_SLOWCAST:
  7742. case NPC_WIDEHELLDIGNITY:
  7743. case NPC_WIDEHEALTHFEAR:
  7744. case NPC_WIDEBODYBURNNING:
  7745. case NPC_WIDEFROSTMISTY:
  7746. case NPC_WIDECOLD:
  7747. case NPC_WIDE_DEEP_SLEEP:
  7748. case NPC_WIDESIREN:
  7749. if (flag&1){
  7750. switch ( type ) {
  7751. case SC_BURNING:
  7752. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7753. break;
  7754. case SC_VOICEOFSIREN:
  7755. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7756. break;
  7757. default:
  7758. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7759. }
  7760. }
  7761. else {
  7762. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7763. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7764. map_foreachinrange(skill_area_sub, bl,
  7765. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7766. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7767. skill_castend_nodamage_id);
  7768. }
  7769. break;
  7770. case NPC_WIDESOULDRAIN:
  7771. if (flag&1)
  7772. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7773. else {
  7774. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7775. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7776. map_foreachinrange(skill_area_sub, bl,
  7777. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7778. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7779. skill_castend_nodamage_id);
  7780. }
  7781. break;
  7782. case ALL_PARTYFLEE:
  7783. if( sd && !(flag&1) )
  7784. {
  7785. if( !sd->status.party_id )
  7786. {
  7787. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7788. break;
  7789. }
  7790. 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);
  7791. }
  7792. else
  7793. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7794. break;
  7795. case NPC_TALK:
  7796. case ALL_WEWISH:
  7797. case ALL_CATCRY:
  7798. case ALL_DREAM_SUMMERNIGHT:
  7799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7800. break;
  7801. case ALL_BUYING_STORE:
  7802. if( sd )
  7803. {// players only, skill allows 5 buying slots
  7804. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7805. }
  7806. break;
  7807. case RK_ENCHANTBLADE:
  7808. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7809. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7810. break;
  7811. case RK_DRAGONHOWLING:
  7812. if( flag&1)
  7813. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7814. else
  7815. {
  7816. skill_area_temp[2] = 0;
  7817. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7818. map_foreachinrange(skill_area_sub, src,
  7819. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7820. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7821. skill_castend_nodamage_id);
  7822. }
  7823. break;
  7824. case RK_IGNITIONBREAK:
  7825. case LG_EARTHDRIVE:
  7826. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7827. i = skill_get_splash(skill_id,skill_lv);
  7828. if( skill_id == LG_EARTHDRIVE ) {
  7829. int dummy = 1;
  7830. 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);
  7831. }
  7832. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7833. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7834. break;
  7835. case RK_STONEHARDSKIN:
  7836. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7837. {
  7838. int heal = sstatus->hp / 5; // 20% HP
  7839. if( status_charge(bl,heal,0) )
  7840. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7841. else
  7842. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7843. }
  7844. break;
  7845. case RK_REFRESH:
  7846. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7847. {
  7848. int heal = status_get_max_hp(bl) * 25 / 100;
  7849. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7850. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7851. status_heal(bl,heal,0,1);
  7852. status_change_clear_buffs(bl,4);
  7853. }
  7854. break;
  7855. case RK_MILLENNIUMSHIELD:
  7856. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7857. {
  7858. int8 rate = rnd()%100;
  7859. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7860. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7861. clif_millenniumshield(bl,shields);
  7862. clif_skill_nodamage(src,bl,skill_id,1,1);
  7863. }
  7864. break;
  7865. case RK_GIANTGROWTH:
  7866. case RK_VITALITYACTIVATION:
  7867. case RK_ABUNDANCE:
  7868. case RK_CRUSHSTRIKE:
  7869. if( sd )
  7870. {
  7871. int lv = 1; // RK_GIANTGROWTH
  7872. if( skill_id == RK_VITALITYACTIVATION )
  7873. lv = 2;
  7874. else if( skill_id == RK_ABUNDANCE )
  7875. lv = 6;
  7876. else if( skill_id == RK_CRUSHSTRIKE )
  7877. lv = 7;
  7878. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7879. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7880. }
  7881. break;
  7882. case RK_FIGHTINGSPIRIT: {
  7883. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  7884. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  7885. if( flag&1 ) {
  7886. if( skill_area_temp[1] == bl->id )
  7887. sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  7888. else
  7889. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  7890. } else {
  7891. if( sd && sd->status.party_id ) {
  7892. skill_area_temp[0] = 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);
  7893. skill_area_temp[1] = src->id;
  7894. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  7895. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  7896. 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);
  7897. }
  7898. else
  7899. sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7900. clif_skill_nodamage(src,bl,skill_id,1,1);
  7901. }
  7902. }
  7903. break;
  7904. case RK_LUXANIMA:
  7905. if( !sd->status.party_id || flag&1 ) {
  7906. if( src == bl ) break;
  7907. while( skill_area_temp[5] >= 0x10 ) {
  7908. type = SC_NONE;
  7909. i = 0;
  7910. if( skill_area_temp[5]&0x10 ) {
  7911. if( dstsd ) {
  7912. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7913. clif_millenniumshield(bl,i);
  7914. skill_area_temp[5] &= ~0x10;
  7915. type = SC_MILLENNIUMSHIELD;
  7916. }
  7917. } else if( skill_area_temp[5]&0x20 ) {
  7918. i = status_get_max_hp(bl) * 25 / 100;
  7919. status_change_clear_buffs(bl,4);
  7920. skill_area_temp[5] &= ~0x20;
  7921. status_heal(bl,i,0,1);
  7922. type = SC_REFRESH;
  7923. } else if( skill_area_temp[5]&0x40 ) {
  7924. skill_area_temp[5] &= ~0x40;
  7925. type = SC_GIANTGROWTH;
  7926. } else if( skill_area_temp[5]&0x80 ) {
  7927. if( dstsd ) {
  7928. i = sstatus->hp / 5;
  7929. if( status_charge(bl,i,0) )
  7930. type = SC_STONEHARDSKIN;
  7931. skill_area_temp[5] &= ~0x80;
  7932. }
  7933. } else if( skill_area_temp[5]&0x100 ) {
  7934. skill_area_temp[5] &= ~0x100;
  7935. type = SC_VITALITYACTIVATION;
  7936. } else if( skill_area_temp[5]&0x200 ) {
  7937. skill_area_temp[5] &= ~0x200;
  7938. type = SC_ABUNDANCE;
  7939. }
  7940. if( type > SC_NONE )
  7941. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7942. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7943. } //end while
  7944. } else if( sd ) {
  7945. if( tsc && tsc->count ) {
  7946. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7947. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7948. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7949. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7950. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7951. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7952. }
  7953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7954. 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);
  7955. }
  7956. break;
  7957. case GC_ROLLINGCUTTER:
  7958. {
  7959. short count = 1;
  7960. skill_area_temp[2] = 0;
  7961. 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);
  7962. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7963. { // Every time the skill is casted the status change is reseted adding a counter.
  7964. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7965. if( count > 10 )
  7966. count = 10; // Max coounter
  7967. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7968. }
  7969. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7970. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7971. }
  7972. break;
  7973. case GC_WEAPONBLOCKING:
  7974. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7975. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7976. else
  7977. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7978. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7979. break;
  7980. case GC_CREATENEWPOISON:
  7981. if( sd )
  7982. {
  7983. clif_skill_produce_mix_list(sd,skill_id,25);
  7984. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7985. }
  7986. break;
  7987. case GC_POISONINGWEAPON:
  7988. if( sd ) {
  7989. clif_poison_list(sd,skill_lv);
  7990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7991. }
  7992. break;
  7993. case GC_ANTIDOTE:
  7994. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7995. if( tsc )
  7996. {
  7997. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7998. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7999. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8000. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8001. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8002. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8003. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8004. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8005. }
  8006. break;
  8007. case GC_PHANTOMMENACE:
  8008. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8009. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8010. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8011. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8012. break;
  8013. case GC_HALLUCINATIONWALK:
  8014. {
  8015. int heal = status_get_max_hp(bl) / 10;
  8016. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8017. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8018. break;
  8019. }
  8020. if( !status_charge(bl,heal,0) )
  8021. {
  8022. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8023. break;
  8024. }
  8025. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8026. }
  8027. break;
  8028. case AB_ANCILLA:
  8029. if( sd ) {
  8030. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8031. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  8032. }
  8033. break;
  8034. case AB_CLEMENTIA:
  8035. case AB_CANTO:
  8036. {
  8037. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8038. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8039. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8040. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8041. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8042. else if( sd )
  8043. 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);
  8044. }
  8045. break;
  8046. case AB_PRAEFATIO:
  8047. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8048. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8049. else if( sd )
  8050. 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);
  8051. break;
  8052. case AB_CHEAL:
  8053. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  8054. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8055. int partycount = ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0 );
  8056. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8057. if( partycount > 1 )
  8058. i += (i / 100) * (partycount * 10) / 4;
  8059. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8060. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8061. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  8062. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8063. i = ~i + 1;
  8064. status_heal(bl, i, 0, 0);
  8065. }
  8066. }
  8067. else if( sd )
  8068. 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);
  8069. break;
  8070. case AB_ORATIO:
  8071. if( flag&1 )
  8072. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8073. else
  8074. {
  8075. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8076. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8077. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8078. }
  8079. break;
  8080. case AB_LAUDAAGNUS:
  8081. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  8082. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8083. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8084. // Success Chance: (40 + 10 * Skill Level) %
  8085. if( rnd()%100 > 40+10*skill_lv ) break;
  8086. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8087. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8088. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8089. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8090. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8091. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8092. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8093. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8094. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8095. } else if( sd )
  8096. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8097. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8098. break;
  8099. case AB_LAUDARAMUS:
  8100. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  8101. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8102. // Success Chance: (40 + 10 * Skill Level) %
  8103. if( rnd()%100 > 40+10*skill_lv ) break;
  8104. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8105. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8106. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8107. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8108. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8109. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8110. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8111. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8112. } else if( sd )
  8113. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8114. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8115. break;
  8116. case AB_CLEARANCE:
  8117. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  8118. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8119. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8120. break;
  8121. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8122. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8123. if (sd)
  8124. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8125. break;
  8126. }
  8127. if(status_isimmune(bl))
  8128. break;
  8129. //Remove bonus_script by Clearance
  8130. if (dstsd)
  8131. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8132. if(!tsc || !tsc->count)
  8133. break;
  8134. for( i = 0; i < SC_MAX; i++ ) {
  8135. if (!tsc->data[i])
  8136. continue;
  8137. switch (i) {
  8138. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8139. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8140. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8141. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8142. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8143. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8144. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8145. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  8146. case SC_SPIRIT: case SC_AUTOBERSERK:
  8147. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8148. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8149. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8150. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8151. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8152. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8153. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8154. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8155. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8156. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8157. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8158. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8159. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8160. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8161. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8162. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8163. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8164. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8165. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8166. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8167. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8168. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8169. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8170. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8171. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8172. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8173. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8174. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8175. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8176. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8177. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8178. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8179. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8180. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8181. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8182. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8183. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  8184. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8185. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8186. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  8187. #ifdef RENEWAL
  8188. case SC_EXTREMITYFIST2:
  8189. #endif
  8190. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8191. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8192. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8193. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8194. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8195. continue;
  8196. case SC_ASSUMPTIO:
  8197. if( bl->type == BL_MOB )
  8198. continue;
  8199. break;
  8200. }
  8201. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8202. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8203. }
  8204. break;
  8205. }
  8206. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8207. break;
  8208. case AB_SILENTIUM:
  8209. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8210. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8211. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8212. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8213. break;
  8214. case WL_STASIS:
  8215. if( flag&1 )
  8216. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8217. else
  8218. {
  8219. if (battle_config.skill_wall_check)
  8220. map_foreachinshootrange(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);
  8221. else
  8222. 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);
  8223. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8224. }
  8225. break;
  8226. case AB_OFFERTORIUM:{
  8227. struct status_change *sc = status_get_sc(src);
  8228. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8229. if( sc ) {
  8230. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8231. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8232. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8233. }
  8234. }
  8235. }
  8236. break;
  8237. case WL_WHITEIMPRISON:
  8238. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8239. {
  8240. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8241. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8242. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8243. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8244. if( sd )
  8245. skill_blockpc_start(sd,skill_id,4000);
  8246. if( !(tsc && tsc->data[type]) ){
  8247. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  8248. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8249. if( !i )
  8250. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8251. }
  8252. }else
  8253. if( sd )
  8254. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8255. break;
  8256. case WL_FROSTMISTY:
  8257. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8258. 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);
  8259. break;
  8260. case WL_JACKFROST:
  8261. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8262. if (battle_config.skill_wall_check)
  8263. 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);
  8264. else
  8265. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8266. break;
  8267. case WL_MARSHOFABYSS:
  8268. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8269. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8270. skill_get_time(skill_id, skill_lv)));
  8271. break;
  8272. case WL_SIENNAEXECRATE:
  8273. if( status_isimmune(bl) || !tsc )
  8274. break;
  8275. if( flag&1 ) {
  8276. if( bl->id == skill_area_temp[1] )
  8277. break; // Already work on this target
  8278. if( tsc && tsc->data[SC_STONE] )
  8279. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8280. else
  8281. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8282. } else {
  8283. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8284. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8285. if( rnd()%100 < rate ) { // Success on First Target
  8286. if( !tsc->data[SC_STONE] )
  8287. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8288. else {
  8289. rate = 1;
  8290. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8291. }
  8292. if( rate ) {
  8293. skill_area_temp[1] = bl->id;
  8294. 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);
  8295. }
  8296. // Doesn't send failure packet if it fails on defense.
  8297. }
  8298. else if( sd ) // Failure on Rate
  8299. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8300. }
  8301. break;
  8302. case WL_SUMMONFB:
  8303. case WL_SUMMONBL:
  8304. case WL_SUMMONWB:
  8305. case WL_SUMMONSTONE:
  8306. {
  8307. short element = 0, sctype = 0, pos = -1;
  8308. struct status_change *sc = status_get_sc(src);
  8309. if( !sc )
  8310. break;
  8311. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8312. if( !sctype && !sc->data[i] )
  8313. sctype = i; // Take the free SC
  8314. if( sc->data[i] )
  8315. pos = max(sc->data[i]->val2,pos);
  8316. }
  8317. if( !sctype ) {
  8318. if( sd ) // No free slots to put SC
  8319. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8320. break;
  8321. }
  8322. pos++; // Used in val2 for SC. Indicates the order of this ball
  8323. switch( skill_id ) { // Set val1. The SC element for this ball
  8324. case WL_SUMMONFB: element = WLS_FIRE; break;
  8325. case WL_SUMMONBL: element = WLS_WIND; break;
  8326. case WL_SUMMONWB: element = WLS_WATER; break;
  8327. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8328. }
  8329. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8330. clif_skill_nodamage(src,bl,skill_id,0,0);
  8331. }
  8332. break;
  8333. case WL_READING_SB:
  8334. if( sd ) {
  8335. struct status_change *sc = status_get_sc(bl);
  8336. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8337. if( sc && !sc->data[i] )
  8338. break;
  8339. if( i == SC_MAXSPELLBOOK ) {
  8340. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8341. break;
  8342. }
  8343. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8344. clif_spellbook_list(sd);
  8345. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8346. }
  8347. break;
  8348. case RA_FEARBREEZE:
  8349. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8350. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8351. break;
  8352. case RA_WUGMASTERY:
  8353. if( sd ) {
  8354. if( !pc_iswug(sd) )
  8355. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8356. else
  8357. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8358. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8359. }
  8360. break;
  8361. case RA_WUGRIDER:
  8362. if( sd ) {
  8363. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8364. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8365. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8366. } else if( pc_isridingwug(sd) ) {
  8367. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8368. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8369. }
  8370. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8371. }
  8372. break;
  8373. case RA_WUGDASH:
  8374. if( tsce ) {
  8375. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8376. map_freeblock_unlock();
  8377. return 0;
  8378. }
  8379. if( sd && pc_isridingwug(sd) ) {
  8380. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8381. clif_walkok(sd);
  8382. }
  8383. break;
  8384. case RA_SENSITIVEKEEN:
  8385. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8386. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8387. 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);
  8388. break;
  8389. case NC_F_SIDESLIDE:
  8390. case NC_B_SIDESLIDE:
  8391. {
  8392. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8393. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8394. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8395. }
  8396. break;
  8397. case NC_SELFDESTRUCTION:
  8398. if( sd ) {
  8399. if( pc_ismadogear(sd) )
  8400. pc_setmadogear(sd, 0);
  8401. skill_area_temp[1] = 0;
  8402. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8403. 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);
  8404. status_set_sp(src, 0, 0);
  8405. skill_clear_unitgroup(src);
  8406. }
  8407. break;
  8408. case NC_ANALYZE:
  8409. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8410. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8411. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8412. if( sd ) pc_overheat(sd,1);
  8413. break;
  8414. case NC_MAGNETICFIELD:
  8415. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  8416. {
  8417. 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);
  8418. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8419. if (sd) pc_overheat(sd,1);
  8420. }
  8421. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  8422. break;
  8423. case NC_REPAIR:
  8424. if( sd ) {
  8425. int heal, hp = 0;
  8426. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8427. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8428. break;
  8429. }
  8430. switch(skill_lv) {
  8431. case 1: hp = 4; break;
  8432. case 2: hp = 7; break;
  8433. case 3: hp = 13; break;
  8434. case 4: hp = 17; break;
  8435. case 5: default: hp = 23; break;
  8436. }
  8437. heal = dstsd->status.max_hp * hp / 100;
  8438. status_heal(bl,heal,0,2);
  8439. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8440. }
  8441. break;
  8442. case NC_DISJOINT:
  8443. {
  8444. if( bl->type != BL_MOB ) break;
  8445. md = map_id2md(bl->id);
  8446. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8447. status_kill(bl);
  8448. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8449. }
  8450. break;
  8451. case SC_AUTOSHADOWSPELL:
  8452. if( sd ) {
  8453. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8454. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8455. {
  8456. sc_start(src,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]
  8457. clif_autoshadowspell_list(sd);
  8458. clif_skill_nodamage(src,bl,skill_id,1,1);
  8459. }
  8460. else
  8461. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8462. }
  8463. break;
  8464. case SC_SHADOWFORM:
  8465. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8466. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8467. dstsd->shadowform_id = src->id;
  8468. }
  8469. else if( sd )
  8470. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8471. break;
  8472. case SC_BODYPAINT:
  8473. if( flag&1 ) {
  8474. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  8475. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8476. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8477. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8478. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8479. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8480. }
  8481. } else {
  8482. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8483. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8484. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8485. }
  8486. break;
  8487. case SC_ENERVATION:
  8488. case SC_GROOMY:
  8489. case SC_LAZINESS:
  8490. case SC_UNLUCKY:
  8491. case SC_WEAKNESS:
  8492. if( !(tsc && tsc->data[type]) ) {
  8493. int rate;
  8494. if (is_boss(bl))
  8495. break;
  8496. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8497. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8498. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8499. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8500. } else if( sd )
  8501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8502. break;
  8503. case SC_IGNORANCE:
  8504. if( !(tsc && tsc->data[type]) ) {
  8505. int rate;
  8506. if (is_boss(bl))
  8507. break;
  8508. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8509. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8510. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8511. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8512. int sp = 100 * skill_lv;
  8513. if( dstmd )
  8514. sp = dstmd->level;
  8515. if( !dstmd )
  8516. status_zap(bl, 0, sp);
  8517. status_heal(src, 0, sp / 2, 3);
  8518. } else if( sd )
  8519. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8520. } else if( sd )
  8521. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8522. break;
  8523. case LG_TRAMPLE:
  8524. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8525. if (rnd()%100 < (25 + 25 * skill_lv))
  8526. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8527. break;
  8528. case LG_REFLECTDAMAGE:
  8529. if( tsc && tsc->data[type] )
  8530. status_change_end(bl,type,INVALID_TIMER);
  8531. else
  8532. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8533. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8534. break;
  8535. case LG_SHIELDSPELL:
  8536. if (sd) {
  8537. int opt = 0;
  8538. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8539. struct item_data *shield_data = NULL;
  8540. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8541. shield_data = sd->inventory_data[index];
  8542. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8543. shield_def = shield_mdef = shield_refine = 10;
  8544. else {
  8545. shield_def = shield_data->def;
  8546. shield_mdef = sd->bonus.shieldmdef;
  8547. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8548. }
  8549. if (flag&1) {
  8550. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8551. break;
  8552. }
  8553. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8554. switch(skill_lv) {
  8555. case 1: { // DEF Based
  8556. int splashrange = 0;
  8557. #ifdef RENEWAL
  8558. if (shield_def >= 0 && shield_def <= 40)
  8559. #else
  8560. if (shield_def >= 0 && shield_def <= 4)
  8561. #endif
  8562. splashrange = 1;
  8563. #ifdef RENEWAL
  8564. else if (shield_def >= 41 && shield_def <= 80)
  8565. #else
  8566. else if (shield_def >= 5 && shield_def <= 9)
  8567. #endif
  8568. splashrange = 2;
  8569. else
  8570. splashrange = 3;
  8571. switch(opt) {
  8572. case 1: // Splash AoE ATK
  8573. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8574. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8575. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8576. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8577. break;
  8578. case 2: // % Damage Reflecting Increase
  8579. #ifdef RENEWAL
  8580. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8581. #else
  8582. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8583. #endif
  8584. break;
  8585. case 3: // Equipment Attack Increase
  8586. #ifdef RENEWAL
  8587. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8588. #else
  8589. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8590. #endif
  8591. break;
  8592. }
  8593. }
  8594. break;
  8595. case 2: { // MDEF Based
  8596. int splashrange = 0;
  8597. if (shield_mdef >= 1 && shield_mdef <= 3)
  8598. splashrange = 1;
  8599. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8600. splashrange = 2;
  8601. else
  8602. splashrange = 3;
  8603. switch(opt) {
  8604. case 1: // Splash AoE MATK
  8605. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8606. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8607. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8608. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8609. break;
  8610. case 2: // Splash AoE Lex Divina
  8611. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8612. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8613. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8614. break;
  8615. case 3: // Casts Magnificat.
  8616. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8617. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8618. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8619. break;
  8620. }
  8621. }
  8622. break;
  8623. case 3: // Refine Based
  8624. switch(opt) {
  8625. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8626. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8627. break;
  8628. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8629. #ifdef RENEWAL
  8630. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8631. #else
  8632. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8633. #endif
  8634. break;
  8635. case 3: // Recovers HP depending on Shield refine rate.
  8636. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8637. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8638. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8639. break;
  8640. }
  8641. break;
  8642. }
  8643. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8644. }
  8645. break;
  8646. case LG_PIETY:
  8647. if( flag&1 )
  8648. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8649. else {
  8650. skill_area_temp[2] = 0;
  8651. 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);
  8652. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8653. }
  8654. break;
  8655. case LG_INSPIRATION:
  8656. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8657. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8658. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8659. clif_updatestatus(sd,SP_BASEEXP);
  8660. clif_updatestatus(sd,SP_JOBEXP);
  8661. }
  8662. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8663. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8664. break;
  8665. case SR_CURSEDCIRCLE:
  8666. if( flag&1 ) {
  8667. if( is_boss(bl) ) break;
  8668. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8669. if( bl->type == BL_MOB )
  8670. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8671. unit_stop_attack(bl);
  8672. clif_bladestop(src, bl->id, 1);
  8673. map_freeblock_unlock();
  8674. return 1;
  8675. }
  8676. } else {
  8677. int count = 0;
  8678. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8679. 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
  8680. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8681. if( sd ) pc_delspiritball(sd, count, 0);
  8682. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8683. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8684. }
  8685. break;
  8686. case SR_RAISINGDRAGON:
  8687. if( sd ) {
  8688. short max = 5 + skill_lv;
  8689. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8690. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8691. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8692. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8693. }
  8694. break;
  8695. case SR_ASSIMILATEPOWER:
  8696. if( flag&1 ) {
  8697. i = 0;
  8698. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8699. {
  8700. i = dstsd->spiritball; //1%sp per spiritball.
  8701. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8702. }
  8703. if( i ) status_percent_heal(src, 0, i);
  8704. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8705. } else {
  8706. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8707. 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);
  8708. }
  8709. break;
  8710. case SR_POWERVELOCITY:
  8711. if( !dstsd )
  8712. break;
  8713. if( sd && dstsd->spiritball <= 5 ) {
  8714. for(i = 0; i <= 5; i++) {
  8715. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8716. pc_delspiritball(sd, sd->spiritball, 0);
  8717. }
  8718. }
  8719. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8720. break;
  8721. case SR_GENTLETOUCH_CURE:
  8722. {
  8723. int heal;
  8724. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8725. status_heal(bl, heal, 0, 0);
  8726. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8727. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8728. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8729. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8730. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8731. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8732. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8733. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8734. }
  8735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8736. }
  8737. break;
  8738. case SR_GENTLETOUCH_ENERGYGAIN:
  8739. case SR_GENTLETOUCH_CHANGE:
  8740. case SR_GENTLETOUCH_REVITALIZE:
  8741. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8742. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8743. break;
  8744. case SR_FLASHCOMBO: {
  8745. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  8746. if (sd)
  8747. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8748. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8749. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8750. for (i = 0; i < ARRAYLENGTH(combo); i++)
  8751. skill_addtimerskill(src,tick + 500 * i,bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8752. }
  8753. break;
  8754. case WA_SWING_DANCE:
  8755. case WA_MOONLIT_SERENADE:
  8756. case WA_SYMPHONY_OF_LOVER:
  8757. case MI_RUSH_WINDMILL:
  8758. case MI_ECHOSONG:
  8759. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8760. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8761. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8762. } else if( sd ) {
  8763. 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);
  8764. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8765. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8766. }
  8767. break;
  8768. case MI_HARMONIZE:
  8769. if( src != bl )
  8770. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8771. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8772. break;
  8773. case WM_DEADHILLHERE:
  8774. if( bl->type == BL_PC ) {
  8775. if( !status_isdead(bl) )
  8776. break;
  8777. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8778. int heal = tstatus->sp;
  8779. if( heal <= 0 )
  8780. heal = 1;
  8781. tstatus->hp = heal;
  8782. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8783. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8784. pc_revive((TBL_PC*)bl,heal,0);
  8785. clif_resurrection(bl,1);
  8786. }
  8787. }
  8788. break;
  8789. case WM_SIRCLEOFNATURE:
  8790. if( flag&1 )
  8791. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8792. else {
  8793. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  8794. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8795. }
  8796. break;
  8797. case WM_VOICEOFSIREN:
  8798. if (flag&1)
  8799. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  8800. else {
  8801. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster’s Job Level / 2) %
  8802. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) * 2 + (sd ? sd->status.job_level : 50) / 2;
  8803. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  8804. 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_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  8805. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8806. }
  8807. break;
  8808. case WM_GLOOMYDAY:
  8809. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8810. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8811. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8812. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8813. {
  8814. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8815. break;
  8816. }
  8817. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8818. break;
  8819. case WM_SATURDAY_NIGHT_FEVER:
  8820. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8821. if( !(tsc && tsc->data[type]) )
  8822. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8823. } else if( flag&2 ) {
  8824. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8825. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8826. } else if( sd ) {
  8827. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8828. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8829. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8830. break;
  8831. }
  8832. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8833. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8834. flag |= 2;
  8835. else
  8836. flag |= 1;
  8837. 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);
  8838. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8839. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8840. if( flag&2 ) // Dealed here to prevent conflicts
  8841. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8842. }
  8843. break;
  8844. case WM_SONG_OF_MANA:
  8845. case WM_DANCE_WITH_WUG:
  8846. case WM_LERADS_DEW:
  8847. case WM_UNLIMITED_HUMMING_VOICE:
  8848. if( flag&1 ) { // These affect to to all party members near the caster.
  8849. struct status_change *sc = status_get_sc(src);
  8850. if( sc && sc->data[type] ) {
  8851. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8852. }
  8853. } else if( sd ) {
  8854. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8855. 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);
  8856. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8857. }
  8858. break;
  8859. case WM_MELODYOFSINK:
  8860. case WM_BEYOND_OF_WARCRY:
  8861. if( flag&1 ) {
  8862. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8863. } else { // These affect to all targets arround the caster.
  8864. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8865. 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);
  8866. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8867. }
  8868. }
  8869. break;
  8870. case WM_RANDOMIZESPELL:
  8871. if (!skill_improvise_count) {
  8872. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8873. break;
  8874. }
  8875. else {
  8876. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  8877. do {
  8878. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8879. improv_skill_id = skill_improvise_db[i].skill_id;
  8880. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  8881. if (!skill_get_index(improv_skill_id)) {
  8882. if (sd)
  8883. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8884. break;
  8885. }
  8886. improv_skill_lv = 4 + skill_lv;
  8887. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8888. if( sd ) {
  8889. sd->state.abra_flag = 2;
  8890. sd->skillitem = improv_skill_id;
  8891. sd->skillitemlv = improv_skill_lv;
  8892. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8893. } else {
  8894. struct unit_data *ud = unit_bl2ud(src);
  8895. int inf = skill_get_inf(improv_skill_id);
  8896. if (!ud) break;
  8897. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8898. if (src->type == BL_PET)
  8899. bl = (struct block_list*)((TBL_PET*)src)->master;
  8900. if (!bl) bl = src;
  8901. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8902. } else {
  8903. int target_id = 0;
  8904. if (ud->target)
  8905. target_id = ud->target;
  8906. else switch (src->type) {
  8907. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8908. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8909. }
  8910. if (!target_id)
  8911. break;
  8912. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8913. bl = map_id2bl(target_id);
  8914. if (!bl) bl = src;
  8915. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8916. } else
  8917. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8918. }
  8919. }
  8920. }
  8921. break;
  8922. case RETURN_TO_ELDICASTES:
  8923. case ALL_GUARDIAN_RECALL:
  8924. case ECLAGE_RECALL:
  8925. if( sd )
  8926. {
  8927. short x=0, y=0; // Destiny position.
  8928. unsigned short mapindex=0;
  8929. switch(skill_id){
  8930. default:
  8931. case RETURN_TO_ELDICASTES:
  8932. x = 198;
  8933. y = 187;
  8934. mapindex = mapindex_name2id(MAP_DICASTES);
  8935. break;
  8936. case ALL_GUARDIAN_RECALL:
  8937. x = 44;
  8938. y = 151;
  8939. mapindex = mapindex_name2id(MAP_MORA);
  8940. break;
  8941. case ECLAGE_RECALL:
  8942. x = 47;
  8943. y = 31;
  8944. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8945. break;
  8946. }
  8947. if(!mapindex)
  8948. { //Given map not found?
  8949. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8950. map_freeblock_unlock();
  8951. return 0;
  8952. }
  8953. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8954. }
  8955. break;
  8956. case ECL_SNOWFLIP:
  8957. case ECL_PEONYMAMY:
  8958. case ECL_SADAGUI:
  8959. case ECL_SEQUOIADUST:
  8960. switch(skill_id){
  8961. case ECL_SNOWFLIP:
  8962. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8963. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8964. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8965. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8966. break;
  8967. case ECL_PEONYMAMY:
  8968. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8969. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8970. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8971. break;
  8972. case ECL_SADAGUI:
  8973. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8974. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8975. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8976. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8977. break;
  8978. case ECL_SEQUOIADUST:
  8979. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8980. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8981. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8982. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8983. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8984. break;
  8985. }
  8986. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8987. break;
  8988. case GM_SANDMAN:
  8989. if( tsc ) {
  8990. if( tsc->opt1 == OPT1_SLEEP )
  8991. tsc->opt1 = 0;
  8992. else
  8993. tsc->opt1 = OPT1_SLEEP;
  8994. clif_changeoption(bl);
  8995. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8996. }
  8997. break;
  8998. case SO_ARRULLO:
  8999. {
  9000. // Success chance: [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  9001. int rate = (15 + 5 * skill_lv) * 1000 + status_get_int(src) * 200 + (sd ? sd->status.job_level * 200 : 0) - status_get_int(bl) * 1000 / 6 - status_get_luk(bl) * 100;
  9002. struct status_data *bstatus = status_get_base_status(bl);
  9003. // Resistance: {(Target’s Base Level / 20) + (Target’s Base INT / 40)} seconds
  9004. int duration = skill_get_time(skill_id, skill_lv) - (status_get_baselevel_limit(bl, 150) * 50 + bstatus->int_ * 25);
  9005. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9006. status_change_start(src,bl,type,rate,skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9007. }
  9008. break;
  9009. case WM_LULLABY_DEEPSLEEP:
  9010. if (flag&1) {
  9011. struct status_data *bstatus = status_get_base_status(bl);
  9012. // Resistance: {(Target’s Base Level / 20) + (Target’s Base INT / 20)} seconds
  9013. int duration = skill_area_temp[6] - (status_get_baselevel_limit(bl, 150) * 50 + bstatus->int_ * 50);
  9014. status_change_start(src,bl,type,skill_area_temp[5],skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9015. }
  9016. else {
  9017. // Success chance: [(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  9018. skill_area_temp[5] = (4 * skill_lv * 1000) + ((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)) * 2000 + (status_get_lv(src) * 1000 / 15) + (sd ? sd->status.job_level * 200 : 0);
  9019. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9020. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9021. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9022. }
  9023. break;
  9024. case SO_SUMMON_AGNI:
  9025. case SO_SUMMON_AQUA:
  9026. case SO_SUMMON_VENTUS:
  9027. case SO_SUMMON_TERA:
  9028. if( sd ) {
  9029. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9030. // Remove previous elemental fisrt.
  9031. if( sd->ed )
  9032. elemental_delete(sd->ed,0);
  9033. // Summoning the new one.
  9034. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9035. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9036. break;
  9037. }
  9038. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9039. }
  9040. break;
  9041. case SO_EL_CONTROL:
  9042. if( sd ) {
  9043. int mode = EL_MODE_PASSIVE; // Standard mode.
  9044. if( !sd->ed ) break;
  9045. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9046. elemental_delete(sd->ed, 0);
  9047. break;
  9048. }
  9049. switch( skill_lv ) {// Select mode bassed on skill level used.
  9050. case 2: mode = EL_MODE_ASSIST; break;
  9051. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9052. }
  9053. if( !elemental_change_mode(sd->ed,mode) ) {
  9054. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9055. break;
  9056. }
  9057. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9058. }
  9059. break;
  9060. case SO_EL_ACTION:
  9061. if( sd ) {
  9062. int duration = 3000;
  9063. if( !sd->ed )
  9064. break;
  9065. switch(sd->ed->db->class_) {
  9066. case 2115:case 2124:
  9067. case 2118:case 2121:
  9068. duration = 6000;
  9069. break;
  9070. case 2116:case 2119:
  9071. case 2122:case 2125:
  9072. duration = 9000;
  9073. break;
  9074. }
  9075. sd->skill_id_old = skill_id;
  9076. elemental_action(sd->ed, bl, tick);
  9077. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9078. skill_blockpc_start(sd, skill_id, duration);
  9079. }
  9080. break;
  9081. case SO_EL_CURE:
  9082. if( sd ) {
  9083. struct elemental_data *ed = sd->ed;
  9084. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9085. int e_hp, e_sp;
  9086. if( !ed ) break;
  9087. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9088. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9089. break;
  9090. }
  9091. e_hp = ed->battle_status.max_hp * 10 / 100;
  9092. e_sp = ed->battle_status.max_sp * 10 / 100;
  9093. status_heal(&ed->bl,e_hp,e_sp,3);
  9094. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9095. }
  9096. break;
  9097. case GN_CHANGEMATERIAL:
  9098. case SO_EL_ANALYSIS:
  9099. if( sd ) {
  9100. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9101. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9102. }
  9103. break;
  9104. case GN_BLOOD_SUCKER:
  9105. {
  9106. struct status_change *sc = status_get_sc(src);
  9107. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9108. if( tsc && tsc->data[type] ){
  9109. (sc->bs_counter)--;
  9110. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9111. }
  9112. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9113. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9114. (sc->bs_counter)++;
  9115. } else if( sd ) {
  9116. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9117. break;
  9118. }
  9119. }
  9120. break;
  9121. case GN_MANDRAGORA:
  9122. if( flag&1 ) {
  9123. int rate = (25 + 10 * skill_lv) - ((tstatus->vit + tstatus->luk) / 5);
  9124. if (rate < 10)
  9125. rate = 10;
  9126. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  9127. sc_start(src,bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv))) )
  9128. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9129. } else
  9130. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9131. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9132. break;
  9133. case GN_SLINGITEM:
  9134. if( sd ) {
  9135. short ammo_id;
  9136. i = sd->equip_index[EQI_AMMO];
  9137. if( i < 0 )
  9138. break; // No ammo.
  9139. ammo_id = sd->inventory_data[i]->nameid;
  9140. if( ammo_id <= 0 )
  9141. break;
  9142. sd->itemid = ammo_id;
  9143. if( itemdb_is_GNbomb(ammo_id) ) {
  9144. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9145. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9146. 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);
  9147. else
  9148. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9149. } else //Otherwise, it fails, shows animation and removes items.
  9150. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9151. } else if( itemdb_is_GNthrowable(ammo_id) ){
  9152. struct script_code *script = sd->inventory_data[i]->script;
  9153. if( !script )
  9154. break;
  9155. if( dstsd )
  9156. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  9157. else
  9158. run_script(script,0,src->id,0);
  9159. }
  9160. }
  9161. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9162. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9163. break;
  9164. case GN_MIX_COOKING:
  9165. case GN_MAKEBOMB:
  9166. case GN_S_PHARMACY:
  9167. if( sd ) {
  9168. int qty = 1;
  9169. sd->skill_id_old = skill_id;
  9170. sd->skill_lv_old = skill_lv;
  9171. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9172. qty = 10;
  9173. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9174. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9175. }
  9176. break;
  9177. case EL_CIRCLE_OF_FIRE:
  9178. case EL_PYROTECHNIC:
  9179. case EL_HEATER:
  9180. case EL_TROPIC:
  9181. case EL_AQUAPLAY:
  9182. case EL_COOLER:
  9183. case EL_CHILLY_AIR:
  9184. case EL_GUST:
  9185. case EL_BLAST:
  9186. case EL_WILD_STORM:
  9187. case EL_PETROLOGY:
  9188. case EL_CURSED_SOIL:
  9189. case EL_UPHEAVAL:
  9190. case EL_FIRE_CLOAK:
  9191. case EL_WATER_DROP:
  9192. case EL_WIND_CURTAIN:
  9193. case EL_SOLID_SKIN:
  9194. case EL_STONE_SHIELD:
  9195. case EL_WIND_STEP: {
  9196. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9197. if( ele ) {
  9198. sc_type type2 = (sc_type)(type-1);
  9199. struct status_change *sc = status_get_sc(&ele->bl);
  9200. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9201. elemental_clean_single_effect(ele, skill_id);
  9202. } else {
  9203. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9204. 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);
  9205. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9206. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
  9207. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9208. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9209. }
  9210. }
  9211. }
  9212. break;
  9213. case EL_FIRE_MANTLE:
  9214. case EL_WATER_BARRIER:
  9215. case EL_ZEPHYR:
  9216. case EL_POWER_OF_GAIA:
  9217. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9218. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9219. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9220. break;
  9221. case EL_WATER_SCREEN: {
  9222. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9223. if( ele ) {
  9224. struct status_change *sc = status_get_sc(&ele->bl);
  9225. sc_type type2 = (sc_type)(type-1);
  9226. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9227. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9228. elemental_clean_single_effect(ele, skill_id);
  9229. } else {
  9230. // This not heals at the end.
  9231. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9232. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9233. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9234. }
  9235. }
  9236. }
  9237. break;
  9238. case KO_KAHU_ENTEN:
  9239. case KO_HYOUHU_HUBUKI:
  9240. case KO_KAZEHU_SEIRAN:
  9241. case KO_DOHU_KOUKAI:
  9242. if(sd) {
  9243. int i_tal, ttype = skill_get_ele(skill_id, skill_lv);
  9244. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9245. ARR_FIND(1, 6, i_tal, sd->talisman[i_tal] > 0 && ttype != i_tal);
  9246. if( i_tal < 6 )
  9247. pc_del_talisman(sd, sd->talisman[i_tal], i_tal); // Replace talisman
  9248. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  9249. }
  9250. break;
  9251. case KO_ZANZOU:
  9252. if(sd){
  9253. struct mob_data *md2;
  9254. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9255. if( md2 )
  9256. {
  9257. md2->master_id = src->id;
  9258. md2->special_state.ai = AI_ZANZOU;
  9259. if( md2->deletetimer != INVALID_TIMER )
  9260. delete_timer(md2->deletetimer, mob_timer_delete);
  9261. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9262. mob_spawn( md2 );
  9263. pc_setinvincibletimer(sd,500);// unlock target lock
  9264. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9265. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9266. }
  9267. }
  9268. break;
  9269. case KO_KYOUGAKU:
  9270. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9271. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9272. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9273. }else if( sd )
  9274. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9275. break;
  9276. case KO_JYUSATSU:
  9277. if( dstsd && tsc && !tsc->data[type] &&
  9278. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9279. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9280. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID));
  9281. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9282. if( status_get_lv(bl) <= status_get_lv(src) )
  9283. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9284. }else if( sd )
  9285. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9286. break;
  9287. case KO_GENWAKU:
  9288. if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9289. int x = src->x, y = src->y;
  9290. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9291. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9292. break;
  9293. }
  9294. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9295. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9296. clif_blown(src);
  9297. sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
  9298. if (unit_movepos(bl,x,y,0,0)) {
  9299. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  9300. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9301. clif_sitting(bl); //Avoid sitting sync problem
  9302. clif_blown(bl);
  9303. sc_start(src,bl,SC_CONFUSION,75,skill_lv,skill_get_time(skill_id,skill_lv));
  9304. }
  9305. }
  9306. }
  9307. break;
  9308. case OB_AKAITSUKI:
  9309. case OB_OBOROGENSOU:
  9310. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9311. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9312. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9313. break;
  9314. }
  9315. case KO_IZAYOI:
  9316. case OB_ZANGETSU:
  9317. case KG_KYOMU:
  9318. case KG_KAGEMUSYA:
  9319. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9320. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9321. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9322. break;
  9323. case KG_KAGEHUMI:
  9324. if( flag&1 ){
  9325. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9326. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9327. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9328. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9329. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9330. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9331. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9332. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9333. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9334. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9335. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9336. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9337. }
  9338. if( skill_area_temp[2] == 1 ){
  9339. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9340. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9341. }
  9342. }else{
  9343. skill_area_temp[2] = 0;
  9344. if (battle_config.skill_wall_check)
  9345. map_foreachinshootrange(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);
  9346. else
  9347. 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);
  9348. }
  9349. break;
  9350. case MH_SILENT_BREEZE:
  9351. {
  9352. int heal = 5 * status_get_lv(&hd->bl) +
  9353. #ifdef RENEWAL
  9354. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9355. #else
  9356. status_base_matk_min(&hd->battle_status);
  9357. #endif
  9358. //Silences the homunculus and target
  9359. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9360. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9361. //Recover the target's HP
  9362. status_heal(bl,heal,0,3);
  9363. //Removes these SC from target
  9364. if (tsc) {
  9365. const enum sc_type scs[] = {
  9366. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9367. };
  9368. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9369. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9370. }
  9371. if (hd)
  9372. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9373. }
  9374. break;
  9375. case MH_OVERED_BOOST:
  9376. if (hd) {
  9377. struct block_list *s_bl = battle_get_master(src);
  9378. if(hd->homunculus.hunger>50) //reduce hunger
  9379. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9380. else
  9381. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9382. if(s_bl && s_bl->type==BL_PC) {
  9383. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9384. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9385. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9386. }
  9387. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9388. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9389. }
  9390. break;
  9391. case MH_GRANITIC_ARMOR:
  9392. case MH_PYROCLASTIC:
  9393. if(hd) {
  9394. struct block_list *s_bl = battle_get_master(src);
  9395. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  9396. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9397. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9398. }
  9399. break;
  9400. case MH_LIGHT_OF_REGENE: //self
  9401. if(hd) {
  9402. struct block_list *s_bl = battle_get_master(src);
  9403. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9404. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9405. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9406. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9407. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9408. }
  9409. break;
  9410. case MH_STYLE_CHANGE:
  9411. if(hd){
  9412. struct status_change_entry *sce;
  9413. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9414. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9415. else sce->val1 = MH_MD_FIGHTING;
  9416. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9417. char output[128];
  9418. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9419. clif_colormes(hd->master,color_table[COLOR_RED],output);
  9420. }
  9421. }
  9422. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9423. }
  9424. break;
  9425. case MH_MAGMA_FLOW:
  9426. case MH_PAIN_KILLER:
  9427. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9428. if (hd)
  9429. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9430. break;
  9431. case MH_SUMMON_LEGION: {
  9432. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9433. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9434. struct mob_data *sum_md;
  9435. int i_slave,c=0;
  9436. int maxcount = qty[skill_lv-1];
  9437. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9438. if(c >= maxcount) return 0; //max qty already spawned
  9439. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9440. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  9441. if (sum_md) {
  9442. sum_md->master_id = src->id;
  9443. sum_md->special_state.ai = AI_LEGION;
  9444. if (sum_md->deletetimer != INVALID_TIMER)
  9445. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9446. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9447. mob_spawn(sum_md); //Now it is ready for spawning.
  9448. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9449. }
  9450. }
  9451. if (hd)
  9452. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9453. }
  9454. break;
  9455. case RL_RICHS_COIN:
  9456. if (sd) {
  9457. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9458. for (i = 0; i < 10; i++)
  9459. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9460. }
  9461. break;
  9462. case RL_C_MARKER:
  9463. if (sd) {
  9464. // If marked by someone else, failed
  9465. if (tsce && tsce->val2 != src->id) {
  9466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9467. break;
  9468. }
  9469. // Check if marked before
  9470. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9471. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9472. // Find empty slot
  9473. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9474. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9475. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9476. break;
  9477. }
  9478. }
  9479. sd->c_marker[i] = bl->id;
  9480. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9481. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9482. }
  9483. // If mob casts this, at least SC_C_MARKER as debuff
  9484. else {
  9485. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9486. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9487. }
  9488. break;
  9489. case RL_D_TAIL:
  9490. if (sd) {
  9491. if (battle_config.skill_wall_check)
  9492. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9493. else
  9494. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9495. if (!skill_area_temp[0]) {
  9496. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9497. break;
  9498. }
  9499. }
  9500. if (battle_config.skill_wall_check)
  9501. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9502. else
  9503. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9504. skill_area_temp[0] = 0;
  9505. break;
  9506. case RL_QD_SHOT:
  9507. if (sd) {
  9508. skill_area_temp[1] = bl->id;
  9509. // Check surrounding
  9510. if (battle_config.skill_wall_check)
  9511. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9512. else
  9513. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9514. if (skill_area_temp[0])
  9515. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9516. // Main target always receives damage
  9517. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9518. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9519. if (tsc && tsc->data[SC_C_MARKER])
  9520. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9521. }
  9522. else {
  9523. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9524. if (battle_config.skill_wall_check)
  9525. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9526. else
  9527. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9528. }
  9529. skill_area_temp[0] = 0;
  9530. skill_area_temp[1] = 0;
  9531. break;
  9532. case RL_FLICKER:
  9533. if (sd) {
  9534. int16 splash = skill_get_splash(skill_id, skill_lv);
  9535. sd->flicker = true;
  9536. skill_area_temp[1] = 0;
  9537. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9538. // Detonate RL_B_TRAP
  9539. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9540. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9541. }
  9542. // Detonate RL_H_MINE
  9543. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9544. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9545. sd->flicker = false;
  9546. }
  9547. break;
  9548. case SO_ELEMENTAL_SHIELD:
  9549. // Used to avoid displaying the warning below.
  9550. break;
  9551. default:
  9552. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9554. map_freeblock_unlock();
  9555. return 1;
  9556. }
  9557. if(skill_id != SR_CURSEDCIRCLE){
  9558. struct status_change *sc = status_get_sc(src);
  9559. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9560. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9561. }
  9562. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9563. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9564. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9565. }
  9566. if( sd && !(flag&1) )
  9567. {// ensure that the skill last-cast tick is recorded
  9568. sd->canskill_tick = gettick();
  9569. if( sd->state.arrow_atk )
  9570. {// consume arrow on last invocation to this skill.
  9571. battle_consume_ammo(sd, skill_id, skill_lv);
  9572. }
  9573. skill_onskillusage(sd, bl, skill_id, tick);
  9574. // perform skill requirement consumption
  9575. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9576. }
  9577. map_freeblock_unlock();
  9578. return 0;
  9579. }
  9580. /**
  9581. * Checking that causing skill failed
  9582. * @param src Caster
  9583. * @param target Target
  9584. * @param skill_id
  9585. * @param skill_lv
  9586. * @return -1 success, others are failed @see enum useskill_fail_cause.
  9587. **/
  9588. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  9589. int inf = skill_get_inf(skill_id);
  9590. int inf2 = skill_get_inf2(skill_id);
  9591. struct map_session_data *sd = BL_CAST(BL_PC, src);
  9592. struct status_change *tsc = status_get_sc(target);
  9593. switch (skill_id) {
  9594. case RG_BACKSTAP:
  9595. {
  9596. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9597. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  9598. return USESKILL_FAIL_MAX;
  9599. }
  9600. break;
  9601. case PR_TURNUNDEAD:
  9602. {
  9603. struct status_data *tstatus = status_get_status_data(target);
  9604. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  9605. return USESKILL_FAIL_MAX;
  9606. }
  9607. break;
  9608. case PR_LEXDIVINA:
  9609. case MER_LEXDIVINA:
  9610. {
  9611. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9612. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE])) {
  9613. clif_skill_nodamage (src, target, skill_id, skill_lv, 0);
  9614. return USESKILL_FAIL_MAX;
  9615. }
  9616. }
  9617. break;
  9618. // Check if path can be reached
  9619. case RA_WUGSTRIKE:
  9620. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9621. return USESKILL_FAIL_MAX;
  9622. break;
  9623. }
  9624. // Check partner
  9625. if (sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 ) {
  9626. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9627. return USESKILL_FAIL_NEED_HELPER;
  9628. }
  9629. if (inf&INF_ATTACK_SKILL ||
  9630. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9631. ) // Casted through combo.
  9632. inf = BCT_ENEMY; //Offensive skill.
  9633. else if (inf2&INF2_NO_ENEMY)
  9634. inf = BCT_NOENEMY;
  9635. else
  9636. inf = 0;
  9637. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  9638. inf |=
  9639. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9640. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9641. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9642. inf &= ~BCT_NEUTRAL;
  9643. }
  9644. switch (skill_id) {
  9645. // Cannot be casted to Emperium
  9646. case SL_SKE:
  9647. case SL_SKA:
  9648. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  9649. return USESKILL_FAIL_MAX;
  9650. break;
  9651. // Still can be casted to party member in normal map
  9652. case RK_PHANTOMTHRUST:
  9653. case AB_CLEARANCE:
  9654. if (target->type != BL_MOB && !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0)
  9655. return USESKILL_FAIL_MAX;
  9656. inf |= BCT_PARTY;
  9657. break;
  9658. }
  9659. if (inf && battle_check_target(src, target, inf) <= 0)
  9660. return USESKILL_FAIL_LEVEL;
  9661. //Fogwall makes all offensive-type targetted skills fail at 75%
  9662. if (inf&BCT_ENEMY && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  9663. return USESKILL_FAIL_LEVEL;
  9664. return -1;
  9665. }
  9666. /**
  9667. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  9668. * @param tid
  9669. * @param tick
  9670. * @param data
  9671. **/
  9672. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9673. {
  9674. struct block_list *target, *src;
  9675. struct map_session_data *sd;
  9676. struct mob_data *md;
  9677. struct unit_data *ud;
  9678. struct status_change *sc = NULL;
  9679. int flag = 0;
  9680. src = map_id2bl(id);
  9681. if( src == NULL )
  9682. {
  9683. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9684. return 0;// not found
  9685. }
  9686. ud = unit_bl2ud(src);
  9687. if( ud == NULL )
  9688. {
  9689. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9690. return 0;// ???
  9691. }
  9692. sd = BL_CAST(BL_PC, src);
  9693. md = BL_CAST(BL_MOB, src);
  9694. if( src->prev == NULL ) {
  9695. ud->skilltimer = INVALID_TIMER;
  9696. return 0;
  9697. }
  9698. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9699. if( ud->skilltimer != tid ) {
  9700. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9701. ud->skilltimer = INVALID_TIMER;
  9702. return 0;
  9703. }
  9704. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9705. {// restore original walk speed
  9706. ud->skilltimer = INVALID_TIMER;
  9707. status_calc_bl(&sd->bl, SCB_SPEED);
  9708. }
  9709. ud->skilltimer = INVALID_TIMER;
  9710. }
  9711. if (ud->skilltarget == id)
  9712. target = src;
  9713. else
  9714. target = map_id2bl(ud->skilltarget);
  9715. // Use a do so that you can break out of it when the skill fails.
  9716. do {
  9717. bool fail = false;
  9718. int8 res = USESKILL_FAIL_LEVEL;
  9719. if (!target || target->prev == NULL)
  9720. break;
  9721. if (src->m != target->m || status_isdead(src))
  9722. break;
  9723. //These should become skill_castend_pos
  9724. switch (ud->skill_id) {
  9725. case WE_CALLPARTNER:
  9726. if (sd)
  9727. clif_callpartner(sd);
  9728. case WE_CALLPARENT:
  9729. if (sd) {
  9730. struct map_session_data *f_sd = pc_get_father(sd);
  9731. struct map_session_data *m_sd = pc_get_mother(sd);
  9732. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  9733. fail = true;
  9734. break;
  9735. }
  9736. }
  9737. case WE_CALLBABY:
  9738. if (sd) {
  9739. struct map_session_data *c_sd = pc_get_child(sd);
  9740. if (c_sd && c_sd->state.autotrade) {
  9741. fail = true;
  9742. break;
  9743. }
  9744. }
  9745. case AM_RESURRECTHOMUN:
  9746. case PF_SPIDERWEB:
  9747. {
  9748. //Find a random spot to place the skill. [Skotlex]
  9749. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  9750. ud->skillx = target->x + splash;
  9751. ud->skilly = target->y + splash;
  9752. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9753. ud->skillx = target->x;
  9754. ud->skilly = target->y;
  9755. }
  9756. ud->skilltimer = tid;
  9757. return skill_castend_pos(tid,tick,id,data);
  9758. }
  9759. case GN_WALLOFTHORN:
  9760. ud->skillx = target->x;
  9761. ud->skilly = target->y;
  9762. ud->skilltimer = tid;
  9763. return skill_castend_pos(tid,tick,id,data);
  9764. }
  9765. // Failing
  9766. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  9767. if (sd && res != USESKILL_FAIL_MAX)
  9768. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  9769. break;
  9770. }
  9771. //Avoid doing double checks for instant-cast skills.
  9772. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9773. break;
  9774. if(md) {
  9775. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9776. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9777. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9778. }
  9779. if(src != target && battle_config.skill_add_range &&
  9780. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9781. {
  9782. if (sd) {
  9783. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9784. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9785. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9786. }
  9787. break;
  9788. }
  9789. #ifdef OFFICIAL_WALKPATH
  9790. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9791. {
  9792. if (sd) {
  9793. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9794. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9795. }
  9796. break;
  9797. }
  9798. #endif
  9799. if( sd )
  9800. {
  9801. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9802. break;
  9803. else
  9804. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9805. }
  9806. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9807. break;
  9808. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9809. ud->state.running = 0;
  9810. status_change_end(src, SC_RUN, INVALID_TIMER);
  9811. flag = 1;
  9812. }
  9813. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9814. unit_stop_walking(src,1);
  9815. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9816. 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]
  9817. if (sd) { //Cooldown application
  9818. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9819. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9820. }
  9821. if( battle_config.display_status_timers && sd )
  9822. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9823. if( sd )
  9824. {
  9825. switch( ud->skill_id )
  9826. {
  9827. case GS_DESPERADO:
  9828. case RL_FIREDANCE:
  9829. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9830. break;
  9831. case CR_GRANDCROSS:
  9832. case NPC_GRANDDARKNESS:
  9833. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9834. {
  9835. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9836. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9837. break;
  9838. }
  9839. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9840. break;
  9841. }
  9842. }
  9843. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9844. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9845. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9846. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9847. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9848. map_freeblock_lock();
  9849. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9850. skill_toggle_magicpower(src, ud->skill_id);
  9851. // only normal attack and auto cast skills benefit from its bonuses
  9852. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9853. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9854. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9855. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9856. else
  9857. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9858. sc = status_get_sc(src);
  9859. if(sc && sc->count) {
  9860. if(sc->data[SC_SPIRIT] &&
  9861. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9862. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9863. ud->skill_id != WZ_WATERBALL)
  9864. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9865. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9866. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9867. }
  9868. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9869. sd->skillitem = sd->skillitemlv = 0;
  9870. if (ud->skilltimer == INVALID_TIMER) {
  9871. if(md) md->skill_idx = -1;
  9872. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9873. ud->skill_lv = ud->skilltarget = 0;
  9874. }
  9875. map_freeblock_unlock();
  9876. return 1;
  9877. } while(0);
  9878. //Skill failed.
  9879. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9880. { //When Asura fails... (except when it fails from Wall of Fog)
  9881. //Consume SP/spheres
  9882. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9883. status_set_sp(src, 0, 0);
  9884. sc = &sd->sc;
  9885. if (sc->count)
  9886. { //End states
  9887. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9888. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9889. #ifdef RENEWAL
  9890. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9891. #endif
  9892. }
  9893. if( target && target->m == src->m ) { //Move character to target anyway.
  9894. short x, y;
  9895. short dir = map_calc_dir(src,target->x,target->y);
  9896. //Move 3 cells (From Caster)
  9897. if( dir > 0 && dir < 4 )
  9898. x = -3;
  9899. else if( dir > 4 )
  9900. x = 3;
  9901. else
  9902. x = 0;
  9903. if( dir > 2 && dir < 6 )
  9904. y = -3;
  9905. else if( dir == 7 || dir < 2 )
  9906. y = 3;
  9907. else
  9908. y = 0;
  9909. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  9910. clif_blown(src);
  9911. clif_spiritball(src);
  9912. }
  9913. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  9914. }
  9915. }
  9916. ud->skill_id = ud->skilltarget = 0;
  9917. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9918. ud->canact_tick = tick;
  9919. //You can't place a skill failed packet here because it would be
  9920. //sent in ALL cases, even cases where skill_check_condition fails
  9921. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9922. if(sd)
  9923. sd->skillitem = sd->skillitemlv = 0;
  9924. else if(md)
  9925. md->skill_idx = -1;
  9926. return 0;
  9927. }
  9928. /*==========================================
  9929. *
  9930. *------------------------------------------*/
  9931. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9932. {
  9933. struct block_list* src = map_id2bl(id);
  9934. struct map_session_data *sd;
  9935. struct unit_data *ud = unit_bl2ud(src);
  9936. struct mob_data *md;
  9937. nullpo_ret(ud);
  9938. sd = BL_CAST(BL_PC , src);
  9939. md = BL_CAST(BL_MOB, src);
  9940. if( src->prev == NULL ) {
  9941. ud->skilltimer = INVALID_TIMER;
  9942. return 0;
  9943. }
  9944. if( ud->skilltimer != tid )
  9945. {
  9946. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9947. ud->skilltimer = INVALID_TIMER;
  9948. return 0;
  9949. }
  9950. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9951. {// restore original walk speed
  9952. ud->skilltimer = INVALID_TIMER;
  9953. status_calc_bl(&sd->bl, SCB_SPEED);
  9954. }
  9955. ud->skilltimer = INVALID_TIMER;
  9956. do {
  9957. int maxcount=0;
  9958. if( status_isdead(src) )
  9959. break;
  9960. if( !(src->type&battle_config.skill_reiteration) &&
  9961. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9962. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9963. )
  9964. {
  9965. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9966. break;
  9967. }
  9968. if( src->type&battle_config.skill_nofootset &&
  9969. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9970. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9971. )
  9972. {
  9973. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9974. break;
  9975. }
  9976. if( src->type&battle_config.land_skill_limit &&
  9977. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9978. ) {
  9979. int i;
  9980. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9981. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9982. maxcount--;
  9983. }
  9984. if( maxcount == 0 )
  9985. {
  9986. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9987. break;
  9988. }
  9989. }
  9990. if(tid != INVALID_TIMER)
  9991. { //Avoid double checks on instant cast skills. [Skotlex]
  9992. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9993. break;
  9994. if(battle_config.skill_add_range &&
  9995. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9996. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9997. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9998. break;
  9999. }
  10000. }
  10001. if( sd )
  10002. {
  10003. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10004. break;
  10005. else
  10006. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10007. }
  10008. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10009. break;
  10010. if(md) {
  10011. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10012. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10013. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10014. }
  10015. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10016. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10017. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10018. if (ud->walktimer != INVALID_TIMER)
  10019. unit_stop_walking(src,1);
  10020. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10021. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  10022. if (sd) { //Cooldown application
  10023. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10024. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10025. }
  10026. if( battle_config.display_status_timers && sd )
  10027. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10028. // if( sd )
  10029. // {
  10030. // switch( ud->skill_id )
  10031. // {
  10032. // case ????:
  10033. // sd->canequip_tick = tick + ????;
  10034. // break;
  10035. // }
  10036. // }
  10037. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10038. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10039. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10040. map_freeblock_lock();
  10041. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10042. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10043. sd->skillitem = sd->skillitemlv = 0;
  10044. if (ud->skilltimer == INVALID_TIMER) {
  10045. if (md) md->skill_idx = -1;
  10046. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10047. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10048. }
  10049. map_freeblock_unlock();
  10050. return 1;
  10051. } while(0);
  10052. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10053. ud->canact_tick = tick;
  10054. ud->skill_id = ud->skill_lv = 0;
  10055. if(sd)
  10056. sd->skillitem = sd->skillitemlv = 0;
  10057. else if(md)
  10058. md->skill_idx = -1;
  10059. return 0;
  10060. }
  10061. /* skill count without self */
  10062. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10063. struct block_list* src = va_arg(ap, struct block_list*);
  10064. if( src->id != bl->id ) {
  10065. return 1;
  10066. }
  10067. return 0;
  10068. }
  10069. /*==========================================
  10070. *
  10071. *------------------------------------------*/
  10072. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10073. {
  10074. struct map_session_data* sd;
  10075. struct status_change* sc;
  10076. struct status_change_entry *sce;
  10077. struct skill_unit_group* sg;
  10078. enum sc_type type;
  10079. int i;
  10080. //if(skill_lv <= 0) return 0;
  10081. if(skill_id > 0 && !skill_lv) return 0; // celest
  10082. nullpo_ret(src);
  10083. if(status_isdead(src))
  10084. return 0;
  10085. sd = BL_CAST(BL_PC, src);
  10086. sc = status_get_sc(src);
  10087. type = status_skill2sc(skill_id);
  10088. sce = (sc && type != -1)?sc->data[type]:NULL;
  10089. switch (skill_id) { //Skill effect.
  10090. case WZ_METEOR:
  10091. case WZ_ICEWALL:
  10092. case MO_BODYRELOCATION:
  10093. case CR_CULTIVATION:
  10094. case HW_GANBANTEIN:
  10095. case LG_EARTHDRIVE:
  10096. case SC_ESCAPE:
  10097. case RL_HAMMER_OF_GOD:
  10098. break; //Effect is displayed on respective switch case.
  10099. default:
  10100. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10101. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10102. else
  10103. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10104. }
  10105. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  10106. skill_toggle_magicpower(src, skill_id);
  10107. switch(skill_id)
  10108. {
  10109. case PR_BENEDICTIO:
  10110. skill_area_temp[1] = src->id;
  10111. i = skill_get_splash(skill_id, skill_lv);
  10112. map_foreachinarea(skill_area_sub,
  10113. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10114. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10115. skill_castend_nodamage_id);
  10116. map_foreachinarea(skill_area_sub,
  10117. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10118. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10119. skill_castend_damage_id);
  10120. break;
  10121. case BS_HAMMERFALL:
  10122. i = skill_get_splash(skill_id, skill_lv);
  10123. map_foreachinarea (skill_area_sub,
  10124. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10125. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10126. skill_castend_nodamage_id);
  10127. break;
  10128. case HT_DETECTING:
  10129. i = skill_get_splash(skill_id, skill_lv);
  10130. map_foreachinarea( status_change_timer_sub,
  10131. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10132. src,NULL,SC_SIGHT,tick);
  10133. if(battle_config.traps_setting&1)
  10134. map_foreachinarea(skill_reveal_trap, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  10135. break;
  10136. break;
  10137. case SR_RIDEINLIGHTNING:
  10138. i = skill_get_splash(skill_id, skill_lv);
  10139. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10140. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10141. break;
  10142. case SA_VOLCANO:
  10143. case SA_DELUGE:
  10144. case SA_VIOLENTGALE:
  10145. { //Does not consumes if the skill is already active. [Skotlex]
  10146. struct skill_unit_group *sg2;
  10147. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10148. {
  10149. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10150. {
  10151. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10152. return 0; // not to consume items
  10153. }
  10154. else
  10155. sg2->limit = 0; //Disable it.
  10156. }
  10157. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10158. break;
  10159. }
  10160. // Skill Unit Setting
  10161. case MG_SAFETYWALL:
  10162. case MG_FIREWALL:
  10163. case MG_THUNDERSTORM:
  10164. case AL_PNEUMA:
  10165. case WZ_FIREPILLAR:
  10166. case WZ_QUAGMIRE:
  10167. case WZ_VERMILION:
  10168. case WZ_STORMGUST:
  10169. case WZ_HEAVENDRIVE:
  10170. case PR_SANCTUARY:
  10171. case PR_MAGNUS:
  10172. case CR_GRANDCROSS:
  10173. case NPC_GRANDDARKNESS:
  10174. case HT_SKIDTRAP:
  10175. case MA_SKIDTRAP:
  10176. case HT_LANDMINE:
  10177. case MA_LANDMINE:
  10178. case HT_ANKLESNARE:
  10179. case HT_SHOCKWAVE:
  10180. case HT_SANDMAN:
  10181. case MA_SANDMAN:
  10182. case HT_FLASHER:
  10183. case HT_FREEZINGTRAP:
  10184. case MA_FREEZINGTRAP:
  10185. case HT_BLASTMINE:
  10186. case HT_CLAYMORETRAP:
  10187. case AS_VENOMDUST:
  10188. case AM_DEMONSTRATION:
  10189. case PF_FOGWALL:
  10190. case PF_SPIDERWEB:
  10191. case HT_TALKIEBOX:
  10192. case WE_CALLPARTNER:
  10193. case WE_CALLPARENT:
  10194. case WE_CALLBABY:
  10195. case AC_SHOWER: //Ground-placed skill implementation.
  10196. case MA_SHOWER:
  10197. case SA_LANDPROTECTOR:
  10198. case BD_LULLABY:
  10199. case BD_RICHMANKIM:
  10200. case BD_ETERNALCHAOS:
  10201. case BD_DRUMBATTLEFIELD:
  10202. case BD_RINGNIBELUNGEN:
  10203. case BD_ROKISWEIL:
  10204. case BD_INTOABYSS:
  10205. case BD_SIEGFRIED:
  10206. case BA_DISSONANCE:
  10207. case BA_POEMBRAGI:
  10208. case BA_WHISTLE:
  10209. case BA_ASSASSINCROSS:
  10210. case BA_APPLEIDUN:
  10211. case DC_UGLYDANCE:
  10212. case DC_HUMMING:
  10213. case DC_DONTFORGETME:
  10214. case DC_FORTUNEKISS:
  10215. case DC_SERVICEFORYOU:
  10216. case CG_MOONLIT:
  10217. case GS_DESPERADO:
  10218. case NJ_KAENSIN:
  10219. case NJ_BAKUENRYU:
  10220. case NJ_SUITON:
  10221. case NJ_HYOUSYOURAKU:
  10222. case NJ_RAIGEKISAI:
  10223. case NJ_KAMAITACHI:
  10224. #ifdef RENEWAL
  10225. case NJ_HUUMA:
  10226. #endif
  10227. case NPC_EVILLAND:
  10228. case RA_ELECTRICSHOCKER:
  10229. case RA_CLUSTERBOMB:
  10230. case RA_MAGENTATRAP:
  10231. case RA_COBALTTRAP:
  10232. case RA_MAIZETRAP:
  10233. case RA_VERDURETRAP:
  10234. case RA_FIRINGTRAP:
  10235. case RA_ICEBOUNDTRAP:
  10236. case SC_MANHOLE:
  10237. case SC_DIMENSIONDOOR:
  10238. case SC_CHAOSPANIC:
  10239. case SC_MAELSTROM:
  10240. case SC_BLOODYLUST:
  10241. case WM_REVERBERATION:
  10242. case WM_POEMOFNETHERWORLD:
  10243. case SO_PSYCHIC_WAVE:
  10244. case SO_VACUUM_EXTREME:
  10245. case GN_THORNS_TRAP:
  10246. case GN_DEMONIC_FIRE:
  10247. case GN_HELLS_PLANT:
  10248. case SO_EARTHGRAVE:
  10249. case SO_DIAMONDDUST:
  10250. case SO_FIRE_INSIGNIA:
  10251. case SO_WATER_INSIGNIA:
  10252. case SO_WIND_INSIGNIA:
  10253. case SO_EARTH_INSIGNIA:
  10254. case KO_HUUMARANKA:
  10255. case KO_BAKURETSU:
  10256. case KO_ZENKAI:
  10257. case MH_LAVA_SLIDE:
  10258. case MH_VOLCANIC_ASH:
  10259. case MH_POISON_MIST:
  10260. case MH_STEINWAND:
  10261. case MH_XENO_SLASHER:
  10262. case NC_MAGMA_ERUPTION:
  10263. case LG_KINGS_GRACE:
  10264. case SO_ELEMENTAL_SHIELD:
  10265. case RL_B_TRAP:
  10266. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10267. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10268. case GN_WALLOFTHORN:
  10269. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10270. break;
  10271. case WZ_ICEWALL:
  10272. flag|=1;
  10273. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10274. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10275. break;
  10276. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10277. skill_clear_unitgroup(src);
  10278. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10279. flag|=1;
  10280. break;
  10281. case HP_BASILICA:
  10282. if( sc->data[SC_BASILICA] ) {
  10283. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10284. return 0;
  10285. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10286. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10287. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10288. return 0;
  10289. }
  10290. skill_clear_unitgroup(src);
  10291. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10292. flag|=1;
  10293. }
  10294. break;
  10295. case CG_HERMODE:
  10296. skill_clear_unitgroup(src);
  10297. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10298. sc_start4(src,src,SC_DANCING,100,
  10299. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10300. flag|=1;
  10301. break;
  10302. case RG_CLEANER: // [Valaris]
  10303. i = skill_get_splash(skill_id, skill_lv);
  10304. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10305. break;
  10306. case SO_WARMER:
  10307. flag|= 8;
  10308. case SO_CLOUD_KILL:
  10309. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10310. break;
  10311. case WZ_METEOR: {
  10312. int area = skill_get_splash(skill_id, skill_lv);
  10313. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10314. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10315. // Creates a random Cell in the Splash Area
  10316. tmpx = x - area + rnd()%(area * 2 + 1);
  10317. tmpy = y - area + rnd()%(area * 2 + 1);
  10318. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
  10319. && !map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
  10320. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10321. if( i > 0 )
  10322. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10323. x1 = tmpx;
  10324. y1 = tmpy;
  10325. }
  10326. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10327. }
  10328. break;
  10329. case AL_WARP:
  10330. if(sd)
  10331. {
  10332. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10333. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10334. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10335. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10336. );
  10337. }
  10338. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10339. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10340. return 0; // not to consume item.
  10341. case MO_BODYRELOCATION:
  10342. if (unit_movepos(src, x, y, 1, 1)) {
  10343. #if PACKETVER >= 20111005
  10344. clif_snap(src, src->x, src->y);
  10345. #else
  10346. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10347. #endif
  10348. if (sd)
  10349. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10350. }
  10351. break;
  10352. case NJ_SHADOWJUMP:
  10353. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10354. clif_blown(src);
  10355. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10356. break;
  10357. case AM_SPHEREMINE:
  10358. case AM_CANNIBALIZE:
  10359. {
  10360. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10361. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10362. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10363. struct mob_data *md;
  10364. // Correct info, don't change any of this! [celest]
  10365. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10366. if (md) {
  10367. md->master_id = src->id;
  10368. md->special_state.ai = (enum mob_ai)ai;
  10369. if( md->deletetimer != INVALID_TIMER )
  10370. delete_timer(md->deletetimer, mob_timer_delete);
  10371. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10372. mob_spawn (md); //Now it is ready for spawning.
  10373. }
  10374. }
  10375. break;
  10376. // Slim Pitcher [Celest]
  10377. case CR_SLIMPITCHER:
  10378. if (sd) {
  10379. int i_lv = 0, j = 0;
  10380. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10381. i_lv = skill_lv%11 - 1;
  10382. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10383. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10384. {
  10385. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10386. return 1;
  10387. }
  10388. potion_flag = 1;
  10389. potion_hp = 0;
  10390. potion_sp = 0;
  10391. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10392. potion_flag = 0;
  10393. //Apply skill bonuses
  10394. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10395. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10396. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10397. + pc_skillheal_bonus(sd, skill_id);
  10398. potion_hp = potion_hp * (100+i_lv)/100;
  10399. potion_sp = potion_sp * (100+i_lv)/100;
  10400. if(potion_hp > 0 || potion_sp > 0) {
  10401. i_lv = skill_get_splash(skill_id, skill_lv);
  10402. map_foreachinarea(skill_area_sub,
  10403. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10404. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10405. skill_castend_nodamage_id);
  10406. }
  10407. } else {
  10408. int id = skill_get_itemid(skill_id, skill_lv);
  10409. struct item_data *item;
  10410. item = itemdb_search(id);
  10411. potion_flag = 1;
  10412. potion_hp = 0;
  10413. potion_sp = 0;
  10414. run_script(item->script,0,src->id,0);
  10415. potion_flag = 0;
  10416. id = skill_get_max(CR_SLIMPITCHER)*10;
  10417. potion_hp = potion_hp * (100+id)/100;
  10418. potion_sp = potion_sp * (100+id)/100;
  10419. if(potion_hp > 0 || potion_sp > 0) {
  10420. id = skill_get_splash(skill_id, skill_lv);
  10421. map_foreachinarea(skill_area_sub,
  10422. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10423. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10424. skill_castend_nodamage_id);
  10425. }
  10426. }
  10427. break;
  10428. case HW_GANBANTEIN:
  10429. if (rnd()%100 < 80) {
  10430. int dummy = 1;
  10431. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10432. i = skill_get_splash(skill_id, skill_lv);
  10433. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10434. } else {
  10435. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10436. return 1;
  10437. }
  10438. break;
  10439. case HW_GRAVITATION:
  10440. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10441. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10442. flag|=1;
  10443. break;
  10444. // Plant Cultivation [Celest]
  10445. case CR_CULTIVATION:
  10446. if (sd) {
  10447. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10448. {
  10449. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10450. return 1;
  10451. }
  10452. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10453. if (rnd()%100 < 50) {
  10454. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10455. } else {
  10456. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10457. int t;
  10458. if (!md) break;
  10459. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10460. {
  10461. if( md->deletetimer != INVALID_TIMER )
  10462. delete_timer(md->deletetimer, mob_timer_delete);
  10463. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10464. }
  10465. mob_spawn (md);
  10466. }
  10467. }
  10468. break;
  10469. case SG_SUN_WARM:
  10470. case SG_MOON_WARM:
  10471. case SG_STAR_WARM:
  10472. skill_clear_unitgroup(src);
  10473. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10474. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10475. flag|=1;
  10476. break;
  10477. case PA_GOSPEL:
  10478. if (sce && sce->val4 == BCT_SELF)
  10479. {
  10480. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10481. return 0;
  10482. }
  10483. else
  10484. {
  10485. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10486. if (!sg) break;
  10487. if (sce)
  10488. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10489. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10490. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10491. }
  10492. break;
  10493. case NJ_TATAMIGAESHI:
  10494. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10495. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10496. break;
  10497. case AM_RESURRECTHOMUN: //[orn]
  10498. if (sd)
  10499. {
  10500. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10501. {
  10502. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10503. break;
  10504. }
  10505. }
  10506. break;
  10507. case RK_WINDCUTTER:
  10508. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10509. case NC_COLDSLOWER:
  10510. case NC_ARMSCANNON:
  10511. case RK_DRAGONBREATH:
  10512. case RK_DRAGONBREATH_WATER:
  10513. i = skill_get_splash(skill_id,skill_lv);
  10514. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10515. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10516. break;
  10517. case SO_ARRULLO:
  10518. i = skill_get_splash(skill_id,skill_lv);
  10519. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10520. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10521. break;
  10522. case GC_POISONSMOKE:
  10523. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10524. if( sd )
  10525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10526. return 0;
  10527. }
  10528. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10529. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10530. break;
  10531. case AB_EPICLESIS:
  10532. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10533. i = sg->unit->range;
  10534. 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);
  10535. }
  10536. break;
  10537. case WL_COMET:
  10538. if( sc ) {
  10539. sc->comet_x = x;
  10540. sc->comet_y = y;
  10541. }
  10542. i = skill_get_splash(skill_id,skill_lv);
  10543. 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|SD_ANIMATION|1,skill_castend_damage_id);
  10544. break;
  10545. case WL_EARTHSTRAIN:
  10546. {
  10547. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10548. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10549. for( w = 1; w <= wave; w++ )
  10550. {
  10551. switch( dir ){
  10552. case 0: case 1: case 7: sy = y + w; break;
  10553. case 3: case 4: case 5: sy = y - w; break;
  10554. case 2: sx = x - w; break;
  10555. case 6: sx = x + w; break;
  10556. }
  10557. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10558. }
  10559. }
  10560. break;
  10561. case RA_DETONATOR:
  10562. i = skill_get_splash(skill_id, skill_lv);
  10563. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10564. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10565. break;
  10566. case NC_NEUTRALBARRIER:
  10567. case NC_STEALTHFIELD:
  10568. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10569. skill_clear_unitgroup(src);
  10570. return 0;
  10571. }
  10572. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10573. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10574. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10575. if( sd ) pc_overheat(sd,1);
  10576. }
  10577. break;
  10578. case NC_SILVERSNIPER:
  10579. {
  10580. struct mob_data *md;
  10581. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10582. if( md ) {
  10583. md->master_id = src->id;
  10584. md->special_state.ai = AI_FAW;
  10585. if( md->deletetimer != INVALID_TIMER )
  10586. delete_timer(md->deletetimer, mob_timer_delete);
  10587. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10588. mob_spawn(md);
  10589. }
  10590. }
  10591. break;
  10592. case NC_MAGICDECOY:
  10593. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10594. break;
  10595. case SC_FEINTBOMB:
  10596. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10597. skill_blown(src,src,3*skill_lv,unit_getdir(src),0);
  10598. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10599. break;
  10600. case SC_ESCAPE:
  10601. clif_skill_nodamage(src,src,skill_id,-1,1);
  10602. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10603. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10604. break;
  10605. case LG_OVERBRAND: {
  10606. int dir = map_calc_dir(src,x,y);
  10607. int sx = src->x, sy = src->y;
  10608. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10609. for( i = 0; i < layout->count; i++ )
  10610. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10611. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10612. }
  10613. break;
  10614. case LG_BANDING:
  10615. if( sc && sc->data[SC_BANDING] )
  10616. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10617. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10618. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10619. if( sd ) pc_banding(sd,skill_lv);
  10620. }
  10621. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10622. break;
  10623. case LG_RAYOFGENESIS:
  10624. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10625. i = skill_get_splash(skill_id,skill_lv);
  10626. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10627. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10628. } else if( sd )
  10629. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10630. break;
  10631. case WM_DOMINION_IMPULSE:
  10632. i = skill_get_splash(skill_id, skill_lv);
  10633. map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10634. break;
  10635. case WM_GREAT_ECHO:
  10636. flag|=1; // Should counsume 1 item per skill usage.
  10637. 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);
  10638. break;
  10639. case WM_SEVERE_RAINSTORM:
  10640. flag |= 1;
  10641. if (sd)
  10642. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10643. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10644. break;
  10645. case GN_CRAZYWEED: {
  10646. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10647. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10648. int x1 = x - area + rnd()%(area * 2 + 1);
  10649. int y1 = y - area + rnd()%(area * 2 + 1);
  10650. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10651. }
  10652. }
  10653. break;
  10654. case GN_FIRE_EXPANSION: {
  10655. int i_su;
  10656. struct unit_data *ud = unit_bl2ud(src);
  10657. if( !ud ) break;
  10658. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10659. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10660. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10661. switch( skill_lv ) {
  10662. case 1:
  10663. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10664. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10665. break;
  10666. case 2:
  10667. map_foreachinarea(skill_area_sub,src->m,
  10668. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10669. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10670. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10671. skill_delunit(ud->skillunit[i_su]->unit);
  10672. break;
  10673. case 3:
  10674. skill_delunit(ud->skillunit[i_su]->unit);
  10675. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10676. flag |= 1;
  10677. break;
  10678. case 4:
  10679. skill_delunit(ud->skillunit[i_su]->unit);
  10680. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10681. flag |= 1;
  10682. break;
  10683. case 5: {
  10684. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10685. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10686. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10687. map_foreachinarea(skill_area_sub, src->m,
  10688. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10689. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10690. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10691. skill_delunit(ud->skillunit[i_su]->unit);
  10692. }
  10693. break;
  10694. }
  10695. }
  10696. }
  10697. }
  10698. break;
  10699. case SO_FIREWALK:
  10700. case SO_ELECTRICWALK:
  10701. if( sc && sc->data[type] )
  10702. status_change_end(src,type,INVALID_TIMER);
  10703. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10704. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10705. break;
  10706. case KO_MAKIBISHI:
  10707. for( i = 0; i < (skill_lv+2); i++ ) {
  10708. x = src->x - 1 + rnd()%3;
  10709. y = src->y - 1 + rnd()%3;
  10710. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10711. }
  10712. break;
  10713. case KO_MUCHANAGE: {
  10714. struct status_data *sstatus;
  10715. int rate = 0;
  10716. sstatus = status_get_status_data(src);
  10717. i = skill_get_splash(skill_id,skill_lv);
  10718. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10719. if( rate < 0 )
  10720. rate = 0;
  10721. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  10722. if( rnd()%100 < rate )
  10723. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10724. }
  10725. break;
  10726. case RL_FALLEN_ANGEL:
  10727. if (unit_movepos(src,x,y,1,1)) {
  10728. enum e_skill skill_use = GS_DESPERADO;
  10729. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10730. clif_blown(src);
  10731. if (skill_use_lv && skill_check_condition_castend(sd,skill_use,skill_use_lv)) {
  10732. sd->skill_id_old = RL_FALLEN_ANGEL;
  10733. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10734. battle_consume_ammo(sd,skill_use,skill_use_lv);
  10735. }
  10736. sd->skill_id_old = 0;
  10737. }
  10738. else {
  10739. if (sd)
  10740. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10741. }
  10742. break;
  10743. case RL_HAMMER_OF_GOD:
  10744. {
  10745. i = skill_get_splash(skill_id, skill_lv);
  10746. if (sd) {
  10747. skill_area_temp[0] = map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  10748. if (!skill_area_temp[0]) {
  10749. // This skill doesn't have area effect, apply self? :P
  10750. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  10751. clif_skill_nodamage(src, src, skill_id, 0, 1);
  10752. break;
  10753. }
  10754. }
  10755. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  10756. skill_area_temp[0] = 0;
  10757. break;
  10758. }
  10759. break;
  10760. case RL_FIRE_RAIN: {
  10761. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  10762. int sx = x = src->x, sy = y = src->y;
  10763. for (w = 1; w <= wave; w++) {
  10764. switch (dir) {
  10765. case 0: sy = y + w; break;
  10766. case 1: sy = y + w; sx = x - w; break;
  10767. case 2: sx = x - w; break;
  10768. case 3: sx = x - w; sy = y - w; break;
  10769. case 4: sy = y - w; break;
  10770. case 5: sx = x + w; sy = y - w; break;
  10771. case 6: sx = x + w; break;
  10772. case 7: sy = y + w; sx = x + w; break;
  10773. }
  10774. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  10775. }
  10776. }
  10777. break;
  10778. default:
  10779. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10780. return 1;
  10781. }
  10782. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10783. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10784. if( sd )
  10785. {// ensure that the skill last-cast tick is recorded
  10786. sd->canskill_tick = gettick();
  10787. if( sd->state.arrow_atk && !(flag&1) )
  10788. {// consume arrow if this is a ground skill
  10789. battle_consume_ammo(sd, skill_id, skill_lv);
  10790. }
  10791. skill_onskillusage(sd, NULL, skill_id, tick);
  10792. // perform skill requirement consumption
  10793. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10794. }
  10795. return 0;
  10796. }
  10797. /*==========================================
  10798. *
  10799. *------------------------------------------*/
  10800. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  10801. {
  10802. nullpo_ret(sd);
  10803. //Simplify skill_failed code.
  10804. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10805. if(skill_id != sd->menuskill_id)
  10806. return 0;
  10807. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10808. skill_failed(sd);
  10809. return 0;
  10810. }
  10811. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10812. skill_failed(sd);
  10813. return 0;
  10814. }
  10815. pc_stop_attack(sd);
  10816. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10817. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  10818. if(strcmp(mapname,"cancel")==0) {
  10819. skill_failed(sd);
  10820. return 0;
  10821. }
  10822. switch(skill_id)
  10823. {
  10824. case AL_TELEPORT:
  10825. case ALL_ODINS_RECALL:
  10826. //The storage window is closed automatically by the client when there's
  10827. //any kind of map change, so we need to restore it automatically
  10828. //bugreport:8027
  10829. if(strcmp(mapname,"Random") == 0)
  10830. pc_randomwarp(sd,CLR_TELEPORT);
  10831. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10832. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10833. clif_refresh_storagewindow(sd);
  10834. break;
  10835. case AL_WARP:
  10836. {
  10837. const struct point *p[4];
  10838. struct skill_unit_group *group;
  10839. int i, lv, wx, wy;
  10840. int maxcount=0;
  10841. int x,y;
  10842. unsigned short mapindex;
  10843. mapindex = mapindex_name2id((char*)mapname);
  10844. if(!mapindex) { //Given map not found?
  10845. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10846. skill_failed(sd);
  10847. return 0;
  10848. }
  10849. p[0] = &sd->status.save_point;
  10850. p[1] = &sd->status.memo_point[0];
  10851. p[2] = &sd->status.memo_point[1];
  10852. p[3] = &sd->status.memo_point[2];
  10853. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10854. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10855. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10856. maxcount--;
  10857. }
  10858. if(!maxcount) {
  10859. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10860. skill_failed(sd);
  10861. return 0;
  10862. }
  10863. }
  10864. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10865. wx = sd->menuskill_val>>16;
  10866. wy = sd->menuskill_val&0xffff;
  10867. if( lv <= 0 ) return 0;
  10868. if( lv > 4 ) lv = 4; // crash prevention
  10869. // check if the chosen map exists in the memo list
  10870. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10871. if( i < lv ) {
  10872. x=p[i]->x;
  10873. y=p[i]->y;
  10874. } else {
  10875. skill_failed(sd);
  10876. return 0;
  10877. }
  10878. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10879. { // This checks versus skill_id/skill_lv...
  10880. skill_failed(sd);
  10881. return 0;
  10882. }
  10883. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10884. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10885. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10886. skill_failed(sd);
  10887. return 0;
  10888. }
  10889. group->val1 = (group->val1<<16)|(short)0;
  10890. // record the destination coordinates
  10891. group->val2 = (x<<16)|y;
  10892. group->val3 = mapindex;
  10893. }
  10894. break;
  10895. }
  10896. sd->menuskill_id = sd->menuskill_val = 0;
  10897. return 0;
  10898. #undef skill_failed
  10899. }
  10900. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10901. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10902. {
  10903. struct skill_unit* target = (struct skill_unit*)bl;
  10904. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10905. int flag = va_arg(ap, int);
  10906. if (src == target)
  10907. return 0;
  10908. if (!target->group || !(target->group->state.song_dance&0x1))
  10909. return 0;
  10910. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10911. return 0;
  10912. if (flag) //Set dissonance
  10913. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10914. else //Remove dissonance
  10915. target->val2 &= ~UF_ENSEMBLE;
  10916. clif_getareachar_skillunit(&target->bl, target, AREA, 0); //Update look of affected cell.
  10917. return 1;
  10918. }
  10919. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10920. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10921. //When 1, this unit has been positioned, so start the cancel effect.
  10922. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10923. {
  10924. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10925. return 0;
  10926. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10927. return 0; //Nothing to remove, this unit is not overlapped.
  10928. if (unit->val1 != unit->group->skill_id)
  10929. { //Reset state
  10930. unit->val1 = unit->group->skill_id;
  10931. unit->val2 &= ~UF_ENSEMBLE;
  10932. }
  10933. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10934. }
  10935. /**
  10936. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10937. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  10938. * @param flag 0 Convert
  10939. * @param flag 1 Revert
  10940. * @return true success
  10941. * @TODO: This should be completely removed later and rewritten
  10942. * The entire execution of the overlapping songs instances is dirty and hacked together
  10943. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10944. */
  10945. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10946. {
  10947. static int prevflag = 1; // by default the backup is empty
  10948. static struct skill_unit_group backup;
  10949. struct skill_unit_group* group;
  10950. if( unit == NULL || (group = unit->group) == NULL )
  10951. return false;
  10952. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  10953. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  10954. return false;
  10955. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  10956. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10957. flag ? "read an empty backup" : "write to a full backup",
  10958. group->skill_id, group->skill_lv, group->src_id);
  10959. return false;
  10960. }
  10961. prevflag = flag;
  10962. if (!flag) { //Transform
  10963. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10964. // backup
  10965. backup.skill_id = group->skill_id;
  10966. backup.skill_lv = group->skill_lv;
  10967. backup.unit_id = group->unit_id;
  10968. backup.target_flag = group->target_flag;
  10969. backup.bl_flag = group->bl_flag;
  10970. backup.interval = group->interval;
  10971. // replace
  10972. group->skill_id = skill_id;
  10973. group->skill_lv = 1;
  10974. group->unit_id = skill_get_unit_id(skill_id,0);
  10975. group->target_flag = skill_get_unit_target(skill_id);
  10976. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10977. group->interval = skill_get_unit_interval(skill_id);
  10978. } else { //Restore
  10979. group->skill_id = backup.skill_id;
  10980. group->skill_lv = backup.skill_lv;
  10981. group->unit_id = backup.unit_id;
  10982. group->target_flag = backup.target_flag;
  10983. group->bl_flag = backup.bl_flag;
  10984. group->interval = backup.interval;
  10985. }
  10986. return true;
  10987. }
  10988. /**
  10989. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  10990. * @param src Object that triggers the skill
  10991. * @param skill_id Skill ID
  10992. * @param skill_lv Skill level of used skill
  10993. * @param x Position x
  10994. * @param y Position y
  10995. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10996. * @return skill_unit_group
  10997. */
  10998. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  10999. {
  11000. struct skill_unit_group *group;
  11001. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11002. int link_group_id = 0;
  11003. int target, interval, range, unit_flag, req_item = 0;
  11004. struct s_skill_unit_layout *layout;
  11005. struct map_session_data *sd;
  11006. struct status_data *status;
  11007. struct status_change *sc;
  11008. int active_flag = 1;
  11009. int subunt = 0;
  11010. nullpo_retr(NULL, src);
  11011. limit = skill_get_time(skill_id,skill_lv);
  11012. range = skill_get_unit_range(skill_id,skill_lv);
  11013. interval = skill_get_unit_interval(skill_id);
  11014. target = skill_get_unit_target(skill_id);
  11015. unit_flag = skill_get_unit_flag(skill_id);
  11016. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11017. sd = BL_CAST(BL_PC, src);
  11018. status = status_get_status_data(src);
  11019. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11020. switch( skill_id ) {
  11021. case MH_STEINWAND:
  11022. val2 = 4 + skill_lv;
  11023. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11024. break;
  11025. case MG_SAFETYWALL:
  11026. #ifdef RENEWAL
  11027. val2 = status_get_max_hp(src) * 3;
  11028. #else
  11029. val2 = skill_lv+1;
  11030. #endif
  11031. break;
  11032. case MG_FIREWALL:
  11033. if(sc && sc->data[SC_VIOLENTGALE])
  11034. limit = limit*3/2;
  11035. val2 = 4+skill_lv;
  11036. break;
  11037. case AL_WARP:
  11038. val1=skill_lv+6;
  11039. if(!(flag&1))
  11040. limit=2000;
  11041. else // previous implementation (not used anymore)
  11042. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11043. if( src->type != BL_SKILL ) return NULL;
  11044. group = ((TBL_SKILL*)src)->group;
  11045. src = map_id2bl(group->src_id);
  11046. if( !src ) return NULL;
  11047. val2 = group->val2; //Copy the (x,y) position you warp to
  11048. val3 = group->val3; //as well as the mapindex to warp to.
  11049. }
  11050. break;
  11051. case HP_BASILICA:
  11052. val1 = src->id; // Store caster id.
  11053. break;
  11054. case PR_SANCTUARY:
  11055. case NPC_EVILLAND:
  11056. val1=(skill_lv+3)*2;
  11057. break;
  11058. case WZ_FIREPILLAR:
  11059. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11060. return NULL;
  11061. if((flag&1)!=0)
  11062. limit=1000;
  11063. val1=skill_lv+2;
  11064. break;
  11065. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11066. case AM_DEMONSTRATION:
  11067. case GN_HELLS_PLANT:
  11068. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11069. return NULL;
  11070. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11071. && (src->type&battle_config.vs_traps_bctall))
  11072. target = BCT_ALL;
  11073. break;
  11074. case HT_ANKLESNARE:
  11075. if( flag&2 ) val3 = SC_ESCAPE;
  11076. case HT_SKIDTRAP:
  11077. case MA_SKIDTRAP:
  11078. //Save position of caster
  11079. val1 = ((src->x)<<16)|(src->y);
  11080. case HT_SHOCKWAVE:
  11081. case HT_SANDMAN:
  11082. case MA_SANDMAN:
  11083. case HT_CLAYMORETRAP:
  11084. case HT_LANDMINE:
  11085. case MA_LANDMINE:
  11086. case HT_FLASHER:
  11087. case HT_FREEZINGTRAP:
  11088. case MA_FREEZINGTRAP:
  11089. case HT_BLASTMINE:
  11090. case RA_ELECTRICSHOCKER:
  11091. case RA_CLUSTERBOMB:
  11092. case RA_MAGENTATRAP:
  11093. case RA_COBALTTRAP:
  11094. case RA_MAIZETRAP:
  11095. case RA_VERDURETRAP:
  11096. case RA_FIRINGTRAP:
  11097. case RA_ICEBOUNDTRAP:
  11098. case RL_B_TRAP:
  11099. {
  11100. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11101. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11102. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11103. req_item = req.itemid[i];
  11104. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11105. limit *= 4; // longer trap times in WOE [celest]
  11106. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11107. target = BCT_ALL;
  11108. }
  11109. break;
  11110. case SA_LANDPROTECTOR:
  11111. case SA_VOLCANO:
  11112. case SA_DELUGE:
  11113. case SA_VIOLENTGALE:
  11114. {
  11115. struct skill_unit_group *old_sg;
  11116. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11117. { //HelloKitty confirmed that these are interchangeable,
  11118. //so you can change element and not consume gemstones.
  11119. if ((
  11120. old_sg->skill_id == SA_VOLCANO ||
  11121. old_sg->skill_id == SA_DELUGE ||
  11122. old_sg->skill_id == SA_VIOLENTGALE
  11123. ) && old_sg->limit > 0)
  11124. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11125. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11126. if (limit < 0) //This can happen...
  11127. limit = skill_get_time(skill_id,skill_lv);
  11128. }
  11129. skill_clear_group(src,1);
  11130. }
  11131. break;
  11132. }
  11133. case BA_WHISTLE:
  11134. val1 = skill_lv +status->agi/10; // Flee increase
  11135. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11136. if(sd){
  11137. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11138. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11139. }
  11140. break;
  11141. case DC_HUMMING:
  11142. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11143. #ifdef RENEWAL
  11144. val1 *= 2;
  11145. #endif
  11146. if(sd)
  11147. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11148. break;
  11149. case BA_POEMBRAGI:
  11150. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11151. //For some reason at level 10 the base delay reduction is 50%.
  11152. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11153. if(sd){
  11154. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11155. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11156. }
  11157. break;
  11158. case DC_DONTFORGETME:
  11159. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11160. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11161. if(sd){
  11162. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11163. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11164. }
  11165. break;
  11166. case DC_SERVICEFORYOU:
  11167. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11168. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11169. if(sd){
  11170. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11171. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11172. }
  11173. break;
  11174. case BA_ASSASSINCROSS:
  11175. #ifdef RENEWAL
  11176. val1 = skill_lv + (status->agi/20); // ASPD increase
  11177. #else
  11178. val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
  11179. #endif
  11180. if(sd)
  11181. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11182. val1*=10; // ASPD works with 1000 as 100%
  11183. break;
  11184. case DC_FORTUNEKISS:
  11185. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11186. if(sd)
  11187. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11188. val1*=10; //Because every 10 crit is an actual cri point.
  11189. break;
  11190. case BD_DRUMBATTLEFIELD:
  11191. #ifdef RENEWAL
  11192. val1 = (skill_lv+5)*25; //Atk increase
  11193. val2 = skill_lv*10; //Def increase
  11194. #else
  11195. val1 = (skill_lv+1)*25; //Atk increase
  11196. val2 = (skill_lv+1)*2; //Def increase
  11197. #endif
  11198. break;
  11199. case BD_RINGNIBELUNGEN:
  11200. val1 = (skill_lv+2)*25; //Atk increase
  11201. break;
  11202. case BD_RICHMANKIM:
  11203. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11204. break;
  11205. case BD_SIEGFRIED:
  11206. val1 = 55 + skill_lv*5; //Elemental Resistance
  11207. val2 = skill_lv*10; //Status ailment resistance
  11208. break;
  11209. case WE_CALLPARTNER:
  11210. if (sd) val1 = sd->status.partner_id;
  11211. break;
  11212. case WE_CALLPARENT:
  11213. if (sd) {
  11214. val1 = sd->status.father;
  11215. val2 = sd->status.mother;
  11216. }
  11217. break;
  11218. case WE_CALLBABY:
  11219. if (sd) val1 = sd->status.child;
  11220. break;
  11221. case NJ_KAENSIN:
  11222. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11223. val2 = (skill_lv+1)/2 + 4;
  11224. break;
  11225. case NJ_SUITON:
  11226. skill_clear_group(src, 1);
  11227. break;
  11228. case GS_GROUNDDRIFT:
  11229. {
  11230. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  11231. val1 = status->rhw.ele;
  11232. if (!val1)
  11233. val1=element[rnd()%5];
  11234. switch (val1)
  11235. {
  11236. case ELE_FIRE:
  11237. subunt++;
  11238. case ELE_WATER:
  11239. subunt++;
  11240. case ELE_POISON:
  11241. subunt++;
  11242. case ELE_DARK:
  11243. subunt++;
  11244. case ELE_WIND:
  11245. break;
  11246. default:
  11247. subunt=rnd()%5;
  11248. break;
  11249. }
  11250. break;
  11251. }
  11252. case GC_POISONSMOKE:
  11253. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11254. return NULL;
  11255. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11256. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11257. limit = 4000 + 2000 * skill_lv;
  11258. break;
  11259. case GD_LEADERSHIP:
  11260. case GD_GLORYWOUNDS:
  11261. case GD_SOULCOLD:
  11262. case GD_HAWKEYES:
  11263. limit = 1000000;//it doesn't matter
  11264. break;
  11265. case LG_BANDING:
  11266. limit = -1;
  11267. break;
  11268. case WM_REVERBERATION:
  11269. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11270. target = BCT_ALL;
  11271. val1 = skill_lv + 1;
  11272. val2 = 1;
  11273. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11274. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11275. target = BCT_ALL;
  11276. case WM_SEVERE_RAINSTORM:
  11277. case SO_WATER_INSIGNIA:
  11278. case SO_FIRE_INSIGNIA:
  11279. case SO_WIND_INSIGNIA:
  11280. case SO_EARTH_INSIGNIA:
  11281. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11282. return NULL;
  11283. break;
  11284. case SO_CLOUD_KILL:
  11285. skill_clear_group(src, 4);
  11286. break;
  11287. case SO_WARMER:
  11288. skill_clear_group(src, 8);
  11289. break;
  11290. case GN_WALLOFTHORN:
  11291. // Turns to Firewall
  11292. if( flag&1 )
  11293. limit = 3000;
  11294. val3 = (x<<16)|y;
  11295. break;
  11296. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11297. case GN_FIRE_EXPANSION_TEAR_GAS:
  11298. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11299. break;
  11300. case KO_ZENKAI:
  11301. if( sd ){
  11302. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11303. if( i < 5 ){
  11304. val1 = sd->talisman[i]; // no. of aura
  11305. val2 = i; // aura type
  11306. limit += val1 * 1000;
  11307. subunt = i - 1;
  11308. pc_del_talisman(sd, sd->talisman[i], i);
  11309. }
  11310. }
  11311. break;
  11312. case HW_GRAVITATION:
  11313. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11314. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11315. }
  11316. // Init skill unit group
  11317. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11318. group->val1 = val1;
  11319. group->val2 = val2;
  11320. group->val3 = val3;
  11321. group->link_group_id = link_group_id;
  11322. group->target_flag = target;
  11323. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11324. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11325. 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
  11326. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11327. group->item_id = req_item;
  11328. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11329. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11330. active_flag = 0;
  11331. // Put message for Talkie Box & Graffiti
  11332. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11333. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11334. if (sd)
  11335. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11336. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11337. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11338. }
  11339. // Dance skill
  11340. if (group->state.song_dance) {
  11341. if(sd) {
  11342. sd->skill_id_dance = skill_id;
  11343. sd->skill_lv_dance = skill_lv;
  11344. }
  11345. if (
  11346. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11347. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11348. )
  11349. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11350. }
  11351. // Set skill unit
  11352. limit = group->limit;
  11353. for( i = 0; i < layout->count; i++ ) {
  11354. struct skill_unit *unit;
  11355. int ux = x + layout->dx[i];
  11356. int uy = y + layout->dy[i];
  11357. int unit_val1 = skill_lv;
  11358. int unit_val2 = 0;
  11359. int alive = 1;
  11360. // are the coordinates out of range?
  11361. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11362. continue;
  11363. }
  11364. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11365. continue; // don't place skill units on walls (except for songs/dances/encores)
  11366. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11367. continue; // no path between cell and center of casting.
  11368. switch( skill_id ) {
  11369. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11370. case HT_LANDMINE:
  11371. case MA_LANDMINE:
  11372. case HT_ANKLESNARE:
  11373. case HT_SHOCKWAVE:
  11374. case HT_SANDMAN:
  11375. case MA_SANDMAN:
  11376. case HT_FLASHER:
  11377. case HT_FREEZINGTRAP:
  11378. case MA_FREEZINGTRAP:
  11379. case HT_SKIDTRAP:
  11380. case MA_SKIDTRAP:
  11381. case HT_CLAYMORETRAP:
  11382. case HT_BLASTMINE:
  11383. unit_val1 = 3500;
  11384. break;
  11385. case MG_FIREWALL:
  11386. case NJ_KAENSIN:
  11387. unit_val2 = group->val2;
  11388. break;
  11389. case WZ_ICEWALL:
  11390. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11391. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11392. break;
  11393. case GS_DESPERADO:
  11394. unit_val1 = abs(layout->dx[i]);
  11395. unit_val2 = abs(layout->dy[i]);
  11396. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11397. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11398. if (unit_val1) unit_val1--;
  11399. unit_val1 = 36 -12*unit_val1;
  11400. } else //Diagonal edges
  11401. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11402. if (unit_val1 < 1) unit_val1 = 1;
  11403. unit_val2 = 0;
  11404. break;
  11405. case WM_POEMOFNETHERWORLD:
  11406. unit_val1 = 1 + skill_lv;
  11407. break;
  11408. case GN_WALLOFTHORN:
  11409. if (flag&1) // Turned become Firewall
  11410. break;
  11411. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11412. unit_val2 = 20; // Max hits
  11413. break;
  11414. case RL_B_TRAP:
  11415. unit_val1 = 3500;
  11416. unit_val2 = 0;
  11417. break;
  11418. default:
  11419. if (group->state.song_dance&0x1)
  11420. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11421. break;
  11422. }
  11423. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11424. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11425. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11426. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11427. // Check active cell to failing or remove current unit
  11428. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11429. if( !alive )
  11430. continue;
  11431. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11432. unit->limit = limit;
  11433. unit->range = range;
  11434. if (skill_id == PF_FOGWALL && alive == 2)
  11435. { //Double duration of cells on top of Deluge/Suiton
  11436. unit->limit *= 2;
  11437. group->limit = unit->limit;
  11438. }
  11439. // Execute on all targets standing on this cell
  11440. if (range == 0 && active_flag)
  11441. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11442. }
  11443. if (!group->alive_count)
  11444. { //No cells? Something that was blocked completely by Land Protector?
  11445. skill_delunitgroup(group);
  11446. return NULL;
  11447. }
  11448. //success, unit created.
  11449. switch( skill_id ) {
  11450. case NJ_TATAMIGAESHI: //Store number of tiles.
  11451. group->val1 = group->alive_count;
  11452. break;
  11453. }
  11454. return group;
  11455. }
  11456. /*==========================================
  11457. *
  11458. *------------------------------------------*/
  11459. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11460. {
  11461. skill_unit_onplace(unit, bl, tick);
  11462. }
  11463. /**
  11464. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11465. * while skill unit initialized or moved (such by knock back).
  11466. * As a follow of skill_unit_effect flag &1
  11467. * @param unit
  11468. * @param bl Target
  11469. * @param tick
  11470. */
  11471. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11472. {
  11473. struct skill_unit_group *sg;
  11474. struct block_list *ss; // Actual source that cast the skill unit
  11475. struct status_change *sc;
  11476. struct status_change_entry *sce;
  11477. enum sc_type type;
  11478. uint16 skill_id;
  11479. nullpo_ret(unit);
  11480. nullpo_ret(bl);
  11481. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11482. return 0;
  11483. nullpo_ret(sg = unit->group);
  11484. nullpo_ret(ss = map_id2bl(sg->src_id));
  11485. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11486. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11487. return 0; //AoE skills are ineffective. [Skotlex]
  11488. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11489. return 0; //Songs don't work in Basilica
  11490. sc = status_get_sc(bl);
  11491. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11492. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11493. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11494. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11495. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11496. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11497. type = status_skill2sc(sg->skill_id);
  11498. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11499. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11500. switch (sg->unit_id) {
  11501. case UNT_SPIDERWEB:
  11502. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11503. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11504. sc->data[SC_SPIDERWEB]->val2++;
  11505. break;
  11506. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  11507. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11508. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11509. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11510. if( td )
  11511. sec = DIFF_TICK(td->tick, tick);
  11512. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11513. clif_fixpos(bl);
  11514. sg->val2 = bl->id;
  11515. }
  11516. else
  11517. sec = 3000; //Couldn't trap it?
  11518. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11519. }
  11520. break;
  11521. case UNT_SAFETYWALL:
  11522. if (!sce)
  11523. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11524. break;
  11525. case UNT_BLOODYLUST:
  11526. if (sg->src_id == bl->id)
  11527. break; //Does not affect the caster.
  11528. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11529. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11530. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11531. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11532. break;
  11533. case UNT_PNEUMA:
  11534. if (!sce)
  11535. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11536. break;
  11537. case UNT_CHAOSPANIC:
  11538. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  11539. break;
  11540. case UNT_WARP_WAITING: {
  11541. int working = sg->val1&0xffff;
  11542. if(bl->type==BL_PC && !working){
  11543. struct map_session_data *sd = (struct map_session_data *)bl;
  11544. if((!sd->chatID || battle_config.chat_warpportal)
  11545. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11546. {
  11547. int x = sg->val2>>16;
  11548. int y = sg->val2&0xffff;
  11549. int count = sg->val1>>16;
  11550. unsigned short m = sg->val3;
  11551. if( --count <= 0 )
  11552. skill_delunitgroup(sg);
  11553. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11554. working = 1;/* we break it because officials break it, lovely stuff. */
  11555. sg->val1 = (count<<16)|working;
  11556. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11557. }
  11558. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11559. int16 m = map_mapindex2mapid(sg->val3);
  11560. if (m < 0) break; //Map not available on this map-server.
  11561. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11562. }
  11563. }
  11564. break;
  11565. case UNT_QUAGMIRE:
  11566. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  11567. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11568. break;
  11569. case UNT_VOLCANO:
  11570. case UNT_DELUGE:
  11571. case UNT_VIOLENTGALE:
  11572. if(!sce)
  11573. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11574. break;
  11575. case UNT_SUITON:
  11576. if(!sce)
  11577. sc_start4(ss, bl,type,100,sg->skill_lv,
  11578. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11579. 0,0,sg->limit);
  11580. break;
  11581. case UNT_HERMODE:
  11582. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11583. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11584. case UNT_RICHMANKIM:
  11585. case UNT_ETERNALCHAOS:
  11586. case UNT_DRUMBATTLEFIELD:
  11587. case UNT_RINGNIBELUNGEN:
  11588. case UNT_ROKISWEIL:
  11589. case UNT_INTOABYSS:
  11590. case UNT_SIEGFRIED:
  11591. //Needed to check when a dancer/bard leaves their ensemble area.
  11592. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11593. return skill_id;
  11594. if (!sce)
  11595. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11596. break;
  11597. case UNT_WHISTLE:
  11598. case UNT_ASSASSINCROSS:
  11599. case UNT_POEMBRAGI:
  11600. case UNT_APPLEIDUN:
  11601. case UNT_HUMMING:
  11602. case UNT_DONTFORGETME:
  11603. case UNT_FORTUNEKISS:
  11604. case UNT_SERVICEFORYOU:
  11605. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11606. return 0;
  11607. if (!sc) return 0;
  11608. if (!sce)
  11609. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11610. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11611. sce->val4 = 0; //remove the mark that we stepped out
  11612. delete_timer(sce->timer, status_change_timer);
  11613. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11614. }
  11615. break;
  11616. case UNT_FOGWALL:
  11617. if (!sce)
  11618. {
  11619. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11620. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11621. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11622. }
  11623. break;
  11624. case UNT_GRAVITATION:
  11625. if (!sce)
  11626. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11627. break;
  11628. case UNT_BASILICA:
  11629. {
  11630. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11631. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11632. { // knock-back any enemy except Boss
  11633. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11634. break;
  11635. }
  11636. if (!sce && i <= 0)
  11637. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11638. }
  11639. break;
  11640. // officially, icewall has no problems existing on occupied cells [ultramage]
  11641. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11642. // unit->val1 = 0;
  11643. // if(unit->limit + sg->tick > tick + 700)
  11644. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11645. // break;
  11646. case UNT_MOONLIT:
  11647. //Knockback out of area if affected char isn't in Moonlit effect
  11648. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11649. break;
  11650. if (ss == bl) //Also needed to prevent infinite loop crash.
  11651. break;
  11652. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11653. break;
  11654. case UNT_REVERBERATION:
  11655. if (sg->src_id == bl->id)
  11656. break; //Does not affect the caster.
  11657. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  11658. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  11659. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  11660. sg->unit_id = UNT_USED_TRAPS;
  11661. break;
  11662. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11663. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11664. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11665. break;
  11666. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11667. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11668. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11669. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11670. break;
  11671. case UNT_VOLCANIC_ASH:
  11672. if (!sce)
  11673. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11674. break;
  11675. case UNT_KINGS_GRACE:
  11676. if (!sce) {
  11677. int state = 0;
  11678. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  11679. state |= BCT_GUILD;
  11680. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  11681. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  11682. }
  11683. break;
  11684. case UNT_GD_LEADERSHIP:
  11685. case UNT_GD_GLORYWOUNDS:
  11686. case UNT_GD_SOULCOLD:
  11687. case UNT_GD_HAWKEYES:
  11688. if ( !sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0 )
  11689. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11690. break;
  11691. }
  11692. return skill_id;
  11693. }
  11694. /**
  11695. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  11696. * @param unit Skill unit
  11697. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  11698. * @param tick
  11699. */
  11700. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11701. {
  11702. struct skill_unit_group *sg;
  11703. struct block_list *ss;
  11704. TBL_PC* tsd;
  11705. struct status_data *tstatus;
  11706. struct status_change *tsc;
  11707. struct skill_unit_group_tickset *ts;
  11708. enum sc_type type;
  11709. uint16 skill_id;
  11710. int diff = 0;
  11711. nullpo_ret(unit);
  11712. nullpo_ret(bl);
  11713. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  11714. return 0;
  11715. nullpo_ret(sg = unit->group);
  11716. nullpo_ret(ss = map_id2bl(sg->src_id));
  11717. tsd = BL_CAST(BL_PC, bl);
  11718. tsc = status_get_sc(bl);
  11719. tstatus = status_get_status_data(bl);
  11720. type = status_skill2sc(sg->skill_id);
  11721. skill_id = sg->skill_id;
  11722. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  11723. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11724. if (sg->interval == -1) {
  11725. switch (sg->unit_id) {
  11726. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11727. case UNT_FIREPILLAR_ACTIVE:
  11728. case UNT_ELECTRICSHOCKER:
  11729. case UNT_MANHOLE:
  11730. return 0;
  11731. default:
  11732. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11733. return 0;
  11734. }
  11735. }
  11736. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11737. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11738. diff = DIFF_TICK(tick,ts->tick);
  11739. if (diff < 0)
  11740. return 0;
  11741. ts->tick = tick+sg->interval;
  11742. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11743. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  11744. }
  11745. // Wall of Thorn damaged by Fire element unit [Cydh]
  11746. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  11747. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  11748. struct skill_unit *su = (struct skill_unit *)bl;
  11749. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  11750. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  11751. su->group->limit = sg->limit = 0;
  11752. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  11753. return skill_id;
  11754. }
  11755. }
  11756. switch (sg->unit_id) {
  11757. // Units that deals simple attack
  11758. case UNT_GRAVITATION:
  11759. case UNT_EARTHSTRAIN:
  11760. case UNT_FIREWALK:
  11761. case UNT_ELECTRICWALK:
  11762. case UNT_PSYCHIC_WAVE:
  11763. case UNT_MAGMA_ERUPTION:
  11764. case UNT_MAKIBISHI:
  11765. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11766. break;
  11767. case UNT_DUMMYSKILL:
  11768. switch (sg->skill_id) {
  11769. case SG_SUN_WARM: //SG skills [Komurka]
  11770. case SG_MOON_WARM:
  11771. case SG_STAR_WARM: {
  11772. int count = 0;
  11773. const int x = bl->x, y = bl->y;
  11774. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11775. do {
  11776. if( bl->type == BL_PC )
  11777. status_zap(bl, 0, 15); // sp damage to players
  11778. else // mobs
  11779. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  11780. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11781. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11782. } else { //should end when out of sp.
  11783. sg->limit = DIFF_TICK(tick,sg->tick);
  11784. break;
  11785. }
  11786. } while( x == bl->x && y == bl->y &&
  11787. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11788. }
  11789. break;
  11790. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  11791. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11792. if (tsc)
  11793. tsc->sg_counter++; //SG hit counter.
  11794. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11795. tsc->sg_counter=0; //Attack absorbed.
  11796. break;
  11797. #endif
  11798. case GS_DESPERADO:
  11799. if (rnd()%100 < unit->val1)
  11800. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11801. break;
  11802. case GN_CRAZYWEED_ATK:
  11803. if( bl->type == BL_SKILL ) {
  11804. struct skill_unit *su = (struct skill_unit *)bl;
  11805. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11806. break;
  11807. }
  11808. default:
  11809. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11810. }
  11811. break;
  11812. case UNT_FIREWALL:
  11813. case UNT_KAEN: {
  11814. int count = 0;
  11815. const int x = bl->x, y = bl->y;
  11816. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  11817. break;
  11818. //Take into account these hit more times than the timer interval can handle.
  11819. do
  11820. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11821. while(--unit->val2 && x == bl->x && y == bl->y &&
  11822. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11823. if (unit->val2 <= 0)
  11824. skill_delunit(unit);
  11825. }
  11826. break;
  11827. case UNT_SANCTUARY:
  11828. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11829. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11830. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  11831. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11832. } else {
  11833. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11834. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11835. #ifdef RENEWAL
  11836. if( md && md->mob_id == MOBID_EMPERIUM )
  11837. break;
  11838. #endif
  11839. if( md && mob_is_battleground(md) )
  11840. break;
  11841. if( tstatus->hp >= tstatus->max_hp )
  11842. break;
  11843. if( status_isimmune(bl) )
  11844. heal = 0;
  11845. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11846. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11847. heal = ~heal + 1;
  11848. status_heal(bl, heal, 0, 0);
  11849. if( diff >= 500 )
  11850. sg->val1--;
  11851. }
  11852. if( sg->val1 <= 0 )
  11853. skill_delunitgroup(sg);
  11854. break;
  11855. case UNT_EVILLAND:
  11856. //Will heal demon and undead element monsters, but not players.
  11857. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11858. { //Damage enemies
  11859. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11860. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11861. } else {
  11862. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11863. if (tstatus->hp >= tstatus->max_hp)
  11864. break;
  11865. if (status_isimmune(bl))
  11866. heal = 0;
  11867. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11868. status_heal(bl, heal, 0, 0);
  11869. }
  11870. break;
  11871. case UNT_MAGNUS:
  11872. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11873. break;
  11874. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11875. break;
  11876. case UNT_FIREPILLAR_WAITING:
  11877. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  11878. skill_delunit(unit);
  11879. break;
  11880. case UNT_SKIDTRAP: {
  11881. //Knockback away from position of user during placement [Playtester]
  11882. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  11883. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  11884. sg->unit_id = UNT_USED_TRAPS;
  11885. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11886. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11887. //Target will be stopped for 3 seconds
  11888. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  11889. }
  11890. break;
  11891. case UNT_ANKLESNARE:
  11892. case UNT_MANHOLE:
  11893. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11894. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11895. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  11896. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11897. if( td )
  11898. sec = DIFF_TICK(td->tick, tick);
  11899. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  11900. || !unit_blown_immune(bl,0x1) )
  11901. {
  11902. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  11903. clif_fixpos(bl);
  11904. }
  11905. sg->val2 = bl->id;
  11906. } else
  11907. sec = 3000; //Couldn't trap it?
  11908. if (sg->unit_id == UNT_ANKLESNARE) {
  11909. clif_skillunit_update(&unit->bl);
  11910. /**
  11911. * If you're snared from a trap that was invisible this makes the trap be
  11912. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11913. * bugreport:3961
  11914. **/
  11915. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  11916. }
  11917. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11918. sg->interval = -1;
  11919. unit->range = 0;
  11920. }
  11921. break;
  11922. case UNT_ELECTRICSHOCKER:
  11923. if( bl->id != ss->id ) {
  11924. if( status_get_mode(bl)&MD_BOSS )
  11925. break;
  11926. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  11927. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11928. clif_fixpos(bl);
  11929. }
  11930. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11931. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11932. }
  11933. break;
  11934. case UNT_VENOMDUST:
  11935. if(tsc && !tsc->data[type])
  11936. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  11937. break;
  11938. case UNT_LANDMINE:
  11939. //Land Mine only hits single target
  11940. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11941. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11942. sg->limit = 1500;
  11943. break;
  11944. case UNT_MAGENTATRAP:
  11945. case UNT_COBALTTRAP:
  11946. case UNT_MAIZETRAP:
  11947. case UNT_VERDURETRAP:
  11948. if( bl->type == BL_PC )// it won't work on players
  11949. break;
  11950. case UNT_FIRINGTRAP:
  11951. case UNT_ICEBOUNDTRAP:
  11952. case UNT_CLUSTERBOMB:
  11953. if( bl->id == ss->id )// it won't trigger on caster
  11954. break;
  11955. case UNT_BLASTMINE:
  11956. case UNT_SHOCKWAVE:
  11957. case UNT_SANDMAN:
  11958. case UNT_FLASHER:
  11959. case UNT_FREEZINGTRAP:
  11960. case UNT_FIREPILLAR_ACTIVE:
  11961. case UNT_CLAYMORETRAP:
  11962. if (tsc && tsc->data[SC__MANHOLE])
  11963. break;
  11964. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  11965. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &unit->bl, tick);
  11966. else
  11967. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11968. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11969. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  11970. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11971. sg->limit = DIFF_TICK(tick, sg->tick) +
  11972. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  11973. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  11974. break;
  11975. case UNT_TALKIEBOX:
  11976. if (sg->src_id == bl->id)
  11977. break;
  11978. if (sg->val2 == 0) {
  11979. clif_talkiebox(&unit->bl, sg->valstr);
  11980. sg->unit_id = UNT_USED_TRAPS;
  11981. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11982. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11983. sg->val2 = -1;
  11984. }
  11985. break;
  11986. case UNT_LULLABY:
  11987. if (ss->id == bl->id)
  11988. break;
  11989. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11990. break;
  11991. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  11992. if (ss->id != bl->id)
  11993. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11994. break;
  11995. case UNT_DISSONANCE:
  11996. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11997. break;
  11998. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  11999. int heal;
  12000. #ifdef RENEWAL
  12001. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12002. if (md && md->mob_id == MOBID_EMPERIUM)
  12003. break;
  12004. #endif
  12005. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12006. break; // affects self only when soullinked
  12007. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12008. if (tsc->data[SC_AKAITSUKI] && heal)
  12009. heal = ~heal + 1;
  12010. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12011. status_heal(bl, heal, 0, 0);
  12012. }
  12013. break;
  12014. case UNT_TATAMIGAESHI:
  12015. case UNT_DEMONSTRATION:
  12016. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12017. break;
  12018. case UNT_GOSPEL:
  12019. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  12020. break;
  12021. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  12022. { // Support Effect only on party, not guild
  12023. int heal;
  12024. int i = rnd()%13; // Positive buff count
  12025. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12026. switch (i)
  12027. {
  12028. case 0: // Heal 1~9999 HP
  12029. heal = rnd() %9999+1;
  12030. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  12031. status_heal(bl,heal,0,0);
  12032. break;
  12033. case 1: // End all negative status
  12034. status_change_clear_buffs(bl,6);
  12035. if (tsd) clif_gospel_info(tsd, 0x15);
  12036. break;
  12037. case 2: // Immunity to all status
  12038. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  12039. if (tsd) clif_gospel_info(tsd, 0x16);
  12040. break;
  12041. case 3: // MaxHP +100%
  12042. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  12043. if (tsd) clif_gospel_info(tsd, 0x17);
  12044. break;
  12045. case 4: // MaxSP +100%
  12046. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  12047. if (tsd) clif_gospel_info(tsd, 0x18);
  12048. break;
  12049. case 5: // All stats +20
  12050. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  12051. if (tsd) clif_gospel_info(tsd, 0x19);
  12052. break;
  12053. case 6: // Level 10 Blessing
  12054. sc_start(ss, bl,SC_BLESSING,100,10,time);
  12055. break;
  12056. case 7: // Level 10 Increase AGI
  12057. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  12058. break;
  12059. case 8: // Enchant weapon with Holy element
  12060. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  12061. if (tsd) clif_gospel_info(tsd, 0x1c);
  12062. break;
  12063. case 9: // Enchant armor with Holy element
  12064. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  12065. if (tsd) clif_gospel_info(tsd, 0x1d);
  12066. break;
  12067. case 10: // DEF +25%
  12068. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  12069. if (tsd) clif_gospel_info(tsd, 0x1e);
  12070. break;
  12071. case 11: // ATK +100%
  12072. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  12073. if (tsd) clif_gospel_info(tsd, 0x1f);
  12074. break;
  12075. case 12: // HIT/Flee +50
  12076. sc_start(ss, bl,SC_INCHIT,100,50,time);
  12077. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  12078. if (tsd) clif_gospel_info(tsd, 0x20);
  12079. break;
  12080. }
  12081. }
  12082. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12083. { // Offensive Effect
  12084. int i = rnd()%9; // Negative buff count
  12085. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  12086. switch (i)
  12087. {
  12088. case 0: // Deal 1~9999 damage
  12089. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12090. break;
  12091. case 1: // Curse
  12092. sc_start(ss, bl,SC_CURSE,100,1,time);
  12093. break;
  12094. case 2: // Blind
  12095. sc_start(ss, bl,SC_BLIND,100,1,time);
  12096. break;
  12097. case 3: // Poison
  12098. sc_start(ss, bl,SC_POISON,100,1,time);
  12099. break;
  12100. case 4: // Level 10 Provoke
  12101. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  12102. break;
  12103. case 5: // DEF -100%
  12104. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  12105. break;
  12106. case 6: // ATK -100%
  12107. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12108. break;
  12109. case 7: // Flee -100%
  12110. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12111. break;
  12112. case 8: // Speed/ASPD -25%
  12113. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12114. break;
  12115. }
  12116. }
  12117. break;
  12118. case UNT_BASILICA:
  12119. {
  12120. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12121. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12122. { // knock-back any enemy except Boss
  12123. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12124. break;
  12125. }
  12126. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12127. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12128. }
  12129. break;
  12130. case UNT_GROUNDDRIFT_WIND:
  12131. case UNT_GROUNDDRIFT_DARK:
  12132. case UNT_GROUNDDRIFT_POISON:
  12133. case UNT_GROUNDDRIFT_WATER:
  12134. case UNT_GROUNDDRIFT_FIRE:
  12135. map_foreachinrange(skill_trap_splash,&unit->bl,
  12136. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12137. &unit->bl,tick);
  12138. sg->unit_id = UNT_USED_TRAPS;
  12139. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12140. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12141. break;
  12142. case UNT_POISONSMOKE:
  12143. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12144. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12145. break;
  12146. case UNT_EPICLESIS:
  12147. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12148. int hp, sp;
  12149. switch( sg->skill_lv ) {
  12150. case 1: case 2: hp = 3; sp = 2; break;
  12151. case 3: case 4: hp = 4; sp = 3; break;
  12152. case 5: default: hp = 5; sp = 4; break;
  12153. }
  12154. hp = tstatus->max_hp * hp / 100;
  12155. sp = tstatus->max_sp * sp / 100;
  12156. if (tstatus->hp < tstatus->max_hp)
  12157. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12158. if (tstatus->sp < tstatus->max_sp)
  12159. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12160. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12161. hp = ~hp + 1;
  12162. status_heal(bl, hp, sp, 3);
  12163. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12164. sg->val2++;
  12165. // Reveal hidden players every 5 seconds.
  12166. if( sg->val2 >= 5 ) {
  12167. sg->val2 = 0;
  12168. // Doesn't remove Invisibility or Chase Walk.
  12169. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12170. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12171. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12172. }
  12173. }
  12174. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12175. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12176. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12177. break;
  12178. case UNT_STEALTHFIELD:
  12179. if( bl->id == sg->src_id )
  12180. break; // Dont work on Self (video shows that)
  12181. case UNT_NEUTRALBARRIER:
  12182. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  12183. break;
  12184. case UNT_DIMENSIONDOOR:
  12185. if( tsd && !map[bl->m].flag.noteleport )
  12186. pc_randomwarp(tsd,CLR_TELEPORT);
  12187. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12188. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12189. break;
  12190. case UNT_REVERBERATION:
  12191. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12192. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12193. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12194. sg->unit_id = UNT_USED_TRAPS;
  12195. break;
  12196. case UNT_SEVERE_RAINSTORM:
  12197. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12198. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12199. break;
  12200. case UNT_NETHERWORLD:
  12201. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12202. if (!(tsc && tsc->data[type])) {
  12203. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12204. sg->limit = DIFF_TICK(tick,sg->tick);
  12205. sg->unit_id = UNT_USED_TRAPS;
  12206. }
  12207. }
  12208. break;
  12209. case UNT_THORNS_TRAP:
  12210. if( tsc ) {
  12211. if( !sg->val2 ) {
  12212. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12213. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12214. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12215. if( td )
  12216. sec = DIFF_TICK(td->tick, tick);
  12217. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12218. clif_fixpos(bl);
  12219. sg->val2 = bl->id;
  12220. } else
  12221. sec = 3000; // Couldn't trap it?
  12222. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12223. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12224. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12225. }
  12226. break;
  12227. case UNT_WALLOFTHORN:
  12228. if (unit->val2-- <= 0) // Max hit reached
  12229. break;
  12230. if (status_get_mode(bl)&MD_BOSS)
  12231. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12232. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12233. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  12234. break;
  12235. case UNT_DEMONIC_FIRE:
  12236. switch( sg->val2 ) {
  12237. case 1:
  12238. default:
  12239. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12240. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12241. break;
  12242. }
  12243. break;
  12244. case UNT_HELLS_PLANT:
  12245. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12246. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12247. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12248. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12249. break;
  12250. case UNT_CLOUD_KILL:
  12251. if(tsc && !tsc->data[type])
  12252. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NORATEDEF);
  12253. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12254. break;
  12255. case UNT_WARMER:
  12256. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12257. int hp = 0;
  12258. struct status_change *ssc = status_get_sc(ss);
  12259. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12260. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12261. else
  12262. hp = tstatus->max_hp * sg->skill_lv / 100;
  12263. if( tstatus->hp != tstatus->max_hp )
  12264. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12265. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12266. hp = ~hp + 1;
  12267. status_heal(bl, hp, 0, 0);
  12268. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12269. }
  12270. break;
  12271. case UNT_ZEPHYR:
  12272. if (ss == bl)
  12273. break; // Doesn't affect the Elemental
  12274. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12275. break;
  12276. case UNT_FIRE_INSIGNIA:
  12277. case UNT_WATER_INSIGNIA:
  12278. case UNT_WIND_INSIGNIA:
  12279. case UNT_EARTH_INSIGNIA:
  12280. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12281. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12282. int hp = tstatus->max_hp / 100; //+1% each 5s
  12283. if ((sg->val3) % 5) { //each 5s
  12284. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12285. status_heal(bl, hp, 0, 2);
  12286. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12287. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12288. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12289. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12290. ){
  12291. status_heal(bl, -hp, 0, 0);
  12292. }
  12293. }
  12294. sg->val3++; //timer
  12295. if (sg->val3 > 5) sg->val3 = 0;
  12296. }
  12297. break;
  12298. case UNT_VACUUM_EXTREME:
  12299. if ( tsc && tsc->data[SC_HALLUCINATIONWALK] )
  12300. return 0;
  12301. else {
  12302. sg->limit -= 100 * tstatus->str/20;
  12303. sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
  12304. }
  12305. break;
  12306. case UNT_BANDING:
  12307. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12308. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  12309. break;
  12310. case UNT_FIRE_MANTLE:
  12311. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12312. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12313. break;
  12314. case UNT_ZENKAI_WATER:
  12315. case UNT_ZENKAI_LAND:
  12316. case UNT_ZENKAI_FIRE:
  12317. case UNT_ZENKAI_WIND:
  12318. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12319. switch( sg->unit_id ) {
  12320. case UNT_ZENKAI_WATER:
  12321. switch (rnd()%2 + 1) {
  12322. case 1:
  12323. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12324. break;
  12325. case 2:
  12326. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12327. break;
  12328. }
  12329. break;
  12330. case UNT_ZENKAI_LAND:
  12331. switch (rnd()%2 + 1) {
  12332. case 1:
  12333. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12334. break;
  12335. case 2:
  12336. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12337. break;
  12338. }
  12339. break;
  12340. case UNT_ZENKAI_FIRE:
  12341. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12342. break;
  12343. case UNT_ZENKAI_WIND:
  12344. switch (rnd()%3 + 1) {
  12345. case 1:
  12346. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12347. break;
  12348. case 2:
  12349. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12350. break;
  12351. case 3:
  12352. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12353. break;
  12354. }
  12355. break;
  12356. }
  12357. } else
  12358. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  12359. break;
  12360. case UNT_LAVA_SLIDE:
  12361. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12362. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12363. sg->limit = DIFF_TICK(tick, sg->tick);
  12364. break;
  12365. case UNT_POISON_MIST:
  12366. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12367. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12368. break;
  12369. case UNT_CHAOSPANIC:
  12370. if (tsc && tsc->data[type])
  12371. break;
  12372. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12373. break;
  12374. case UNT_B_TRAP:
  12375. if (tsc && tsc->data[type])
  12376. break;
  12377. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12378. unit->val2++; // Mark as ever been used
  12379. break;
  12380. case UNT_FIRE_RAIN:
  12381. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12382. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12383. 1,sg->skill_id,sg->skill_lv,6);
  12384. break;
  12385. }
  12386. if (bl->type == BL_MOB && ss != bl)
  12387. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12388. return skill_id;
  12389. }
  12390. /**
  12391. * Triggered when a char steps out of a skill unit
  12392. * @param src Skill unit from char moved out
  12393. * @param bl Char
  12394. * @param tick
  12395. */
  12396. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12397. {
  12398. struct skill_unit_group *sg;
  12399. struct status_change *sc;
  12400. struct status_change_entry *sce;
  12401. enum sc_type type;
  12402. nullpo_ret(src);
  12403. nullpo_ret(bl);
  12404. nullpo_ret(sg=src->group);
  12405. sc = status_get_sc(bl);
  12406. type = status_skill2sc(sg->skill_id);
  12407. sce = (sc && type != -1)?sc->data[type]:NULL;
  12408. if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12409. return 0;
  12410. switch(sg->unit_id){
  12411. case UNT_SAFETYWALL:
  12412. case UNT_PNEUMA:
  12413. case UNT_EPICLESIS://Arch Bishop
  12414. case UNT_NEUTRALBARRIER:
  12415. case UNT_STEALTHFIELD:
  12416. if (sce)
  12417. status_change_end(bl, type, INVALID_TIMER);
  12418. break;
  12419. case UNT_BASILICA:
  12420. if (sce && sce->val4 != bl->id)
  12421. status_change_end(bl, type, INVALID_TIMER);
  12422. break;
  12423. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12424. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12425. status_change_end(bl, type, INVALID_TIMER);
  12426. break;
  12427. case UNT_SPIDERWEB:
  12428. {
  12429. struct block_list *target = map_id2bl(sg->val2);
  12430. if (target && target==bl) {
  12431. if (sce && sce->val3 == sg->group_id)
  12432. status_change_end(bl, type, INVALID_TIMER);
  12433. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12434. }
  12435. break;
  12436. }
  12437. case UNT_DISSONANCE:
  12438. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12439. {
  12440. short i;
  12441. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12442. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12443. type = status_skill2sc(i);
  12444. sce = (sc && type != -1)?sc->data[type]:NULL;
  12445. if(sce)
  12446. return i;
  12447. }
  12448. }
  12449. }
  12450. case UNT_WHISTLE:
  12451. case UNT_ASSASSINCROSS:
  12452. case UNT_POEMBRAGI:
  12453. case UNT_APPLEIDUN:
  12454. case UNT_HUMMING:
  12455. case UNT_DONTFORGETME:
  12456. case UNT_FORTUNEKISS:
  12457. case UNT_SERVICEFORYOU:
  12458. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12459. return -1;
  12460. }
  12461. return sg->skill_id;
  12462. }
  12463. /**
  12464. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12465. * @param skill_id Skill ID
  12466. * @param bl A char
  12467. * @param tick
  12468. */
  12469. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12470. {
  12471. struct status_change *sc;
  12472. struct status_change_entry *sce;
  12473. enum sc_type type;
  12474. sc = status_get_sc(bl);
  12475. if (sc && !sc->count)
  12476. sc = NULL;
  12477. type = status_skill2sc(skill_id);
  12478. sce = (sc && type != -1)?sc->data[type]:NULL;
  12479. switch (skill_id)
  12480. {
  12481. case WZ_QUAGMIRE:
  12482. if (bl->type==BL_MOB)
  12483. break;
  12484. if (sce)
  12485. status_change_end(bl, type, INVALID_TIMER);
  12486. break;
  12487. case BD_LULLABY:
  12488. case BD_RICHMANKIM:
  12489. case BD_ETERNALCHAOS:
  12490. case BD_DRUMBATTLEFIELD:
  12491. case BD_RINGNIBELUNGEN:
  12492. case BD_ROKISWEIL:
  12493. case BD_INTOABYSS:
  12494. case BD_SIEGFRIED:
  12495. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12496. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12497. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12498. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12499. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12500. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12501. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12502. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12503. }
  12504. case MH_STEINWAND:
  12505. case MG_SAFETYWALL:
  12506. case AL_PNEUMA:
  12507. case SA_VOLCANO:
  12508. case SA_DELUGE:
  12509. case SA_VIOLENTGALE:
  12510. case CG_HERMODE:
  12511. case HW_GRAVITATION:
  12512. case HP_BASILICA:
  12513. case NJ_SUITON:
  12514. case SC_MAELSTROM:
  12515. case EL_WATER_BARRIER:
  12516. case EL_ZEPHYR:
  12517. case EL_POWER_OF_GAIA:
  12518. case SO_FIRE_INSIGNIA:
  12519. case SO_WATER_INSIGNIA:
  12520. case SO_WIND_INSIGNIA:
  12521. case SO_EARTH_INSIGNIA:
  12522. case SC_BLOODYLUST:
  12523. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12524. case GN_FIRE_EXPANSION_TEAR_GAS:
  12525. case LG_KINGS_GRACE:
  12526. case SO_ELEMENTAL_SHIELD:
  12527. if (sce)
  12528. status_change_end(bl, type, INVALID_TIMER);
  12529. break;
  12530. case BA_DISSONANCE:
  12531. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12532. {
  12533. short i;
  12534. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12535. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12536. type = status_skill2sc(i);
  12537. sce = (sc && type != -1)?sc->data[type]:NULL;
  12538. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12539. delete_timer(sce->timer, status_change_timer);
  12540. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12541. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12542. }
  12543. }
  12544. }
  12545. }
  12546. break;
  12547. case BA_POEMBRAGI:
  12548. case BA_WHISTLE:
  12549. case BA_ASSASSINCROSS:
  12550. case BA_APPLEIDUN:
  12551. case DC_HUMMING:
  12552. case DC_DONTFORGETME:
  12553. case DC_FORTUNEKISS:
  12554. case DC_SERVICEFORYOU:
  12555. if (sce)
  12556. {
  12557. delete_timer(sce->timer, status_change_timer);
  12558. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12559. //not possible on our current implementation.
  12560. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12561. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12562. }
  12563. break;
  12564. case PF_FOGWALL:
  12565. if (sce)
  12566. {
  12567. status_change_end(bl, type, INVALID_TIMER);
  12568. if ((sce=sc->data[SC_BLIND]))
  12569. {
  12570. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12571. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12572. else {
  12573. delete_timer(sce->timer, status_change_timer);
  12574. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12575. }
  12576. }
  12577. }
  12578. break;
  12579. case GD_LEADERSHIP:
  12580. case GD_GLORYWOUNDS:
  12581. case GD_SOULCOLD:
  12582. case GD_HAWKEYES:
  12583. if( !(sce && sce->val4) )
  12584. status_change_end(bl, type, INVALID_TIMER);
  12585. break;
  12586. }
  12587. return skill_id;
  12588. }
  12589. /*==========================================
  12590. * Invoked when a unit cell has been placed/removed/deleted.
  12591. * flag values:
  12592. * flag&1: Invoke onplace function (otherwise invoke onout)
  12593. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12594. * flag&8: Recursive
  12595. *------------------------------------------*/
  12596. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12597. {
  12598. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12599. struct skill_unit_group* group = unit->group;
  12600. unsigned int tick = va_arg(ap,unsigned int);
  12601. unsigned int flag = va_arg(ap,unsigned int);
  12602. uint16 skill_id;
  12603. bool dissonance = false;
  12604. bool isTarget = false;
  12605. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12606. return 0;
  12607. nullpo_ret(group);
  12608. if( !(flag&8) ) {
  12609. dissonance = skill_dance_switch(unit, 0);
  12610. //Target-type check.
  12611. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12612. }
  12613. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12614. skill_id = group->skill_id;
  12615. if( isTarget ){
  12616. if( flag&1 )
  12617. skill_unit_onplace(unit,bl,tick);
  12618. else {
  12619. if( skill_unit_onout(unit,bl,tick) == -1 )
  12620. return 0; // Don't let a Bard/Dancer update their own song timer
  12621. }
  12622. if( flag&4 )
  12623. skill_unit_onleft(skill_id, bl, tick);
  12624. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12625. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12626. if( dissonance ) {
  12627. skill_dance_switch(unit, 1);
  12628. //we placed a dissonance, let's update
  12629. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12630. }
  12631. return 0;
  12632. }
  12633. /**
  12634. * Check skill unit while receiving damage
  12635. * @param unit Skill unit
  12636. * @param damage Received damage
  12637. * @return Damage
  12638. */
  12639. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12640. {
  12641. struct skill_unit_group *sg;
  12642. nullpo_ret(unit);
  12643. nullpo_ret(sg = unit->group);
  12644. switch( sg->unit_id ) {
  12645. case UNT_BLASTMINE:
  12646. case UNT_SKIDTRAP:
  12647. case UNT_LANDMINE:
  12648. case UNT_SHOCKWAVE:
  12649. case UNT_SANDMAN:
  12650. case UNT_FLASHER:
  12651. case UNT_CLAYMORETRAP:
  12652. case UNT_FREEZINGTRAP:
  12653. case UNT_ANKLESNARE:
  12654. case UNT_ICEWALL:
  12655. case UNT_WALLOFTHORN:
  12656. case UNT_NETHERWORLD:
  12657. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12658. break;
  12659. case UNT_REVERBERATION:
  12660. unit->val1--;
  12661. default:
  12662. damage = 0;
  12663. break;
  12664. }
  12665. return damage;
  12666. }
  12667. /**
  12668. * Check char condition around the skill caster
  12669. * @param bl Char around area
  12670. * @param *c Counter for 'valid' condition found
  12671. * @param *p_sd Stores 'rid' of char found
  12672. * @param skill_id Skill ID
  12673. * @param skill_lv Level of used skill
  12674. */
  12675. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12676. {
  12677. int *c, skill_id;
  12678. struct block_list *src;
  12679. struct map_session_data *sd;
  12680. struct map_session_data *tsd;
  12681. int *p_sd; //Contains the list of characters found.
  12682. nullpo_ret(bl);
  12683. nullpo_ret(tsd=(struct map_session_data*)bl);
  12684. nullpo_ret(src=va_arg(ap,struct block_list *));
  12685. nullpo_ret(sd=(struct map_session_data*)src);
  12686. c=va_arg(ap,int *);
  12687. p_sd = va_arg(ap, int *);
  12688. skill_id = va_arg(ap,int);
  12689. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12690. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12691. if (bl == src)
  12692. return 0;
  12693. if(pc_isdead(tsd))
  12694. return 0;
  12695. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12696. return 0;
  12697. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12698. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12699. p_sd[(*c)++] = tsd->bl.id;
  12700. return 1;
  12701. } else {
  12702. switch(skill_id) {
  12703. case PR_BENEDICTIO: {
  12704. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12705. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12706. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12707. && sd->status.sp >= 10)
  12708. p_sd[(*c)++]=tsd->bl.id;
  12709. return 1;
  12710. }
  12711. case AB_ADORAMUS:
  12712. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12713. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12714. p_sd[(*c)++] = tsd->bl.id;
  12715. return 1;
  12716. case WL_COMET:
  12717. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12718. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12719. p_sd[(*c)++] = tsd->bl.id;
  12720. return 1;
  12721. case LG_RAYOFGENESIS:
  12722. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12723. tsd->sc.data[SC_BANDING] )
  12724. p_sd[(*c)++] = tsd->bl.id;
  12725. return 1;
  12726. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12727. {
  12728. uint16 skill_lv;
  12729. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12730. return 0;
  12731. if (sd->status.sex != tsd->status.sex &&
  12732. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12733. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12734. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12735. sd->status.party_id && tsd->status.party_id &&
  12736. sd->status.party_id == tsd->status.party_id &&
  12737. !tsd->sc.data[SC_DANCING])
  12738. {
  12739. p_sd[(*c)++]=tsd->bl.id;
  12740. return skill_lv;
  12741. } else {
  12742. return 0;
  12743. }
  12744. }
  12745. break;
  12746. }
  12747. }
  12748. return 0;
  12749. }
  12750. /**
  12751. * Checks and stores partners for ensemble skills [Skotlex]
  12752. * Max partners is 2.
  12753. * @param sd Caster
  12754. * @param skill_id
  12755. * @param skill_lv
  12756. * @param range Area range to check
  12757. * @param cast_flag Special handle
  12758. */
  12759. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12760. {
  12761. static int c=0;
  12762. static int p_sd[2] = { 0, 0 };
  12763. int i;
  12764. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12765. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12766. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12767. if (cast_flag) { //Execute the skill on the partners.
  12768. struct map_session_data* tsd;
  12769. switch (skill_id) {
  12770. case PR_BENEDICTIO:
  12771. for (i = 0; i < c; i++) {
  12772. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12773. status_charge(&tsd->bl, 0, 10);
  12774. }
  12775. return c;
  12776. case AB_ADORAMUS:
  12777. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12778. i = 2 * (*skill_lv);
  12779. status_charge(&tsd->bl, 0, i);
  12780. }
  12781. break;
  12782. case WM_GREAT_ECHO:
  12783. for( i = 0; i < c; i++ ) {
  12784. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12785. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12786. }
  12787. break;
  12788. default: //Warning: Assuming Ensemble skills here (for speed)
  12789. if( is_chorus )
  12790. break;//Chorus skills are not to be parsed as ensambles
  12791. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12792. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12793. sc_start4(&sd->bl,&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);
  12794. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12795. tsd->skill_id_dance = skill_id;
  12796. tsd->skill_lv_dance = *skill_lv;
  12797. }
  12798. return c;
  12799. }
  12800. }
  12801. //Else: new search for partners.
  12802. c = 0;
  12803. memset (p_sd, 0, sizeof(p_sd));
  12804. if( is_chorus )
  12805. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12806. else
  12807. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12808. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12809. *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.
  12810. return c;
  12811. }
  12812. /**
  12813. * Sub function to count how many spawned mob is around.
  12814. * Some skills check with matched AI.
  12815. * @param rid Source ID
  12816. * @param mob_class Monster ID
  12817. * @param skill_id Used skill
  12818. * @param *c Counter for found monster
  12819. */
  12820. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  12821. {
  12822. int *c,src_id,mob_class,skill;
  12823. uint16 ai;
  12824. struct mob_data *md;
  12825. md=(struct mob_data*)bl;
  12826. src_id=va_arg(ap,int);
  12827. mob_class=va_arg(ap,int);
  12828. skill=va_arg(ap,int);
  12829. c=va_arg(ap,int *);
  12830. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  12831. if( md->master_id != src_id || md->special_state.ai != ai)
  12832. return 0; //Non alchemist summoned mobs have nothing to do here.
  12833. if(md->mob_id==mob_class)
  12834. (*c)++;
  12835. return 1;
  12836. }
  12837. /**
  12838. * Determines if a given skill should be made to consume ammo
  12839. * when used by the player. [Skotlex]
  12840. * @param sd Player
  12841. * @param skill_id Skill ID
  12842. * @return True if skill is need ammo; False otherwise.
  12843. */
  12844. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  12845. {
  12846. return (
  12847. battle_config.arrow_decrement == 2 &&
  12848. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12849. skill_id != HT_PHANTASMIC &&
  12850. skill_get_type(skill_id) == BF_WEAPON &&
  12851. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  12852. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  12853. );
  12854. }
  12855. /**
  12856. * Check SC required to cast a skill
  12857. * @param sc
  12858. * @param skill_id
  12859. * @return True if condition is met, False otherwise
  12860. **/
  12861. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  12862. uint8 c = 0;
  12863. struct status_change *sc = NULL;
  12864. if (!require->status_count)
  12865. return true;
  12866. nullpo_ret(sd);
  12867. if (!require || !skill_get_index(skill_id))
  12868. return false;
  12869. if (!(sc = &sd->sc)) {
  12870. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12871. return false;
  12872. }
  12873. /* May has multiple requirements */
  12874. for (c = 0; c < require->status_count; c++) {
  12875. enum sc_type req_sc = require->status[c];
  12876. if (req_sc == SC_NONE)
  12877. continue;
  12878. switch (req_sc) {
  12879. /* Official fail msg */
  12880. case SC_PUSH_CART:
  12881. if (!sc->data[SC_PUSH_CART]) {
  12882. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  12883. return false;
  12884. }
  12885. break;
  12886. case SC_POISONINGWEAPON:
  12887. if (!sc->data[SC_POISONINGWEAPON]) {
  12888. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12889. return false;
  12890. }
  12891. break;
  12892. default:
  12893. if (!sc->data[req_sc]) {
  12894. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12895. return false;
  12896. }
  12897. break;
  12898. }
  12899. }
  12900. return true;
  12901. }
  12902. /**
  12903. * Check skill condition when cast begin
  12904. * For ammo, only check if the skill need ammo
  12905. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  12906. * @param sd Player who uses skill
  12907. * @param skill_id ID of used skill
  12908. * @param skill_lv Level of used skill
  12909. * @return true: All condition passed, false: Failed
  12910. */
  12911. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12912. {
  12913. struct status_data *status;
  12914. struct status_change *sc;
  12915. struct skill_condition require;
  12916. int i;
  12917. uint32 inf2, inf3;
  12918. nullpo_retr(false,sd);
  12919. if (sd->chatID) return false;
  12920. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12921. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12922. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12923. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12924. return true;
  12925. }
  12926. switch( sd->menuskill_id ) {
  12927. case AM_PHARMACY:
  12928. switch( skill_id ) {
  12929. case AM_PHARMACY:
  12930. case AC_MAKINGARROW:
  12931. case BS_REPAIRWEAPON:
  12932. case AM_TWILIGHT1:
  12933. case AM_TWILIGHT2:
  12934. case AM_TWILIGHT3:
  12935. return false;
  12936. }
  12937. break;
  12938. case GN_MIX_COOKING:
  12939. case GN_MAKEBOMB:
  12940. case GN_S_PHARMACY:
  12941. case GN_CHANGEMATERIAL:
  12942. if( sd->menuskill_id != skill_id )
  12943. return false;
  12944. break;
  12945. }
  12946. status = &sd->battle_status;
  12947. sc = &sd->sc;
  12948. if( !sc->count )
  12949. sc = NULL;
  12950. if( sd->skillitem == skill_id )
  12951. {
  12952. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12953. sd->state.abra_flag = 0;
  12954. else
  12955. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12956. if( (i = sd->itemindex) == -1 ||
  12957. sd->status.inventory[i].nameid != sd->itemid ||
  12958. sd->inventory_data[i] == NULL ||
  12959. !sd->inventory_data[i]->flag.delay_consume ||
  12960. sd->status.inventory[i].amount < 1
  12961. )
  12962. { //Something went wrong, item exploit?
  12963. sd->itemid = sd->itemindex = -1;
  12964. return false;
  12965. }
  12966. //Consume
  12967. sd->itemid = sd->itemindex = -1;
  12968. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12969. ; //Do not consume item.
  12970. else if( sd->status.inventory[i].expire_time == 0 )
  12971. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12972. }
  12973. return true;
  12974. }
  12975. if( pc_is90overweight(sd) ) {
  12976. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12977. return false;
  12978. }
  12979. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12980. return false;
  12981. //Checks if disabling skill - in which case no SP requirements are necessary
  12982. if( sc && skill_disable_check(sc,skill_id))
  12983. return true;
  12984. inf3 = skill_get_inf3(skill_id);
  12985. // Check the skills that can be used while mounted on a warg
  12986. if( pc_isridingwug(sd) ) {
  12987. if(!(inf3&INF3_USABLE_WARG))
  12988. return false; // in official there is no message.
  12989. }
  12990. if( pc_ismadogear(sd) ) {
  12991. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12992. //Only Mechanic exlcusive skill can be used.
  12993. if(inf3&INF3_DIS_MADO){
  12994. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12995. return false;
  12996. }
  12997. }
  12998. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  12999. // return false;
  13000. require = skill_get_requirement(sd,skill_id,skill_lv);
  13001. //Can only update state when weapon/arrow info is checked.
  13002. sd->state.arrow_atk = require.ammo?1:0;
  13003. // perform skill-group checks
  13004. inf2 = skill_get_inf2(skill_id);
  13005. if(inf2&INF2_CHORUS_SKILL) {
  13006. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  13007. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13008. return false;
  13009. }
  13010. }
  13011. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13012. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13013. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13014. return false;
  13015. }
  13016. }
  13017. // perform skill-specific checks (and actions)
  13018. switch( skill_id ) {
  13019. case SO_SPELLFIST:
  13020. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13021. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13022. return false;
  13023. }
  13024. case SA_CASTCANCEL:
  13025. if(sd->ud.skilltimer == INVALID_TIMER) {
  13026. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13027. return false;
  13028. }
  13029. break;
  13030. case AS_CLOAKING:
  13031. {
  13032. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13033. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13034. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13035. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13036. int di;
  13037. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13038. if( di == 8 ) {
  13039. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13040. return false;
  13041. }
  13042. }
  13043. break;
  13044. }
  13045. case AL_WARP:
  13046. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13047. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13048. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13049. return false;
  13050. }
  13051. break;
  13052. case MO_CALLSPIRITS:
  13053. if(sc && sc->data[SC_RAISINGDRAGON])
  13054. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13055. if(sd->spiritball >= skill_lv) {
  13056. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13057. return false;
  13058. }
  13059. break;
  13060. case MO_FINGEROFFENSIVE:
  13061. case GS_FLING:
  13062. case SR_RAMPAGEBLASTER:
  13063. case SR_RIDEINLIGHTNING:
  13064. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13065. sd->spiritball_old = require.spiritball = sd->spiritball;
  13066. else
  13067. sd->spiritball_old = require.spiritball;
  13068. break;
  13069. case MO_CHAINCOMBO:
  13070. if(!sc)
  13071. return false;
  13072. if(sc->data[SC_BLADESTOP])
  13073. break;
  13074. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13075. break;
  13076. return false;
  13077. case MO_COMBOFINISH:
  13078. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13079. return false;
  13080. break;
  13081. case CH_TIGERFIST:
  13082. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13083. return false;
  13084. break;
  13085. case CH_CHAINCRUSH:
  13086. if(!(sc && sc->data[SC_COMBO]))
  13087. return false;
  13088. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13089. return false;
  13090. break;
  13091. case MO_EXTREMITYFIST:
  13092. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13093. // return false;
  13094. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13095. break;
  13096. if( sc && sc->data[SC_COMBO] ) {
  13097. switch(sc->data[SC_COMBO]->val1) {
  13098. case MO_COMBOFINISH:
  13099. case CH_TIGERFIST:
  13100. case CH_CHAINCRUSH:
  13101. break;
  13102. default:
  13103. return false;
  13104. }
  13105. }
  13106. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13107. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13108. return false;
  13109. }
  13110. break;
  13111. case TK_MISSION:
  13112. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13113. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13114. return false;
  13115. }
  13116. break;
  13117. case TK_READYCOUNTER:
  13118. case TK_READYDOWN:
  13119. case TK_READYSTORM:
  13120. case TK_READYTURN:
  13121. case TK_JUMPKICK:
  13122. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13123. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13124. return false;
  13125. }
  13126. break;
  13127. case TK_TURNKICK:
  13128. case TK_STORMKICK:
  13129. case TK_DOWNKICK:
  13130. case TK_COUNTER:
  13131. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13132. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13133. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13134. return false; //Combo needs to be ready
  13135. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13136. //Do not repeat a kick.
  13137. if (sc->data[SC_COMBO]->val3 != skill_id)
  13138. break;
  13139. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13140. return false;
  13141. }
  13142. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13143. unit_cancel_combo(&sd->bl);
  13144. return false;
  13145. }
  13146. break; //Combo ready.
  13147. case BD_ADAPTATION:
  13148. {
  13149. int time;
  13150. if(!(sc && sc->data[SC_DANCING])) {
  13151. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13152. return false;
  13153. }
  13154. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13155. if (skill_get_time(
  13156. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13157. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13158. - time < skill_get_time2(skill_id,skill_lv))
  13159. {
  13160. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13161. return false;
  13162. }
  13163. }
  13164. break;
  13165. case PR_BENEDICTIO:
  13166. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13167. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13168. return false;
  13169. }
  13170. break;
  13171. case SL_SMA:
  13172. if(!(sc && sc->data[SC_SMA]))
  13173. return false;
  13174. break;
  13175. case HT_POWER:
  13176. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13177. return false;
  13178. break;
  13179. case CG_HERMODE:
  13180. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13182. return false;
  13183. }
  13184. break;
  13185. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13186. {
  13187. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13188. int size = range*2+1;
  13189. for (s=0;s<size*size;s++) {
  13190. int x = sd->bl.x+(s%size-range);
  13191. int y = sd->bl.y+(s/size-range);
  13192. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13193. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13194. return false;
  13195. }
  13196. }
  13197. }
  13198. break;
  13199. case PR_REDEMPTIO:
  13200. {
  13201. int exp;
  13202. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13203. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13205. return false;
  13206. }
  13207. break;
  13208. }
  13209. case HP_BASILICA:
  13210. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13211. if( sd ) {
  13212. // When castbegin, needs 7x7 clear area
  13213. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13214. int size = range*2+1;
  13215. for( s=0;s<size*size;s++ ) {
  13216. int x = sd->bl.x+(s%size-range);
  13217. int y = sd->bl.y+(s/size-range);
  13218. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13219. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13220. return false;
  13221. }
  13222. }
  13223. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13224. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13225. return false;
  13226. }
  13227. }
  13228. }
  13229. break;
  13230. case AM_TWILIGHT2:
  13231. case AM_TWILIGHT3:
  13232. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13233. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13234. return false;
  13235. }
  13236. break;
  13237. case SG_SUN_WARM:
  13238. case SG_MOON_WARM:
  13239. case SG_STAR_WARM:
  13240. if (sc && sc->data[SC_MIRACLE])
  13241. break;
  13242. i = skill_id-SG_SUN_WARM;
  13243. if (sd->bl.m == sd->feel_map[i].m)
  13244. break;
  13245. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13246. return false;
  13247. break;
  13248. case SG_SUN_COMFORT:
  13249. case SG_MOON_COMFORT:
  13250. case SG_STAR_COMFORT:
  13251. if (sc && sc->data[SC_MIRACLE])
  13252. break;
  13253. i = skill_id-SG_SUN_COMFORT;
  13254. if (sd->bl.m == sd->feel_map[i].m &&
  13255. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13256. break;
  13257. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13258. return false;
  13259. case SG_FUSION:
  13260. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13261. break;
  13262. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13263. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13264. if( require.sp > 0 ) {
  13265. if (status->sp < (unsigned int)require.sp)
  13266. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13267. else
  13268. status_zap(&sd->bl, 0, require.sp);
  13269. }
  13270. return false;
  13271. case GD_BATTLEORDER:
  13272. case GD_REGENERATION:
  13273. case GD_RESTORE:
  13274. if (!map_flag_gvg2(sd->bl.m)) {
  13275. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13276. return false;
  13277. }
  13278. case GD_EMERGENCYCALL:
  13279. case GD_ITEMEMERGENCYCALL:
  13280. // other checks were already done in skill_isNotOk()
  13281. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13282. return false;
  13283. break;
  13284. case GS_GLITTERING:
  13285. if(sd->spiritball >= 10) {
  13286. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13287. return false;
  13288. }
  13289. break;
  13290. case NJ_ISSEN:
  13291. #ifdef RENEWAL
  13292. if (status->hp < (status->hp/100)) {
  13293. #else
  13294. if (status->hp < 2) {
  13295. #endif
  13296. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13297. return false;
  13298. }
  13299. case NJ_BUNSINJYUTSU:
  13300. if (!(sc && sc->data[SC_NEN])) {
  13301. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13302. return false;
  13303. }
  13304. break;
  13305. case NJ_ZENYNAGE:
  13306. case KO_MUCHANAGE:
  13307. if(sd->status.zeny < require.zeny) {
  13308. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13309. return false;
  13310. }
  13311. break;
  13312. case PF_HPCONVERSION:
  13313. if (status->sp == status->max_sp)
  13314. return false; //Unusable when at full SP.
  13315. break;
  13316. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13317. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13318. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13319. return false;
  13320. }
  13321. break;
  13322. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13323. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13324. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13325. return false;
  13326. }
  13327. break;
  13328. case AB_ANCILLA: {
  13329. int count = 0;
  13330. for( i = 0; i < MAX_INVENTORY; i++ )
  13331. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13332. count += sd->status.inventory[i].amount;
  13333. if( count >= 3 ) {
  13334. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13335. return false;
  13336. }
  13337. }
  13338. break;
  13339. /**
  13340. * Keeping as a note:
  13341. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13342. */
  13343. //case AB_LAUDAAGNUS:
  13344. //case AB_LAUDARAMUS:
  13345. // if( !sd->status.party_id ) {
  13346. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13347. // return false;
  13348. // }
  13349. // break;
  13350. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13351. case WL_COMET:
  13352. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13353. && sd->special_state.no_gemstone == 0
  13354. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13355. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13356. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13357. return false;
  13358. }
  13359. break;
  13360. case WL_SUMMONFB:
  13361. case WL_SUMMONBL:
  13362. case WL_SUMMONWB:
  13363. case WL_SUMMONSTONE:
  13364. if( sc ) {
  13365. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13366. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13367. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13368. return false;
  13369. }
  13370. }
  13371. break;
  13372. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13373. if( sc ) {
  13374. int j = 0;
  13375. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13376. if( sc->data[i] ) {
  13377. j++;
  13378. }
  13379. if( j < 4 ) { // Need 4 spheres minimum
  13380. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13381. return false;
  13382. }
  13383. }
  13384. else { // no status at all? no spheres present
  13385. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13386. return false;
  13387. }
  13388. break;
  13389. case GC_HALLUCINATIONWALK:
  13390. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13391. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13392. return false;
  13393. }
  13394. break;
  13395. case GC_COUNTERSLASH:
  13396. case GC_WEAPONCRUSH:
  13397. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13398. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13399. return false;
  13400. }
  13401. break;
  13402. case RA_WUGMASTERY:
  13403. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13404. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13405. return false;
  13406. }
  13407. break;
  13408. case RA_WUGSTRIKE:
  13409. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13410. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13411. return false;
  13412. }
  13413. break;
  13414. case RA_WUGRIDER:
  13415. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13416. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13417. return false;
  13418. }
  13419. break;
  13420. case RA_WUGDASH:
  13421. if(!pc_isridingwug(sd)) {
  13422. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13423. return false;
  13424. }
  13425. break;
  13426. case LG_BANDING:
  13427. if( sc && sc->data[SC_INSPIRATION] ) {
  13428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13429. return false;
  13430. }
  13431. break;
  13432. case LG_PRESTIGE:
  13433. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13434. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13435. return false;
  13436. }
  13437. break;
  13438. case LG_RAGEBURST:
  13439. if( sd->spiritball == 0 ) {
  13440. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13441. return false;
  13442. }
  13443. sd->spiritball_old = require.spiritball = sd->spiritball;
  13444. break;
  13445. case LG_SHIELDSPELL: {
  13446. short index = sd->equip_index[EQI_HAND_L];
  13447. struct item_data *shield_data = NULL;
  13448. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13449. shield_data = sd->inventory_data[index];
  13450. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  13451. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13452. break;
  13453. }
  13454. }
  13455. break;
  13456. case LG_RAYOFGENESIS:
  13457. if( sc && sc->data[SC_INSPIRATION] )
  13458. return true; // Don't check for partner.
  13459. if( !(sc && sc->data[SC_BANDING]) ) {
  13460. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13461. return false;
  13462. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  13463. return false; // Just fails, no msg here.
  13464. break;
  13465. case LG_HESPERUSLIT:
  13466. if( sc && sc->data[SC_INSPIRATION] )
  13467. return true;
  13468. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3 ) {
  13469. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13470. return false;
  13471. }
  13472. break;
  13473. case SR_FALLENEMPIRE:
  13474. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13475. return false;
  13476. break;
  13477. case SR_CRESCENTELBOW:
  13478. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13479. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13480. return false;
  13481. }
  13482. break;
  13483. case SR_CURSEDCIRCLE:
  13484. if (map_flag_gvg(sd->bl.m)) {
  13485. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13486. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  13487. char output[128];
  13488. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13489. clif_colormes(sd,color_table[COLOR_RED], output);
  13490. return false;
  13491. }
  13492. }
  13493. if( sd->spiritball > 0 )
  13494. sd->spiritball_old = require.spiritball = sd->spiritball;
  13495. else {
  13496. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13497. return false;
  13498. }
  13499. break;
  13500. case SR_GATEOFHELL:
  13501. if( sd->spiritball > 0 )
  13502. sd->spiritball_old = require.spiritball;
  13503. break;
  13504. case SC_MANHOLE:
  13505. case SC_DIMENSIONDOOR:
  13506. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13508. return false;
  13509. }
  13510. break;
  13511. case SC_FEINTBOMB:
  13512. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13514. return false;
  13515. }
  13516. break;
  13517. case WM_GREAT_ECHO: {
  13518. int count;
  13519. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13520. if( count < 1 ) {
  13521. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13522. return false;
  13523. } else
  13524. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13525. }
  13526. break;
  13527. case SO_FIREWALK:
  13528. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13529. if( sc && sc->data[SC_PROPERTYWALK] &&
  13530. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13532. return false;
  13533. }
  13534. break;
  13535. case SO_EL_CONTROL:
  13536. if( !sd->status.ele_id || !sd->ed ) {
  13537. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13538. return false;
  13539. }
  13540. break;
  13541. case RETURN_TO_ELDICASTES:
  13542. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13543. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13544. return false;
  13545. }
  13546. break;
  13547. case LG_REFLECTDAMAGE:
  13548. case CR_REFLECTSHIELD:
  13549. if( sc && sc->data[SC_KYOMU] && rnd()%100 < 30){
  13550. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13551. return false;
  13552. }
  13553. break;
  13554. case KO_KAHU_ENTEN:
  13555. case KO_HYOUHU_HUBUKI:
  13556. case KO_KAZEHU_SEIRAN:
  13557. case KO_DOHU_KOUKAI:
  13558. {
  13559. int ttype = skill_get_ele(skill_id, skill_lv);
  13560. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  13561. if( sd->talisman[ttype] >= 10 ) {
  13562. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13563. return false;
  13564. }
  13565. }
  13566. break;
  13567. case KO_KAIHOU:
  13568. case KO_ZENKAI:
  13569. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  13570. if( i > 4 ) {
  13571. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13572. return false;
  13573. }
  13574. break;
  13575. case KO_JYUMONJIKIRI:
  13576. if (sd->status.shield && !sd->weapontype2 && (sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD))
  13577. return true; // Wearing Shield + Dagger/Sword, other non-shield weapon checks are later
  13578. break;
  13579. }
  13580. /* check state required */
  13581. switch (require.state) {
  13582. case ST_HIDDEN:
  13583. if(!pc_ishiding(sd)) {
  13584. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13585. return false;
  13586. }
  13587. break;
  13588. case ST_RIDING:
  13589. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13590. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13591. return false;
  13592. }
  13593. break;
  13594. case ST_FALCON:
  13595. if(!pc_isfalcon(sd)) {
  13596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13597. return false;
  13598. }
  13599. break;
  13600. case ST_CART:
  13601. if(!pc_iscarton(sd)) {
  13602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13603. return false;
  13604. }
  13605. break;
  13606. case ST_SHIELD:
  13607. if(sd->status.shield <= 0) {
  13608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13609. return false;
  13610. }
  13611. break;
  13612. case ST_RECOV_WEIGHT_RATE:
  13613. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13614. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13615. return false;
  13616. }
  13617. break;
  13618. case ST_MOVE_ENABLE:
  13619. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13620. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13621. if (!unit_can_move(&sd->bl)) {
  13622. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13623. return false;
  13624. }
  13625. break;
  13626. case ST_WATER:
  13627. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13628. break;
  13629. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13630. break;
  13631. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13632. return false;
  13633. case ST_RIDINGDRAGON:
  13634. if( !pc_isridingdragon(sd) ) {
  13635. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13636. return false;
  13637. }
  13638. break;
  13639. case ST_WUG:
  13640. if( !pc_iswug(sd) ) {
  13641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13642. return false;
  13643. }
  13644. break;
  13645. case ST_RIDINGWUG:
  13646. if( !pc_isridingwug(sd) ) {
  13647. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13648. return false;
  13649. }
  13650. break;
  13651. case ST_MADO:
  13652. if( !pc_ismadogear(sd) ) {
  13653. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13654. return false;
  13655. }
  13656. break;
  13657. case ST_ELEMENTALSPIRIT:
  13658. if(!sd->ed) {
  13659. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13660. return false;
  13661. }
  13662. break;
  13663. case ST_PECO:
  13664. if(!pc_isriding(sd)) {
  13665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13666. return false;
  13667. }
  13668. break;
  13669. }
  13670. /* check the status required */
  13671. if (require.status_count) {
  13672. switch (skill_id) {
  13673. // Being checked later in skill_check_condition_castend()
  13674. case WZ_SIGHTRASHER:
  13675. break;
  13676. default:
  13677. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13678. return false;
  13679. break;
  13680. }
  13681. }
  13682. //check if equipped item
  13683. if (require.eqItem_count) {
  13684. for (i = 0; i < require.eqItem_count; i++) {
  13685. uint16 reqeqit = require.eqItem[i];
  13686. if (!reqeqit)
  13687. break; //no more required item get out of here
  13688. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13689. char output[CHAT_SIZE_MAX];
  13690. //Official use msgstringtable.txt for each skill failure
  13691. sprintf(output,msg_txt(sd,722),itemdb_jname(reqeqit));
  13692. clif_colormes(sd,color_table[COLOR_RED],output);
  13693. return false;
  13694. }
  13695. }
  13696. }
  13697. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13698. //mhp is the max-hp-requirement, that is,
  13699. //you must have this % or less of HP to cast it.
  13700. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13701. return false;
  13702. }
  13703. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13704. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13705. return false;
  13706. }
  13707. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13708. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13709. return false;
  13710. }
  13711. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13712. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13713. return false;
  13714. }
  13715. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13716. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13717. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13718. return false;
  13719. }
  13720. return true;
  13721. }
  13722. /**
  13723. * Check skill condition when cast end.
  13724. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13725. * @param sd Player who uses skill
  13726. * @param skill_id ID of used skill
  13727. * @param skill_lv Level of used skill
  13728. * @return true: All condition passed, false: Failed
  13729. */
  13730. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13731. {
  13732. struct skill_condition require;
  13733. struct status_data *status;
  13734. int i;
  13735. short index[MAX_SKILL_ITEM_REQUIRE];
  13736. nullpo_retr(false,sd);
  13737. if( sd->chatID )
  13738. return false;
  13739. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13740. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13741. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13742. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13743. return true;
  13744. }
  13745. switch( sd->menuskill_id ) { // Cast start or cast end??
  13746. case AM_PHARMACY:
  13747. switch( skill_id ) {
  13748. case AM_PHARMACY:
  13749. case AC_MAKINGARROW:
  13750. case BS_REPAIRWEAPON:
  13751. case AM_TWILIGHT1:
  13752. case AM_TWILIGHT2:
  13753. case AM_TWILIGHT3:
  13754. return false;
  13755. }
  13756. break;
  13757. case GN_MIX_COOKING:
  13758. case GN_MAKEBOMB:
  13759. case GN_S_PHARMACY:
  13760. case GN_CHANGEMATERIAL:
  13761. if( sd->menuskill_id != skill_id )
  13762. return false;
  13763. break;
  13764. }
  13765. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13766. return true;
  13767. if( pc_is90overweight(sd) ) {
  13768. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13769. return false;
  13770. }
  13771. // perform skill-specific checks (and actions)
  13772. switch( skill_id ) {
  13773. case PR_BENEDICTIO:
  13774. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13775. break;
  13776. case AM_CANNIBALIZE:
  13777. case AM_SPHEREMINE: {
  13778. int c=0;
  13779. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13780. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13781. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13782. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13783. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13784. if(c >= maxcount ||
  13785. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13786. { //Fails when: exceed max limit. There are other plant types already out.
  13787. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13788. return false;
  13789. }
  13790. }
  13791. break;
  13792. }
  13793. case NC_SILVERSNIPER:
  13794. case NC_MAGICDECOY: {
  13795. int c = 0;
  13796. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13797. int mob_class = MOBID_SILVERSNIPER;
  13798. if( skill_id == NC_MAGICDECOY )
  13799. mob_class = MOBID_MAGICDECOY_FIRE;
  13800. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13801. if( skill_id == NC_MAGICDECOY ) {
  13802. int j;
  13803. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13804. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13805. } else
  13806. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13807. if( c >= maxcount ) {
  13808. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13809. return false;
  13810. }
  13811. }
  13812. }
  13813. break;
  13814. case KO_ZANZOU: {
  13815. int c = 0;
  13816. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  13817. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  13818. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13819. return false;
  13820. }
  13821. }
  13822. break;
  13823. }
  13824. status = &sd->battle_status;
  13825. require = skill_get_requirement(sd,skill_id,skill_lv);
  13826. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13827. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13828. return false;
  13829. }
  13830. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13832. return false;
  13833. }
  13834. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13835. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13836. clif_arrow_fail(sd,0);
  13837. return false;
  13838. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13839. char e_msg[100];
  13840. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13842. return false;
  13843. }
  13844. else if (require.ammo&(1<<AMMO_KUNAI)) {
  13845. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  13846. return false;
  13847. }
  13848. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13849. skill_get_desc(skill_id),
  13850. require.ammo_qty,
  13851. itemdb_jname(sd->status.inventory[i].nameid));
  13852. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13853. return false;
  13854. }
  13855. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13856. //which is the closest we have to wrong ammo type. [Skotlex]
  13857. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13858. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13859. return false;
  13860. }
  13861. }
  13862. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13863. if( !require.itemid[i] )
  13864. continue;
  13865. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13866. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13867. if( require.itemid[i] == ITEMID_HOLY_WATER )
  13868. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  13869. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13870. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  13871. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13872. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  13873. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  13874. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  13875. else if( require.itemid[i] == ITEMID_ANCILLA )
  13876. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  13877. else {
  13878. char output[CHAT_SIZE_MAX];
  13879. //Official is using msgstringtable.txt for each requirement failure
  13880. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13881. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  13882. clif_colormes(sd,color_table[COLOR_RED],output);
  13883. }
  13884. return false;
  13885. }
  13886. }
  13887. /* check the status required */
  13888. if (require.status_count) {
  13889. switch (skill_id) {
  13890. case WZ_SIGHTRASHER:
  13891. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13892. return false;
  13893. break;
  13894. default:
  13895. break;
  13896. }
  13897. }
  13898. return true;
  13899. }
  13900. /** Consume skill requirement
  13901. * @param sd Player who uses the skill
  13902. * @param skill_id ID of used skill
  13903. * @param skill_lv Level of used skill
  13904. * @param type Consume type
  13905. * type&1: consume the others (before skill was used);
  13906. * type&2: consume items (after skill was used)
  13907. */
  13908. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13909. {
  13910. struct skill_condition require;
  13911. nullpo_retv(sd);
  13912. require = skill_get_requirement(sd,skill_id,skill_lv);
  13913. if( type&1 ) {
  13914. switch( skill_id ) {
  13915. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13916. case MC_IDENTIFY:
  13917. require.sp = 0;
  13918. break;
  13919. case GS_DESPERADO:
  13920. if (sd->skill_id_old == RL_FALLEN_ANGEL) //Don't consume SP if triggered by Fallen Angel
  13921. require.sp = 0;
  13922. break;
  13923. case MO_KITRANSLATION:
  13924. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  13925. require.spiritball = 0;
  13926. //Fall through
  13927. default:
  13928. if(sd->state.autocast)
  13929. require.sp = 0;
  13930. break;
  13931. }
  13932. if(require.hp || require.sp)
  13933. status_zap(&sd->bl, require.hp, require.sp);
  13934. if(require.spiritball > 0)
  13935. pc_delspiritball(sd,require.spiritball,0);
  13936. else if(require.spiritball == -1) {
  13937. sd->spiritball_old = sd->spiritball;
  13938. pc_delspiritball(sd,sd->spiritball,0);
  13939. }
  13940. if(require.zeny > 0)
  13941. {
  13942. if( skill_id == NJ_ZENYNAGE )
  13943. require.zeny = 0; //Zeny is reduced on skill_attack.
  13944. if( sd->status.zeny < require.zeny )
  13945. require.zeny = sd->status.zeny;
  13946. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  13947. }
  13948. }
  13949. if( type&2 ) {
  13950. struct status_change *sc = &sd->sc;
  13951. int n,i;
  13952. if( !sc->count )
  13953. sc = NULL;
  13954. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13955. {
  13956. if( !require.itemid[i] )
  13957. continue;
  13958. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13959. continue; //Gemstones are checked, but not substracted from inventory.
  13960. switch( skill_id ){
  13961. case SA_SEISMICWEAPON:
  13962. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13963. continue;
  13964. break;
  13965. case SA_FLAMELAUNCHER:
  13966. case SA_VOLCANO:
  13967. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13968. continue;
  13969. break;
  13970. case SA_FROSTWEAPON:
  13971. case SA_DELUGE:
  13972. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13973. continue;
  13974. break;
  13975. case SA_LIGHTNINGLOADER:
  13976. case SA_VIOLENTGALE:
  13977. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13978. continue;
  13979. break;
  13980. }
  13981. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  13982. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  13983. }
  13984. }
  13985. }
  13986. /**
  13987. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  13988. * @param sd Player's that will be checked
  13989. * @param skill_id Skill that's being used
  13990. * @param skill_lv Skill level of used skill
  13991. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  13992. */
  13993. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13994. {
  13995. struct skill_condition req;
  13996. struct status_data *status;
  13997. struct status_change *sc;
  13998. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  13999. uint16 idx;
  14000. bool level_dependent = false;
  14001. memset(&req,0,sizeof(req));
  14002. if( !sd )
  14003. return req;
  14004. if( sd->skillitem == skill_id )
  14005. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14006. sc = &sd->sc;
  14007. if( !sc->count )
  14008. sc = NULL;
  14009. //Checks if disabling skill - in which case no SP requirements are necessary
  14010. if( sc && skill_disable_check(sc,skill_id) )
  14011. return req;
  14012. idx = skill_get_index(skill_id);
  14013. if( idx == 0 ) // invalid skill id
  14014. return req;
  14015. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14016. status = &sd->battle_status;
  14017. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14018. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14019. if(hp_rate > 0)
  14020. req.hp += (status->hp * hp_rate)/100;
  14021. else
  14022. req.hp += (status->max_hp * (-hp_rate))/100;
  14023. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14024. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14025. req.sp /= 2;
  14026. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14027. if(sp_rate > 0)
  14028. req.sp += (status->sp * sp_rate)/100;
  14029. else
  14030. req.sp += (status->max_sp * (-sp_rate))/100;
  14031. if( sd->dsprate != 100 )
  14032. req.sp = req.sp * sd->dsprate / 100;
  14033. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14034. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14035. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14036. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14037. if( i < ARRAYLENGTH(sd->skillusesp) )
  14038. req.sp -= sd->skillusesp[i].val;
  14039. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14040. if( sc ) {
  14041. if( sc->data[SC__LAZINESS] )
  14042. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14043. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14044. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14045. if( sc->data[SC_RECOGNIZEDSPELL] )
  14046. req.sp += req.sp / 4;
  14047. if( sc->data[SC_OFFERTORIUM])
  14048. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14049. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14050. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14051. }
  14052. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14053. if( sc && sc->data[SC__UNLUCKY] ) {
  14054. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14055. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14056. else
  14057. req.zeny += 1000;
  14058. }
  14059. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14060. req.state = skill_db[idx]->require.state;
  14061. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14062. req.weapon = skill_db[idx]->require.weapon;
  14063. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14064. if (req.ammo_qty)
  14065. req.ammo = skill_db[idx]->require.ammo;
  14066. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14067. { //Assume this skill is using the weapon, therefore it requires arrows.
  14068. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14069. req.ammo_qty = 1;
  14070. }
  14071. req.status_count = skill_db[idx]->require.status_count;
  14072. req.status = skill_db[idx]->require.status;
  14073. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14074. req.eqItem = skill_db[idx]->require.eqItem;
  14075. switch( skill_id ) {
  14076. /* Skill level-dependent checks */
  14077. case NC_SHAPESHIFT:
  14078. case NC_REPAIR:
  14079. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14080. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14081. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14082. case GN_FIRE_EXPANSION:
  14083. case SO_SUMMON_AGNI:
  14084. case SO_SUMMON_AQUA:
  14085. case SO_SUMMON_VENTUS:
  14086. case SO_SUMMON_TERA:
  14087. case SO_WATER_INSIGNIA:
  14088. case SO_FIRE_INSIGNIA:
  14089. case SO_WIND_INSIGNIA:
  14090. case SO_EARTH_INSIGNIA:
  14091. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14092. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14093. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14094. level_dependent = true;
  14095. /* Normal skill requirements and gemstone checks */
  14096. default:
  14097. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14098. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14099. if (!level_dependent) {
  14100. switch( skill_id ) {
  14101. case AM_POTIONPITCHER:
  14102. case CR_SLIMPITCHER:
  14103. case CR_CULTIVATION:
  14104. if (i != skill_lv%11 - 1)
  14105. continue;
  14106. break;
  14107. case AM_CALLHOMUN:
  14108. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14109. continue;
  14110. break;
  14111. case AB_ADORAMUS:
  14112. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14113. continue;
  14114. break;
  14115. case WL_COMET:
  14116. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14117. continue;
  14118. break;
  14119. }
  14120. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14121. req.amount[i] = skill_db[idx]->require.amount[i];
  14122. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  14123. int16 itIndex;
  14124. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  14125. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14126. req.amount[i] = 1;
  14127. }
  14128. break;
  14129. }
  14130. }
  14131. // Check requirement for gemstone.
  14132. if (itemid_isgemstone(req.itemid[i])) {
  14133. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14134. req.itemid[i] = req.amount[i] = 0;
  14135. else {
  14136. if( sd->special_state.no_gemstone )
  14137. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14138. if( skill_id != SA_ABRACADABRA )
  14139. req.itemid[i] = req.amount[i] = 0;
  14140. else if( --req.amount[i] < 1 )
  14141. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14142. }
  14143. if(sc && sc->data[SC_INTOABYSS])
  14144. {
  14145. if( skill_id != SA_ABRACADABRA )
  14146. req.itemid[i] = req.amount[i] = 0;
  14147. else if( --req.amount[i] < 1 )
  14148. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14149. }
  14150. }
  14151. }
  14152. }
  14153. break;
  14154. }
  14155. // Check for cost reductions due to skills & SCs
  14156. switch(skill_id) {
  14157. case MC_MAMMONITE:
  14158. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14159. req.zeny -= req.zeny*10/100;
  14160. break;
  14161. case AL_HOLYLIGHT:
  14162. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14163. req.sp *= 5;
  14164. break;
  14165. case SL_SMA:
  14166. case SL_STUN:
  14167. case SL_STIN:
  14168. {
  14169. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14170. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14171. break;
  14172. if(sd->status.base_level>=90)
  14173. req.sp -= req.sp*7*kaina_lv/100;
  14174. else if(sd->status.base_level>=80)
  14175. req.sp -= req.sp*5*kaina_lv/100;
  14176. else if(sd->status.base_level>=70)
  14177. req.sp -= req.sp*3*kaina_lv/100;
  14178. }
  14179. break;
  14180. case MO_CHAINCOMBO:
  14181. case MO_COMBOFINISH:
  14182. case CH_TIGERFIST:
  14183. case CH_CHAINCRUSH:
  14184. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14185. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14186. break;
  14187. case MO_BODYRELOCATION:
  14188. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14189. req.spiritball = 0;
  14190. break;
  14191. case MO_EXTREMITYFIST:
  14192. if( sc ) {
  14193. if( sc->data[SC_BLADESTOP] )
  14194. req.spiritball--;
  14195. else if( sc->data[SC_COMBO] ) {
  14196. switch( sc->data[SC_COMBO]->val1 ) {
  14197. case MO_COMBOFINISH:
  14198. req.spiritball = 4;
  14199. break;
  14200. case CH_TIGERFIST:
  14201. req.spiritball = 3;
  14202. break;
  14203. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14204. req.spiritball = sd->spiritball?sd->spiritball:1;
  14205. break;
  14206. }
  14207. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14208. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14209. }
  14210. break;
  14211. case SR_RAMPAGEBLASTER:
  14212. req.spiritball = sd->spiritball?sd->spiritball:15;
  14213. break;
  14214. case LG_RAGEBURST:
  14215. req.spiritball = sd->spiritball?sd->spiritball:1;
  14216. break;
  14217. case SR_GATEOFHELL:
  14218. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14219. req.sp -= req.sp * 10 / 100;
  14220. break;
  14221. case SO_SUMMON_AGNI:
  14222. case SO_SUMMON_AQUA:
  14223. case SO_SUMMON_VENTUS:
  14224. case SO_SUMMON_TERA: {
  14225. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14226. if( spirit_sympathy )
  14227. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14228. }
  14229. break;
  14230. case SO_PSYCHIC_WAVE:
  14231. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14232. req.sp += req.sp / 2; // 1.5x SP cost
  14233. break;
  14234. }
  14235. //Check if player is using the copied skill [Cydh]
  14236. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14237. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14238. if (req_opt&0x0001) req.hp = 0;
  14239. if (req_opt&0x0002) req.mhp = 0;
  14240. if (req_opt&0x0004) req.sp = 0;
  14241. if (req_opt&0x0008) req.hp_rate = 0;
  14242. if (req_opt&0x0010) req.sp_rate = 0;
  14243. if (req_opt&0x0020) req.zeny = 0;
  14244. if (req_opt&0x0040) req.weapon = 0;
  14245. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14246. if (req_opt&0x0100) req.state = ST_NONE;
  14247. if (req_opt&0x0200) req.status_count = 0;
  14248. if (req_opt&0x0400) req.spiritball = 0;
  14249. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14250. if (req_opt&0x1000) req.eqItem_count = 0;
  14251. }
  14252. return req;
  14253. }
  14254. /*==========================================
  14255. * Does cast-time reductions based on dex, item bonuses and config setting
  14256. *------------------------------------------*/
  14257. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14258. int time = skill_get_cast(skill_id, skill_lv);
  14259. nullpo_ret(bl);
  14260. #ifndef RENEWAL_CAST
  14261. {
  14262. struct map_session_data *sd;
  14263. sd = BL_CAST(BL_PC, bl);
  14264. // calculate base cast time (reduced by dex)
  14265. if( !(skill_get_castnodex(skill_id)&1) ) {
  14266. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14267. if( scale > 0 ) // not instant cast
  14268. time = time * scale / battle_config.castrate_dex_scale;
  14269. else
  14270. return 0; // instant cast
  14271. }
  14272. // calculate cast time reduced by item/card bonuses
  14273. if( !(skill_get_castnodex(skill_id)&4) && sd )
  14274. {
  14275. int i;
  14276. if( sd->castrate != 100 )
  14277. time = time * sd->castrate / 100;
  14278. for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
  14279. {
  14280. if( sd->skillcastrate[i].id == skill_id )
  14281. {
  14282. time += time * sd->skillcastrate[i].val / 100;
  14283. break;
  14284. }
  14285. }
  14286. }
  14287. }
  14288. #endif
  14289. // config cast time multiplier
  14290. if (battle_config.cast_rate != 100)
  14291. time = time * battle_config.cast_rate / 100;
  14292. // return final cast time
  14293. time = max(time, 0);
  14294. //ShowInfo("Castime castfix = %d\n",time);
  14295. return time;
  14296. }
  14297. #ifndef RENEWAL_CAST
  14298. /**
  14299. * Get the skill cast time for Pre-Re cast
  14300. * @param bl: The caster
  14301. * @param time: Cast time before Status Change addition or reduction
  14302. * @return time: Modified castime after status change addition or reduction
  14303. */
  14304. int skill_castfix_sc(struct block_list *bl, int time)
  14305. {
  14306. struct status_change *sc = status_get_sc(bl);
  14307. if( time < 0 )
  14308. return 0;
  14309. if (sc && sc->count) {
  14310. if (sc->data[SC_SLOWCAST])
  14311. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14312. if (sc->data[SC_PARALYSIS])
  14313. time += sc->data[SC_PARALYSIS]->val3;
  14314. if (sc->data[SC_SUFFRAGIUM]) {
  14315. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14316. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14317. }
  14318. if (sc->data[SC_MEMORIZE]) {
  14319. time>>=1;
  14320. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14321. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14322. }
  14323. if (sc->data[SC_POEMBRAGI])
  14324. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  14325. if (sc->data[SC_IZAYOI])
  14326. time -= time * 50 / 100;
  14327. }
  14328. time = max(time, 0);
  14329. //ShowInfo("Castime castfix_sc = %d\n",time);
  14330. return time;
  14331. }
  14332. #else
  14333. /**
  14334. * Get the skill cast time for RENEWAL_CAST.
  14335. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14336. * Additive value:
  14337. * Variable CastTime : time += value
  14338. * Fixed CastTime : fixed += value
  14339. * Multipicative value
  14340. * Variable CastTime : VARCAST_REDUCTION(value)
  14341. * Fixed CastTime : FIXEDCASTRATE2(value)
  14342. * @param bl: The caster
  14343. * @param time: Cast time without reduction
  14344. * @param skill_id: Skill ID of the casted skill
  14345. * @param skill_lv: Skill level of the casted skill
  14346. * @return time: Modified castime after status and bonus addition or reduction
  14347. */
  14348. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14349. {
  14350. struct status_change *sc = status_get_sc(bl);
  14351. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14352. int fixed = skill_get_fixed_cast(skill_id, skill_lv);
  14353. short fixcast_r = 0;
  14354. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14355. #define FIXEDCASTRATE2(val) ( FIXEDCASTRATE(fixcast_r,(val)) )
  14356. nullpo_ret(bl);
  14357. if( time < 0 )
  14358. return 0;
  14359. if( bl->type == BL_MOB )
  14360. return (int)time;
  14361. if( fixed < 0 || battle_config.default_fixed_castrate == 0 ) // no fixed cast time
  14362. fixed = 0;
  14363. else if( fixed == 0 ) {
  14364. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14365. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14366. }
  14367. // Additive Variable Cast bonus first
  14368. if (sd && !(flag&4)) { // item bonus
  14369. time += sd->bonus.add_varcast; // bonus bVariableCast
  14370. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++)
  14371. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  14372. time += sd->skillvarcast[i].val;
  14373. break;
  14374. }
  14375. }
  14376. /*if (sc && sc->count && !(flag&2)) { // status change
  14377. // -NONE YET-
  14378. // if (sc->data[????])
  14379. // bonus += sc->data[????]->val?;
  14380. }*/
  14381. // Adjusted by item bonuses
  14382. if (sd && !(flag&4)) {
  14383. // Additive values
  14384. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14385. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  14386. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  14387. fixed += sd->skillfixcast[i].val;
  14388. break;
  14389. }
  14390. // Multipicative values
  14391. if (sd->bonus.varcastrate != 0)
  14392. VARCAST_REDUCTION(sd->bonus.varcastrate); // bonus bVariableCastrate
  14393. if (sd->bonus.fixcastrate != 0)
  14394. FIXEDCASTRATE2(sd->bonus.fixcastrate); // bonus bFixedCastrate
  14395. for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
  14396. if( sd->skillcastrate[i].id == skill_id ){ // bonus2 bVariableCastrate
  14397. VARCAST_REDUCTION(sd->skillcastrate[i].val);
  14398. break;
  14399. }
  14400. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  14401. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  14402. FIXEDCASTRATE2(sd->skillfixcastrate[i].val);
  14403. break;
  14404. }
  14405. }
  14406. // Adjusted by active statuses
  14407. if (sc && sc->count && !(flag&2) ) {
  14408. // Multiplicative Variable CastTime values
  14409. if (sc->data[SC_SLOWCAST])
  14410. VARCAST_REDUCTION(sc->data[SC_SLOWCAST]->val2);
  14411. if (sc->data[SC__LAZINESS])
  14412. VARCAST_REDUCTION(sc->data[SC__LAZINESS]->val2);
  14413. if (sc->data[SC_SUFFRAGIUM]) {
  14414. VARCAST_REDUCTION(-sc->data[SC_SUFFRAGIUM]->val2);
  14415. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14416. }
  14417. if (sc->data[SC_MEMORIZE]) {
  14418. VARCAST_REDUCTION(-50);
  14419. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14420. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14421. }
  14422. if (sc->data[SC_POEMBRAGI])
  14423. VARCAST_REDUCTION(-sc->data[SC_POEMBRAGI]->val2);
  14424. if (sc->data[SC_IZAYOI])
  14425. VARCAST_REDUCTION(-50);
  14426. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  14427. VARCAST_REDUCTION(-30); //Reduces 30% Variable Cast Time of Water spells.
  14428. if (sc->data[SC_TELEKINESIS_INTENSE])
  14429. VARCAST_REDUCTION(-sc->data[SC_TELEKINESIS_INTENSE]->val4);
  14430. // Multiplicative Fixed CastTime values
  14431. if (sc->data[SC_SECRAMENT])
  14432. FIXEDCASTRATE2(-sc->data[SC_SECRAMENT]->val2);
  14433. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14434. FIXEDCASTRATE2(-(5 + skill_lv * 5));
  14435. if (sc->data[SC_DANCEWITHWUG])
  14436. FIXEDCASTRATE2(-sc->data[SC_DANCEWITHWUG]->val4);
  14437. if (sc->data[SC_HEAT_BARREL])
  14438. FIXEDCASTRATE2(-sc->data[SC_HEAT_BARREL]->val2);
  14439. // Additive Fixed CastTime values
  14440. if (sc->data[SC_MANDRAGORA])
  14441. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  14442. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14443. fixed -= 1000;
  14444. if (sc->data[SC_IZAYOI])
  14445. fixed = 0;
  14446. }
  14447. // Apply Variable CastTime calculation by INT & DEX
  14448. if (!(flag&1))
  14449. time = time * (1 - sqrt(((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  14450. // Apply Fixed CastTime rate
  14451. if (fixed != 0 && fixcast_r != 0)
  14452. fixed = (int)(fixed * (1 + fixcast_r * 0.01));
  14453. #undef FIXEDCASTRATE2
  14454. return (int)max(time + fixed, 0);
  14455. }
  14456. #endif
  14457. /*==========================================
  14458. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14459. *------------------------------------------*/
  14460. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14461. {
  14462. int delaynodex = skill_get_delaynodex(skill_id);
  14463. int time = skill_get_delay(skill_id, skill_lv);
  14464. struct map_session_data *sd;
  14465. struct status_change *sc = status_get_sc(bl);
  14466. nullpo_ret(bl);
  14467. sd = BL_CAST(BL_PC, bl);
  14468. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14469. return 0; //Will use picked skill's delay.
  14470. if (bl->type&battle_config.no_skill_delay)
  14471. return battle_config.min_skill_delay_limit;
  14472. if (time < 0)
  14473. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14474. // Delay reductions
  14475. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14476. case MO_TRIPLEATTACK:
  14477. case MO_CHAINCOMBO:
  14478. case MO_COMBOFINISH:
  14479. case CH_TIGERFIST:
  14480. case CH_CHAINCRUSH:
  14481. case SR_DRAGONCOMBO:
  14482. case SR_FALLENEMPIRE:
  14483. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  14484. if (time == 0)
  14485. time = 1000;
  14486. time -= (4*status_get_agi(bl) + 2*status_get_dex(bl));
  14487. break;
  14488. case HP_BASILICA:
  14489. if( sc && !sc->data[SC_BASILICA] )
  14490. time = 0; // There is no Delay on Basilica creation, only on cancel
  14491. break;
  14492. default:
  14493. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  14494. { // if skill delay is allowed to be reduced by dex
  14495. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14496. if (scale > 0)
  14497. time = time * scale / battle_config.castrate_dex_scale;
  14498. else //To be capped later to minimum.
  14499. time = 0;
  14500. }
  14501. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  14502. { // if skill delay is allowed to be reduced by agi
  14503. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14504. if (scale > 0)
  14505. time = time * scale / battle_config.castrate_dex_scale;
  14506. else //To be capped later to minimum.
  14507. time = 0;
  14508. }
  14509. }
  14510. if ( sc && sc->data[SC_SPIRIT] ) {
  14511. switch (skill_id) {
  14512. case CR_SHIELDBOOMERANG:
  14513. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14514. time /= 2;
  14515. break;
  14516. case AS_SONICBLOW:
  14517. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14518. time /= 2;
  14519. break;
  14520. }
  14521. }
  14522. if (!(delaynodex&2))
  14523. {
  14524. if (sc && sc->count) {
  14525. if (sc->data[SC_POEMBRAGI])
  14526. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14527. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  14528. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14529. }
  14530. }
  14531. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  14532. time = time * sd->delayrate / 100;
  14533. if (battle_config.delay_rate != 100)
  14534. time = time * battle_config.delay_rate / 100;
  14535. //min delay
  14536. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14537. time = max(time, battle_config.min_skill_delay_limit);
  14538. //ShowInfo("Delay delayfix = %d\n",time);
  14539. return time;
  14540. }
  14541. /*=========================================
  14542. *
  14543. *-----------------------------------------*/
  14544. struct square {
  14545. int val1[5];
  14546. int val2[5];
  14547. };
  14548. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14549. {
  14550. nullpo_retv(tc);
  14551. if(dir == 0){
  14552. tc->val1[0]=x-2;
  14553. tc->val1[1]=x-1;
  14554. tc->val1[2]=x;
  14555. tc->val1[3]=x+1;
  14556. tc->val1[4]=x+2;
  14557. tc->val2[0]=
  14558. tc->val2[1]=
  14559. tc->val2[2]=
  14560. tc->val2[3]=
  14561. tc->val2[4]=y-1;
  14562. }
  14563. else if(dir==2){
  14564. tc->val1[0]=
  14565. tc->val1[1]=
  14566. tc->val1[2]=
  14567. tc->val1[3]=
  14568. tc->val1[4]=x+1;
  14569. tc->val2[0]=y+2;
  14570. tc->val2[1]=y+1;
  14571. tc->val2[2]=y;
  14572. tc->val2[3]=y-1;
  14573. tc->val2[4]=y-2;
  14574. }
  14575. else if(dir==4){
  14576. tc->val1[0]=x-2;
  14577. tc->val1[1]=x-1;
  14578. tc->val1[2]=x;
  14579. tc->val1[3]=x+1;
  14580. tc->val1[4]=x+2;
  14581. tc->val2[0]=
  14582. tc->val2[1]=
  14583. tc->val2[2]=
  14584. tc->val2[3]=
  14585. tc->val2[4]=y+1;
  14586. }
  14587. else if(dir==6){
  14588. tc->val1[0]=
  14589. tc->val1[1]=
  14590. tc->val1[2]=
  14591. tc->val1[3]=
  14592. tc->val1[4]=x-1;
  14593. tc->val2[0]=y+2;
  14594. tc->val2[1]=y+1;
  14595. tc->val2[2]=y;
  14596. tc->val2[3]=y-1;
  14597. tc->val2[4]=y-2;
  14598. }
  14599. else if(dir==1){
  14600. tc->val1[0]=x-1;
  14601. tc->val1[1]=x;
  14602. tc->val1[2]=x+1;
  14603. tc->val1[3]=x+2;
  14604. tc->val1[4]=x+3;
  14605. tc->val2[0]=y-4;
  14606. tc->val2[1]=y-3;
  14607. tc->val2[2]=y-1;
  14608. tc->val2[3]=y;
  14609. tc->val2[4]=y+1;
  14610. }
  14611. else if(dir==3){
  14612. tc->val1[0]=x+3;
  14613. tc->val1[1]=x+2;
  14614. tc->val1[2]=x+1;
  14615. tc->val1[3]=x;
  14616. tc->val1[4]=x-1;
  14617. tc->val2[0]=y-1;
  14618. tc->val2[1]=y;
  14619. tc->val2[2]=y+1;
  14620. tc->val2[3]=y+2;
  14621. tc->val2[4]=y+3;
  14622. }
  14623. else if(dir==5){
  14624. tc->val1[0]=x+1;
  14625. tc->val1[1]=x;
  14626. tc->val1[2]=x-1;
  14627. tc->val1[3]=x-2;
  14628. tc->val1[4]=x-3;
  14629. tc->val2[0]=y+3;
  14630. tc->val2[1]=y+2;
  14631. tc->val2[2]=y+1;
  14632. tc->val2[3]=y;
  14633. tc->val2[4]=y-1;
  14634. }
  14635. else if(dir==7){
  14636. tc->val1[0]=x-3;
  14637. tc->val1[1]=x-2;
  14638. tc->val1[2]=x-1;
  14639. tc->val1[3]=x;
  14640. tc->val1[4]=x+1;
  14641. tc->val2[1]=y;
  14642. tc->val2[0]=y+1;
  14643. tc->val2[2]=y-1;
  14644. tc->val2[3]=y-2;
  14645. tc->val2[4]=y-3;
  14646. }
  14647. }
  14648. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14649. {
  14650. int c;
  14651. nullpo_retv(tc);
  14652. for( c = 0; c < 5; c++ ) {
  14653. switch( dir ) {
  14654. case 0: tc->val2[c]+=are; break;
  14655. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14656. case 2: tc->val1[c]-=are; break;
  14657. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14658. case 4: tc->val2[c]-=are; break;
  14659. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14660. case 6: tc->val1[c]+=are; break;
  14661. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14662. }
  14663. }
  14664. }
  14665. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14666. {
  14667. int c,n=4;
  14668. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14669. struct square tc;
  14670. int x=bl->x,y=bl->y;
  14671. skill_brandishspear_first(&tc,dir,x,y);
  14672. skill_brandishspear_dir(&tc,dir,4);
  14673. skill_area_temp[1] = bl->id;
  14674. if(skill_lv > 9){
  14675. for(c=1;c<4;c++){
  14676. map_foreachincell(skill_area_sub,
  14677. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14678. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14679. skill_castend_damage_id);
  14680. }
  14681. }
  14682. if(skill_lv > 6){
  14683. skill_brandishspear_dir(&tc,dir,-1);
  14684. n--;
  14685. }else{
  14686. skill_brandishspear_dir(&tc,dir,-2);
  14687. n-=2;
  14688. }
  14689. if(skill_lv > 3){
  14690. for(c=0;c<5;c++){
  14691. map_foreachincell(skill_area_sub,
  14692. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14693. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14694. skill_castend_damage_id);
  14695. if(skill_lv > 6 && n==3 && c==4){
  14696. skill_brandishspear_dir(&tc,dir,-1);
  14697. n--;c=-1;
  14698. }
  14699. }
  14700. }
  14701. for(c=0;c<10;c++){
  14702. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14703. map_foreachincell(skill_area_sub,
  14704. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14705. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14706. skill_castend_damage_id);
  14707. }
  14708. }
  14709. /*==========================================
  14710. * Weapon Repair [Celest/DracoRPG]
  14711. *------------------------------------------*/
  14712. void skill_repairweapon(struct map_session_data *sd, int idx) {
  14713. int material;
  14714. int materials[4] = { 1002, 998, 999, 756 };
  14715. struct item *item;
  14716. struct map_session_data *target_sd;
  14717. nullpo_retv(sd);
  14718. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14719. return;
  14720. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14721. return;
  14722. if( idx < 0 || idx >= MAX_INVENTORY )
  14723. return; //Invalid index??
  14724. item = &target_sd->status.inventory[idx];
  14725. if( !item->nameid || !item->attribute )
  14726. return; //Again invalid item....
  14727. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14728. clif_item_repaireffect(sd,idx,1);
  14729. return;
  14730. }
  14731. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14732. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14733. else
  14734. material = materials [2]; // Armors consume 1 Steel
  14735. if ( pc_search_inventory(sd,material) < 0 ) {
  14736. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14737. return;
  14738. }
  14739. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14740. item->attribute = 0;/* clear broken state */
  14741. clif_equiplist(target_sd);
  14742. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14743. clif_item_repaireffect(sd,idx,0);
  14744. if( sd != target_sd )
  14745. clif_item_repaireffect(target_sd,idx,0);
  14746. }
  14747. /*==========================================
  14748. * Item Appraisal
  14749. *------------------------------------------*/
  14750. void skill_identify(struct map_session_data *sd, int idx)
  14751. {
  14752. int flag=1;
  14753. nullpo_retv(sd);
  14754. if(idx >= 0 && idx < MAX_INVENTORY) {
  14755. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14756. flag=0;
  14757. sd->status.inventory[idx].identify=1;
  14758. }
  14759. }
  14760. clif_item_identified(sd,idx,flag);
  14761. }
  14762. /*==========================================
  14763. * Weapon Refine [Celest]
  14764. *------------------------------------------*/
  14765. void skill_weaponrefine(struct map_session_data *sd, int idx)
  14766. {
  14767. nullpo_retv(sd);
  14768. if (idx >= 0 && idx < MAX_INVENTORY)
  14769. {
  14770. struct item *item;
  14771. struct item_data *ditem = sd->inventory_data[idx];
  14772. item = &sd->status.inventory[idx];
  14773. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  14774. int i = 0, per;
  14775. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14776. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14777. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14778. return;
  14779. }
  14780. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14781. clif_upgrademessage(sd->fd, 2, item->nameid);
  14782. return;
  14783. }
  14784. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14785. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14786. return;
  14787. }
  14788. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14789. if( sd->class_&JOBL_THIRD )
  14790. per += 10;
  14791. else
  14792. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14793. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14794. if (per > rnd() % 100) {
  14795. int ep=0;
  14796. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14797. item->refine++;
  14798. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14799. if(item->equip) {
  14800. ep = item->equip;
  14801. pc_unequipitem(sd,idx,3);
  14802. }
  14803. clif_delitem(sd,idx,1,3);
  14804. clif_upgrademessage(sd->fd, 0, item->nameid);
  14805. clif_inventorylist(sd);
  14806. clif_refine(sd->fd,0,idx,item->refine);
  14807. if (ep)
  14808. pc_equipitem(sd,idx,ep);
  14809. clif_misceffect(&sd->bl,3);
  14810. if(item->refine == 10 &&
  14811. item->card[0] == CARD0_FORGE &&
  14812. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14813. { // Fame point system [DracoRPG]
  14814. switch(ditem->wlv){
  14815. case 1:
  14816. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14817. break;
  14818. case 2:
  14819. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14820. break;
  14821. case 3:
  14822. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14823. break;
  14824. }
  14825. }
  14826. } else {
  14827. item->refine = 0;
  14828. if(item->equip)
  14829. pc_unequipitem(sd,idx,3);
  14830. clif_upgrademessage(sd->fd, 1, item->nameid);
  14831. clif_refine(sd->fd,1,idx,item->refine);
  14832. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14833. clif_misceffect(&sd->bl,2);
  14834. clif_emotion(&sd->bl, E_OMG);
  14835. }
  14836. }
  14837. }
  14838. }
  14839. /*==========================================
  14840. *
  14841. *------------------------------------------*/
  14842. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  14843. {
  14844. uint16 skill_lv;
  14845. int maxlv=1,lv;
  14846. nullpo_ret(sd);
  14847. skill_lv = sd->menuskill_val;
  14848. lv=pc_checkskill(sd,skill_id);
  14849. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14850. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14851. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14852. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14853. maxlv = 10; //Soul Linker bonus. [Skotlex]
  14854. else if(skill_lv==2) maxlv=1;
  14855. else if(skill_lv==3) maxlv=2;
  14856. else if(skill_lv>=4) maxlv=3;
  14857. }
  14858. else if(skill_id==MG_SOULSTRIKE){
  14859. if(skill_lv==5) maxlv=1;
  14860. else if(skill_lv==6) maxlv=2;
  14861. else if(skill_lv>=7) maxlv=3;
  14862. }
  14863. else if(skill_id==MG_FIREBALL){
  14864. if(skill_lv==8) maxlv=1;
  14865. else if(skill_lv>=9) maxlv=2;
  14866. }
  14867. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14868. else return 0;
  14869. if(maxlv > lv)
  14870. maxlv = lv;
  14871. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14872. skill_get_time(SA_AUTOSPELL,skill_lv));
  14873. return 0;
  14874. }
  14875. /*==========================================
  14876. * Sitting skills functions.
  14877. *------------------------------------------*/
  14878. static int skill_sit_count(struct block_list *bl, va_list ap)
  14879. {
  14880. struct map_session_data *sd;
  14881. int type =va_arg(ap,int);
  14882. sd=(struct map_session_data*)bl;
  14883. if(!pc_issit(sd))
  14884. return 0;
  14885. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14886. return 1;
  14887. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14888. return 1;
  14889. return 0;
  14890. }
  14891. static int skill_sit_in (struct block_list *bl, va_list ap)
  14892. {
  14893. struct map_session_data *sd;
  14894. int type = va_arg(ap,int);
  14895. sd = (struct map_session_data*)bl;
  14896. if(!pc_issit(sd))
  14897. return 0;
  14898. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14899. sd->state.gangsterparadise = 1;
  14900. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  14901. sd->state.rest = 1;
  14902. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14903. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14904. }
  14905. return 0;
  14906. }
  14907. static int skill_sit_out (struct block_list *bl, va_list ap)
  14908. {
  14909. struct map_session_data *sd;
  14910. int type = va_arg(ap,int);
  14911. sd = (struct map_session_data*)bl;
  14912. if(sd->state.gangsterparadise && type&1)
  14913. sd->state.gangsterparadise = 0;
  14914. if(sd->state.rest && type&2) {
  14915. sd->state.rest = 0;
  14916. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14917. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14918. }
  14919. return 0;
  14920. }
  14921. int skill_sit (struct map_session_data *sd, int type)
  14922. {
  14923. int flag = 0;
  14924. int range = 0, lv;
  14925. nullpo_ret(sd);
  14926. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  14927. flag |= 1;
  14928. range = skill_get_splash(RG_GANGSTER, lv);
  14929. }
  14930. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  14931. flag |= 2;
  14932. range = skill_get_splash(TK_HPTIME, lv);
  14933. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  14934. flag |= 2;
  14935. range = skill_get_splash(TK_SPTIME, lv);
  14936. }
  14937. if (type)
  14938. clif_status_load(&sd->bl, SI_SIT, 1);
  14939. else
  14940. clif_status_load(&sd->bl, SI_SIT, 0);
  14941. if (!flag) return 0;
  14942. if(type) {
  14943. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14944. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14945. } else {
  14946. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14947. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14948. }
  14949. return 0;
  14950. }
  14951. /*==========================================
  14952. * Do Forstjoke/Scream effect
  14953. *------------------------------------------*/
  14954. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  14955. {
  14956. struct block_list *src;
  14957. uint16 skill_id,skill_lv;
  14958. unsigned int tick;
  14959. nullpo_ret(bl);
  14960. nullpo_ret(src = va_arg(ap,struct block_list*));
  14961. skill_id = va_arg(ap,int);
  14962. skill_lv = va_arg(ap,int);
  14963. if(!skill_lv)
  14964. return 0;
  14965. tick = va_arg(ap,unsigned int);
  14966. if (src == bl || status_isdead(bl))
  14967. return 0;
  14968. if (bl->type == BL_PC) {
  14969. struct map_session_data *sd = (struct map_session_data *)bl;
  14970. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14971. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14972. }
  14973. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14974. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14975. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14976. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14977. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14978. return 0;
  14979. }
  14980. /**
  14981. * Set map cell flag as skill unit effect
  14982. * @param src Skill unit
  14983. * @param skill_id
  14984. * @param skill_lv
  14985. * @param cell Cell type cell_t
  14986. * @param flag 0/1
  14987. */
  14988. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14989. {
  14990. int range = skill_get_unit_range(skill_id,skill_lv);
  14991. int x, y;
  14992. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  14993. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  14994. map_setcell(src->bl.m, x, y, cell, flag);
  14995. }
  14996. /**
  14997. * Do skill attack area (such splash effect) around the 'first' target.
  14998. * First target will skip skill condition, always receive damage. But,
  14999. * around it, still need target/condition validation by
  15000. * battle_check_target and status_check_skilluse
  15001. * @param bl
  15002. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15003. */
  15004. int skill_attack_area(struct block_list *bl, va_list ap)
  15005. {
  15006. struct block_list *src,*dsrc;
  15007. int atk_type,skill_id,skill_lv,flag,type;
  15008. unsigned int tick;
  15009. if(status_isdead(bl))
  15010. return 0;
  15011. atk_type = va_arg(ap,int);
  15012. src = va_arg(ap,struct block_list*);
  15013. dsrc = va_arg(ap,struct block_list*);
  15014. skill_id = va_arg(ap,int);
  15015. skill_lv = va_arg(ap,int);
  15016. tick = va_arg(ap,unsigned int);
  15017. flag = va_arg(ap,int);
  15018. type = va_arg(ap,int);
  15019. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  15020. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15021. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15022. !status_check_skilluse(NULL, bl, skill_id, 2))
  15023. return 0;
  15024. switch (skill_id) {
  15025. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15026. case NPC_ACIDBREATH:
  15027. case NPC_DARKNESSBREATH:
  15028. case NPC_FIREBREATH:
  15029. case NPC_ICEBREATH:
  15030. case NPC_THUNDERBREATH:
  15031. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15032. default:
  15033. //Area-splash, disable skill animation.
  15034. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15035. }
  15036. }
  15037. /**
  15038. * Clear skill unit group
  15039. * @param bl
  15040. * @param flag &1
  15041. */
  15042. int skill_clear_group(struct block_list *bl, int flag)
  15043. {
  15044. struct unit_data *ud = NULL;
  15045. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15046. int i, count = 0;
  15047. nullpo_ret(bl);
  15048. if (!(ud = unit_bl2ud(bl)))
  15049. return 0;
  15050. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15051. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15052. switch (ud->skillunit[i]->skill_id) {
  15053. case SA_DELUGE:
  15054. case SA_VOLCANO:
  15055. case SA_VIOLENTGALE:
  15056. case SA_LANDPROTECTOR:
  15057. case NJ_SUITON:
  15058. case NJ_KAENSIN:
  15059. if (flag&1)
  15060. group[count++] = ud->skillunit[i];
  15061. break;
  15062. case SO_CLOUD_KILL:
  15063. if( flag&4 )
  15064. group[count++] = ud->skillunit[i];
  15065. break;
  15066. case SO_WARMER:
  15067. if( flag&8 )
  15068. group[count++] = ud->skillunit[i];
  15069. break;
  15070. default:
  15071. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15072. group[count++] = ud->skillunit[i];
  15073. break;
  15074. }
  15075. }
  15076. for (i = 0; i < count; i++)
  15077. skill_delunitgroup(group[i]);
  15078. return count;
  15079. }
  15080. /**
  15081. * Returns the first element field found [Skotlex]
  15082. * @param bl
  15083. * @return skill_unit_group
  15084. */
  15085. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15086. {
  15087. struct unit_data *ud = NULL;
  15088. int i;
  15089. nullpo_ret(bl);
  15090. if (!(ud = unit_bl2ud(bl)))
  15091. return NULL;
  15092. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15093. switch (ud->skillunit[i]->skill_id) {
  15094. case SA_DELUGE:
  15095. case SA_VOLCANO:
  15096. case SA_VIOLENTGALE:
  15097. case SA_LANDPROTECTOR:
  15098. case NJ_SUITON:
  15099. case SO_CLOUD_KILL:
  15100. case SO_WARMER:
  15101. return ud->skillunit[i];
  15102. }
  15103. }
  15104. return NULL;
  15105. }
  15106. /// Graffiti cleaner [Valaris]
  15107. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15108. {
  15109. struct skill_unit *unit = NULL;
  15110. nullpo_ret(bl);
  15111. nullpo_ret(ap);
  15112. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15113. return 0;
  15114. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  15115. skill_delunit(unit);
  15116. return 0;
  15117. }
  15118. /// Greed effect
  15119. int skill_greed(struct block_list *bl, va_list ap)
  15120. {
  15121. struct block_list *src;
  15122. struct map_session_data *sd = NULL;
  15123. struct flooritem_data *fitem = NULL;
  15124. nullpo_ret(bl);
  15125. nullpo_ret(src = va_arg(ap, struct block_list *));
  15126. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15127. pc_takeitem(sd, fitem);
  15128. return 0;
  15129. }
  15130. /// Ranger's Detonator [Jobbie/3CeAM]
  15131. int skill_detonator(struct block_list *bl, va_list ap)
  15132. {
  15133. struct skill_unit *unit = NULL;
  15134. struct block_list *src;
  15135. int unit_id;
  15136. nullpo_ret(bl);
  15137. nullpo_ret(ap);
  15138. src = va_arg(ap,struct block_list *);
  15139. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15140. return 0;
  15141. if( unit->group->src_id != src->id )
  15142. return 0;
  15143. unit_id = unit->group->unit_id;
  15144. switch( unit_id )
  15145. { //List of Hunter and Ranger Traps that can be detonate.
  15146. case UNT_BLASTMINE:
  15147. case UNT_SANDMAN:
  15148. case UNT_CLAYMORETRAP:
  15149. case UNT_TALKIEBOX:
  15150. case UNT_CLUSTERBOMB:
  15151. case UNT_FIRINGTRAP:
  15152. case UNT_ICEBOUNDTRAP:
  15153. switch(unit_id) {
  15154. case UNT_TALKIEBOX:
  15155. clif_talkiebox(bl,unit->group->valstr);
  15156. unit->group->val2 = -1;
  15157. break;
  15158. case UNT_CLAYMORETRAP:
  15159. case UNT_FIRINGTRAP:
  15160. case UNT_ICEBOUNDTRAP:
  15161. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15162. break;
  15163. default:
  15164. 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);
  15165. break;
  15166. }
  15167. clif_changetraplook(bl, UNT_USED_TRAPS);
  15168. unit->group->unit_id = UNT_USED_TRAPS;
  15169. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15170. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15171. break;
  15172. }
  15173. return 0;
  15174. }
  15175. /**
  15176. * Rebellion's Bind Trap explosion
  15177. * @author [Cydh]
  15178. **/
  15179. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15180. struct skill_unit *su = NULL;
  15181. struct block_list *src = NULL;
  15182. nullpo_ret(bl);
  15183. nullpo_ret(ap);
  15184. src = va_arg(ap,struct block_list *);
  15185. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15186. return 0;
  15187. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15188. return 0;
  15189. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15190. clif_changetraplook(bl, UNT_USED_TRAPS);
  15191. su->group->unit_id = UNT_USED_TRAPS;
  15192. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15193. return 1;
  15194. }
  15195. /*==========================================
  15196. * Check new skill unit cell when overlapping in other skill unit cell.
  15197. * Catched skill in cell value pushed to *unit pointer.
  15198. * Set (*alive) to 0 will ends 'new unit' check
  15199. *------------------------------------------*/
  15200. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15201. {
  15202. uint16 skill_id;
  15203. int *alive;
  15204. struct skill_unit *unit;
  15205. skill_id = va_arg(ap,int);
  15206. alive = va_arg(ap,int *);
  15207. unit = (struct skill_unit *)bl;
  15208. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15209. return 0;
  15210. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15211. return 0;
  15212. switch (skill_id) {
  15213. case SA_LANDPROTECTOR:
  15214. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15215. (*alive) = 0;
  15216. skill_delunit(unit);
  15217. return 1;
  15218. }
  15219. //It deletes everything except traps and barriers
  15220. if( (!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP)) ) || unit->group->skill_id == WZ_FIREPILLAR ) {
  15221. skill_delunit(unit);
  15222. return 1;
  15223. }
  15224. break;
  15225. case HW_GANBANTEIN:
  15226. case LG_EARTHDRIVE:
  15227. // Officially songs/dances are removed
  15228. skill_delunit(unit);
  15229. return 1;
  15230. case SA_VOLCANO:
  15231. case SA_DELUGE:
  15232. case SA_VIOLENTGALE:
  15233. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15234. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15235. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15236. if (unit->range <= 0)
  15237. {
  15238. (*alive) = 0;
  15239. return 1;
  15240. }
  15241. /*
  15242. switch (unit->group->skill_id)
  15243. { //These cannot override each other.
  15244. case SA_VOLCANO:
  15245. case SA_DELUGE:
  15246. case SA_VIOLENTGALE:
  15247. (*alive) = 0;
  15248. return 1;
  15249. }
  15250. */
  15251. break;
  15252. case PF_FOGWALL:
  15253. switch(unit->group->skill_id) {
  15254. case SA_VOLCANO: //Can't be placed on top of these
  15255. case SA_VIOLENTGALE:
  15256. (*alive) = 0;
  15257. return 1;
  15258. case SA_DELUGE:
  15259. case NJ_SUITON:
  15260. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15261. (*alive) = 2;
  15262. break;
  15263. }
  15264. break;
  15265. case WZ_ICEWALL:
  15266. case HP_BASILICA:
  15267. case HW_GRAVITATION:
  15268. //These can't be placed on top of themselves (duration can't be refreshed)
  15269. if (unit->group->skill_id == skill_id)
  15270. {
  15271. (*alive) = 0;
  15272. return 1;
  15273. }
  15274. break;
  15275. case GN_CRAZYWEED_ATK:
  15276. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15277. break;
  15278. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15279. skill_delunit(unit);
  15280. return 1;
  15281. }
  15282. break;
  15283. case RL_FIRE_RAIN:
  15284. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15285. skill_delunit(unit);
  15286. return 1;
  15287. }
  15288. break;
  15289. }
  15290. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15291. (*alive) = 0;
  15292. return 1;
  15293. }
  15294. return 0;
  15295. }
  15296. /*==========================================
  15297. *
  15298. *------------------------------------------*/
  15299. int skill_changetarget(struct block_list *bl, va_list ap)
  15300. {
  15301. struct mob_data *md = (struct mob_data *)bl;
  15302. struct unit_data *ud = unit_bl2ud(bl);
  15303. struct block_list *from_bl = va_arg(ap,struct block_list *);
  15304. struct block_list *to_bl = va_arg(ap,struct block_list *);
  15305. if(ud && ud->target == from_bl->id)
  15306. ud->target = to_bl->id;
  15307. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  15308. md->target_id = to_bl->id;
  15309. return 0;
  15310. }
  15311. /*==========================================
  15312. * Splash effect for skill unit 'trap type'.
  15313. * Chance triggered when damaged, timeout, or char step on it.
  15314. *------------------------------------------*/
  15315. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15316. {
  15317. struct block_list *src = va_arg(ap,struct block_list *);
  15318. struct skill_unit *unit = NULL;
  15319. int tick = va_arg(ap,int);
  15320. struct skill_unit_group *sg;
  15321. struct block_list *ss; //Skill src bl
  15322. nullpo_ret(src);
  15323. unit = (struct skill_unit *)src;
  15324. if (!unit || !unit->alive || bl->prev == NULL)
  15325. return 0;
  15326. nullpo_ret(sg = unit->group);
  15327. nullpo_ret(ss = map_id2bl(sg->src_id));
  15328. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15329. return 0;
  15330. switch (sg->unit_id) {
  15331. case UNT_B_TRAP:
  15332. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15333. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15334. break;
  15335. case UNT_SHOCKWAVE:
  15336. case UNT_SANDMAN:
  15337. case UNT_FLASHER:
  15338. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15339. break;
  15340. case UNT_GROUNDDRIFT_WIND:
  15341. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15342. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15343. break;
  15344. case UNT_GROUNDDRIFT_DARK:
  15345. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15346. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15347. break;
  15348. case UNT_GROUNDDRIFT_POISON:
  15349. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15350. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15351. break;
  15352. case UNT_GROUNDDRIFT_WATER:
  15353. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15354. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15355. break;
  15356. case UNT_GROUNDDRIFT_FIRE:
  15357. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15358. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15359. break;
  15360. case UNT_ELECTRICSHOCKER:
  15361. if (bl->id != ss->id) {
  15362. if (status_get_mode(bl)&MD_BOSS)
  15363. break;
  15364. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  15365. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15366. clif_fixpos(bl);
  15367. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15368. }
  15369. }
  15370. break;
  15371. case UNT_MAGENTATRAP:
  15372. case UNT_COBALTTRAP:
  15373. case UNT_MAIZETRAP:
  15374. case UNT_VERDURETRAP:
  15375. if( bl->type != BL_PC && !is_boss(bl) )
  15376. sc_start2(ss,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));
  15377. break;
  15378. case UNT_REVERBERATION:
  15379. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  15380. skill_attack(BF_WEAPON, ss, src, bl, WM_REVERBERATION_MELEE, sg->skill_lv,tick, 0);
  15381. skill_addtimerskill(ss, tick + 200, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, SD_LEVEL);
  15382. }
  15383. break;
  15384. case UNT_FIRINGTRAP:
  15385. case UNT_ICEBOUNDTRAP:
  15386. if( src->id == bl->id ) break;
  15387. if( bl->type == BL_SKILL ) {
  15388. struct skill_unit *su = (struct skill_unit *)bl;
  15389. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15390. break;
  15391. }
  15392. case UNT_CLUSTERBOMB:
  15393. if( ss != bl )
  15394. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15395. break;
  15396. case UNT_CLAYMORETRAP:
  15397. if( src->id == bl->id ) break;
  15398. if( bl->type == BL_SKILL ) {
  15399. struct skill_unit *su = (struct skill_unit *)bl;
  15400. if (!su)
  15401. return 0;
  15402. switch(su->group->unit_id) {
  15403. case UNT_CLAYMORETRAP:
  15404. case UNT_LANDMINE:
  15405. case UNT_BLASTMINE:
  15406. case UNT_SHOCKWAVE:
  15407. case UNT_SANDMAN:
  15408. case UNT_FLASHER:
  15409. case UNT_FREEZINGTRAP:
  15410. case UNT_FIRINGTRAP:
  15411. case UNT_ICEBOUNDTRAP:
  15412. clif_changetraplook(bl, UNT_USED_TRAPS);
  15413. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15414. su->group->unit_id = UNT_USED_TRAPS;
  15415. break;
  15416. }
  15417. }
  15418. default:
  15419. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15420. break;
  15421. }
  15422. return 1;
  15423. }
  15424. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15425. {
  15426. uint16 skill_id, skill_lv;
  15427. struct skill_unit *unit;
  15428. nullpo_ret(bl);
  15429. skill_id = va_arg(ap,int);
  15430. skill_lv = va_arg(ap,int);
  15431. unit = (struct skill_unit *)bl;
  15432. if( unit == NULL || unit->group == NULL )
  15433. return 0;
  15434. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15435. return 0;
  15436. if( unit->group->skill_id == SC_MAELSTROM ) {
  15437. struct block_list *src;
  15438. if( (src = map_id2bl(unit->group->src_id)) ){
  15439. int sp = unit->group->skill_lv * skill_lv;
  15440. if( src->type == BL_PC )
  15441. sp += ((TBL_PC*)src)->status.job_level / 5;
  15442. status_heal(src, 0, sp/2, 1);
  15443. }
  15444. }
  15445. return 0;
  15446. }
  15447. /**
  15448. * Remove current enchanted element for new element
  15449. * @param bl Char
  15450. * @param type New element
  15451. */
  15452. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15453. {
  15454. struct status_change *sc;
  15455. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15456. int i;
  15457. nullpo_retv(bl);
  15458. nullpo_retv(sc= status_get_sc(bl));
  15459. if (!sc->count)
  15460. return;
  15461. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15462. if (type != scs[i] && sc->data[scs[i]])
  15463. status_change_end(bl, scs[i], INVALID_TIMER);
  15464. }
  15465. /**
  15466. * Check camouflage condition
  15467. * @param bl
  15468. * @param sce
  15469. * @return True if near wall; False otherwise
  15470. */
  15471. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15472. {
  15473. bool wall = true;
  15474. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15475. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15476. { //Check for walls.
  15477. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15478. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15479. int i;
  15480. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15481. if( i == 8 )
  15482. wall = false;
  15483. }
  15484. if( sce ) {
  15485. if( !wall ) {
  15486. if( sce->val1 < 3 ) //End cloaking.
  15487. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15488. else if( sce->val4&1 ) { //Remove wall bonus
  15489. sce->val4&=~1;
  15490. status_calc_bl(bl,SCB_SPEED);
  15491. }
  15492. } else {
  15493. if( !(sce->val4&1) ) { //Add wall speed bonus
  15494. sce->val4|=1;
  15495. status_calc_bl(bl,SCB_SPEED);
  15496. }
  15497. }
  15498. }
  15499. return wall;
  15500. }
  15501. /** Check Shadow Form on the target
  15502. * @param bl: Target
  15503. * @param damage: Damage amount
  15504. * @param hit
  15505. * @return true - in Shadow Form state; false - otherwise
  15506. */
  15507. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15508. {
  15509. struct status_change *sc;
  15510. nullpo_retr(false,bl);
  15511. if (!damage)
  15512. return false;
  15513. sc = status_get_sc(bl);
  15514. if( sc && sc->data[SC__SHADOWFORM] ) {
  15515. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15516. if( !src || src->m != bl->m ) {
  15517. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15518. return false;
  15519. }
  15520. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15521. if( src->type == BL_PC )
  15522. ((TBL_PC*)src)->shadowform_id = 0;
  15523. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15524. return false;
  15525. }
  15526. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15527. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15528. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15529. if( src->type == BL_PC )
  15530. ((TBL_PC*)src)->shadowform_id = 0;
  15531. }
  15532. return true;
  15533. }
  15534. return false;
  15535. }
  15536. /**
  15537. * Check camouflage condition
  15538. * @param bl
  15539. * @param sce
  15540. * @return True if near wall; False otherwise
  15541. * @TODO: Seems wrong
  15542. */
  15543. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15544. {
  15545. bool wall = true;
  15546. if( bl->type == BL_PC ) { //Check for walls.
  15547. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15548. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15549. int i;
  15550. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15551. if( i == 8 )
  15552. wall = false;
  15553. }
  15554. if( sce ) {
  15555. if( !wall ) {
  15556. if( sce->val1 == 1 ) //End camouflage.
  15557. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15558. }
  15559. status_calc_bl(bl,SCB_SPEED);
  15560. }
  15561. return wall;
  15562. }
  15563. /**
  15564. * Initialize new skill unit for skill unit group.
  15565. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15566. * @param group Skill unit group
  15567. * @param idx
  15568. * @param x
  15569. * @param y
  15570. * @param val1
  15571. * @param val2
  15572. */
  15573. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15574. {
  15575. struct skill_unit *unit;
  15576. nullpo_retr(NULL, group);
  15577. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15578. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15579. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15580. return unit;
  15581. if(!unit->alive)
  15582. group->alive_count++;
  15583. unit->bl.id = map_get_new_object_id();
  15584. unit->bl.type = BL_SKILL;
  15585. unit->bl.m = group->map;
  15586. unit->bl.x = x;
  15587. unit->bl.y = y;
  15588. unit->group = group;
  15589. unit->alive = 1;
  15590. unit->val1 = val1;
  15591. unit->val2 = val2;
  15592. // Stores new skill unit
  15593. idb_put(skillunit_db, unit->bl.id, unit);
  15594. map_addiddb(&unit->bl);
  15595. if(map_addblock(&unit->bl))
  15596. return NULL;
  15597. // Perform oninit actions
  15598. switch (group->skill_id) {
  15599. case WZ_ICEWALL:
  15600. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15601. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15602. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15603. break;
  15604. case SA_LANDPROTECTOR:
  15605. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15606. break;
  15607. case HP_BASILICA:
  15608. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15609. break;
  15610. case SC_MAELSTROM:
  15611. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15612. break;
  15613. default:
  15614. if (group->state.song_dance&0x1) //Check for dissonance.
  15615. skill_dance_overlap(unit, 1);
  15616. break;
  15617. }
  15618. clif_getareachar_skillunit(&unit->bl, unit, AREA, 0);
  15619. return unit;
  15620. }
  15621. /**
  15622. * Remove unit
  15623. * @param unit
  15624. */
  15625. int skill_delunit(struct skill_unit* unit)
  15626. {
  15627. struct skill_unit_group *group;
  15628. nullpo_ret(unit);
  15629. if( !unit->alive )
  15630. return 0;
  15631. unit->alive = 0;
  15632. nullpo_ret(group = unit->group);
  15633. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15634. skill_dance_overlap(unit, 0);
  15635. // invoke onout event
  15636. if( !unit->range )
  15637. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15638. // perform ondelete actions
  15639. switch (group->skill_id) {
  15640. case HT_ANKLESNARE: {
  15641. struct block_list* target = map_id2bl(group->val2);
  15642. if( target )
  15643. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  15644. }
  15645. break;
  15646. case WZ_ICEWALL:
  15647. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15648. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15649. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15650. break;
  15651. case SA_LANDPROTECTOR:
  15652. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15653. break;
  15654. case HP_BASILICA:
  15655. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15656. break;
  15657. case RA_ELECTRICSHOCKER: {
  15658. struct block_list* target = map_id2bl(group->val2);
  15659. if( target )
  15660. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15661. }
  15662. break;
  15663. case SC_MAELSTROM:
  15664. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15665. break;
  15666. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15667. if( group->val2 ) { // Someone Traped
  15668. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15669. if( tsc && tsc->data[SC__MANHOLE] )
  15670. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15671. }
  15672. break;
  15673. }
  15674. clif_skill_delunit(unit);
  15675. unit->group=NULL;
  15676. map_delblock(&unit->bl); // don't free yet
  15677. map_deliddb(&unit->bl);
  15678. idb_remove(skillunit_db, unit->bl.id);
  15679. if(--group->alive_count==0)
  15680. skill_delunitgroup(group);
  15681. return 0;
  15682. }
  15683. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15684. /// Returns the target skill_unit_group or NULL if not found.
  15685. struct skill_unit_group* skill_id2group(int group_id) {
  15686. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  15687. }
  15688. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  15689. /**
  15690. * Returns a new group_id that isn't being used in skillunit_group_db.
  15691. * Fatal error if nothing is available.
  15692. */
  15693. static int skill_get_new_group_id(void)
  15694. {
  15695. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  15696. return skill_unit_group_newid++;// available
  15697. {// find next id
  15698. int base_id = skill_unit_group_newid;
  15699. while( base_id != ++skill_unit_group_newid )
  15700. {
  15701. if( skill_unit_group_newid < MAX_SKILL )
  15702. skill_unit_group_newid = MAX_SKILL;
  15703. if( skill_id2group(skill_unit_group_newid) == NULL )
  15704. return skill_unit_group_newid++;// available
  15705. }
  15706. // full loop, nothing available
  15707. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15708. exit(1);
  15709. }
  15710. }
  15711. /**
  15712. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  15713. * @param src Object that cast the skill
  15714. * @param count How many 'cells' used that needed. Related with skill layout
  15715. * @param skill_id ID of used skill
  15716. * @param skill_lv Skill level of used skill
  15717. * @param unit_id Unit ID (look at skill_unit_db.txt)
  15718. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  15719. * @param interval Time interval
  15720. * @return skill_unit_group
  15721. */
  15722. 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)
  15723. {
  15724. struct unit_data* ud = unit_bl2ud( src );
  15725. struct skill_unit_group* group;
  15726. int i;
  15727. if(!(skill_id && skill_lv)) return 0;
  15728. nullpo_retr(NULL, src);
  15729. nullpo_retr(NULL, ud);
  15730. // Find a free spot to store the new unit group
  15731. // TODO: Make this flexible maybe by changing this fixed array?
  15732. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15733. if(i == MAX_SKILLUNITGROUP) {
  15734. // Array is full, make room by discarding oldest group
  15735. int j = 0;
  15736. unsigned maxdiff = 0, tick = gettick();
  15737. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15738. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  15739. if(x > maxdiff){
  15740. maxdiff = x;
  15741. j = i;
  15742. }
  15743. }
  15744. skill_delunitgroup(ud->skillunit[j]);
  15745. // Since elements must have shifted, we use the last slot.
  15746. i = MAX_SKILLUNITGROUP-1;
  15747. }
  15748. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15749. group->src_id = src->id;
  15750. group->party_id = status_get_party_id(src);
  15751. group->guild_id = status_get_guild_id(src);
  15752. group->bg_id = bg_team_get_id(src);
  15753. group->group_id = skill_get_new_group_id();
  15754. group->link_group_id = 0;
  15755. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15756. group->unit_count = count;
  15757. group->alive_count = 0;
  15758. group->val1 = 0;
  15759. group->val2 = 0;
  15760. group->val3 = 0;
  15761. group->skill_id = skill_id;
  15762. group->skill_lv = skill_lv;
  15763. group->unit_id = unit_id;
  15764. group->map = src->m;
  15765. group->limit = limit;
  15766. group->interval = interval;
  15767. group->tick = gettick();
  15768. group->valstr = NULL;
  15769. ud->skillunit[i] = group;
  15770. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15771. group->tick += 1500;
  15772. // Stores this new group to DBMap
  15773. idb_put(skillunit_group_db, group->group_id, group);
  15774. return group;
  15775. }
  15776. /**
  15777. * Remove skill unit group
  15778. * @param group
  15779. * @param file
  15780. * @param line
  15781. * @param *func
  15782. */
  15783. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15784. {
  15785. struct block_list* src;
  15786. struct unit_data *ud;
  15787. short i, j;
  15788. int link_group_id;
  15789. if( group == NULL ) {
  15790. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15791. return 0;
  15792. }
  15793. src = map_id2bl(group->src_id);
  15794. ud = unit_bl2ud(src);
  15795. if (!src || !ud) {
  15796. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15797. return 0;
  15798. }
  15799. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15800. switch( group->skill_id ) {
  15801. case BA_DISSONANCE:
  15802. case BA_POEMBRAGI:
  15803. case BA_WHISTLE:
  15804. case BA_ASSASSINCROSS:
  15805. case BA_APPLEIDUN:
  15806. case DC_UGLYDANCE:
  15807. case DC_HUMMING:
  15808. case DC_DONTFORGETME:
  15809. case DC_FORTUNEKISS:
  15810. case DC_SERVICEFORYOU:
  15811. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15812. break;
  15813. }
  15814. }
  15815. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  15816. struct status_change* sc = status_get_sc(src);
  15817. if (sc && sc->data[SC_DANCING]) {
  15818. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15819. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15820. }
  15821. }
  15822. // End SC from the master when the skill group is deleted
  15823. i = SC_NONE;
  15824. switch (group->unit_id) {
  15825. case UNT_GOSPEL: i = SC_GOSPEL; break;
  15826. case UNT_BASILICA: i = SC_BASILICA; break;
  15827. }
  15828. if (i != SC_NONE) {
  15829. struct status_change *sc = status_get_sc(src);
  15830. if (sc && sc->data[i]) {
  15831. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  15832. status_change_end(src, (sc_type)i, INVALID_TIMER);
  15833. }
  15834. }
  15835. switch( group->skill_id ) {
  15836. case SG_SUN_WARM:
  15837. case SG_MOON_WARM:
  15838. case SG_STAR_WARM:
  15839. {
  15840. struct status_change *sc = NULL;
  15841. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15842. sc->data[SC_WARM]->val4 = 0;
  15843. status_change_end(src, SC_WARM, INVALID_TIMER);
  15844. }
  15845. }
  15846. break;
  15847. case NC_NEUTRALBARRIER:
  15848. {
  15849. struct status_change *sc = NULL;
  15850. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15851. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15852. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15853. }
  15854. }
  15855. break;
  15856. case NC_STEALTHFIELD:
  15857. {
  15858. struct status_change *sc = NULL;
  15859. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  15860. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  15861. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  15862. }
  15863. }
  15864. break;
  15865. case LG_BANDING:
  15866. {
  15867. struct status_change *sc = NULL;
  15868. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  15869. sc->data[SC_BANDING]->val4 = 0;
  15870. status_change_end(src,SC_BANDING,INVALID_TIMER);
  15871. }
  15872. }
  15873. break;
  15874. }
  15875. if (src->type==BL_PC && group->state.ammo_consume)
  15876. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  15877. group->alive_count=0;
  15878. // remove all unit cells
  15879. if(group->unit != NULL)
  15880. for( i = 0; i < group->unit_count; i++ )
  15881. skill_delunit(&group->unit[i]);
  15882. // clear Talkie-box string
  15883. if( group->valstr != NULL ) {
  15884. aFree(group->valstr);
  15885. group->valstr = NULL;
  15886. }
  15887. idb_remove(skillunit_group_db, group->group_id);
  15888. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  15889. group->unit = NULL;
  15890. group->group_id = 0;
  15891. group->unit_count = 0;
  15892. link_group_id = group->link_group_id;
  15893. group->link_group_id = 0;
  15894. // locate this group, swap with the last entry and delete it
  15895. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  15896. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  15897. j--;
  15898. if( i < MAX_SKILLUNITGROUP ) {
  15899. ud->skillunit[i] = ud->skillunit[j];
  15900. ud->skillunit[j] = NULL;
  15901. ers_free(skill_unit_ers, group);
  15902. } else
  15903. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15904. if(link_group_id) {
  15905. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  15906. if(group_cur)
  15907. skill_delunitgroup(group_cur);
  15908. }
  15909. return 1;
  15910. }
  15911. /**
  15912. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  15913. * @param src
  15914. */
  15915. void skill_clear_unitgroup(struct block_list *src)
  15916. {
  15917. struct unit_data *ud;
  15918. nullpo_retv(src);
  15919. nullpo_retv((ud = unit_bl2ud(src)));
  15920. while (ud->skillunit[0])
  15921. skill_delunitgroup(ud->skillunit[0]);
  15922. }
  15923. /**
  15924. * Search tickset for skill unit in skill unit group
  15925. * @param bl Block List for skill_unit
  15926. * @param group Skill unit group
  15927. * @param tick
  15928. * @return skill_unit_group_tickset if found
  15929. */
  15930. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  15931. {
  15932. int i, j = -1, s, id;
  15933. struct unit_data *ud;
  15934. struct skill_unit_group_tickset *set;
  15935. nullpo_ret(bl);
  15936. if (group->interval == -1)
  15937. return NULL;
  15938. ud = unit_bl2ud(bl);
  15939. if (!ud)
  15940. return NULL;
  15941. set = ud->skillunittick;
  15942. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  15943. id = s = group->skill_id;
  15944. else
  15945. id = s = group->group_id;
  15946. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15947. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15948. if (set[k].id == id)
  15949. return &set[k];
  15950. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15951. j=k;
  15952. }
  15953. if (j == -1) {
  15954. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15955. j = id % MAX_SKILLUNITGROUPTICKSET;
  15956. }
  15957. set[j].id = id;
  15958. set[j].tick = tick;
  15959. return &set[j];
  15960. }
  15961. /*==========================================
  15962. * Check for validity skill unit that triggered by skill_unit_timer_sub
  15963. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  15964. *------------------------------------------*/
  15965. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  15966. {
  15967. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15968. struct skill_unit_group* group = NULL;
  15969. unsigned int tick = va_arg(ap,unsigned int);
  15970. nullpo_ret(unit);
  15971. if( !unit->alive || bl->prev == NULL )
  15972. return 0;
  15973. nullpo_ret(group = unit->group);
  15974. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  15975. return 0; //AoE skills are ineffective. [Skotlex]
  15976. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15977. return 0;
  15978. skill_unit_onplace_timer(unit,bl,tick);
  15979. return 1;
  15980. }
  15981. /**
  15982. * @see DBApply
  15983. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  15984. */
  15985. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15986. {
  15987. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  15988. struct skill_unit_group* group = NULL;
  15989. unsigned int tick = va_arg(ap,unsigned int);
  15990. bool dissonance;
  15991. struct block_list* bl = &unit->bl;
  15992. nullpo_ret(unit);
  15993. if( !unit->alive )
  15994. return 0;
  15995. nullpo_ret(group = unit->group);
  15996. // Check for expiration
  15997. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  15998. {// skill unit expired (inlined from skill_unit_onlimit())
  15999. switch( group->unit_id ) {
  16000. case UNT_BLASTMINE:
  16001. #ifdef RENEWAL
  16002. case UNT_CLAYMORETRAP:
  16003. #endif
  16004. case UNT_GROUNDDRIFT_WIND:
  16005. case UNT_GROUNDDRIFT_DARK:
  16006. case UNT_GROUNDDRIFT_POISON:
  16007. case UNT_GROUNDDRIFT_WATER:
  16008. case UNT_GROUNDDRIFT_FIRE:
  16009. group->unit_id = UNT_USED_TRAPS;
  16010. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16011. group->limit=DIFF_TICK(tick+1500,group->tick);
  16012. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16013. break;
  16014. case UNT_ANKLESNARE:
  16015. case UNT_ELECTRICSHOCKER:
  16016. if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { //Used Trap doesn't return back to item
  16017. skill_delunit(unit);
  16018. break;
  16019. }
  16020. case UNT_SKIDTRAP:
  16021. case UNT_LANDMINE:
  16022. case UNT_SHOCKWAVE:
  16023. case UNT_SANDMAN:
  16024. case UNT_FLASHER:
  16025. case UNT_FREEZINGTRAP:
  16026. #ifndef RENEWAL
  16027. case UNT_CLAYMORETRAP:
  16028. #endif
  16029. case UNT_TALKIEBOX:
  16030. case UNT_CLUSTERBOMB:
  16031. case UNT_MAGENTATRAP:
  16032. case UNT_COBALTTRAP:
  16033. case UNT_MAIZETRAP:
  16034. case UNT_VERDURETRAP:
  16035. case UNT_FIRINGTRAP:
  16036. case UNT_ICEBOUNDTRAP:
  16037. {
  16038. struct block_list* src;
  16039. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16040. { // revert unit back into a trap
  16041. struct item item_tmp;
  16042. memset(&item_tmp,0,sizeof(item_tmp));
  16043. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16044. item_tmp.identify = 1;
  16045. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  16046. }
  16047. skill_delunit(unit);
  16048. }
  16049. break;
  16050. case UNT_WARP_ACTIVE:
  16051. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16052. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16053. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16054. // restart timers
  16055. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16056. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16057. // apply effect to all units standing on it
  16058. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16059. break;
  16060. case UNT_CALLFAMILY:
  16061. {
  16062. struct map_session_data *sd = NULL;
  16063. if(group->val1) {
  16064. sd = map_charid2sd(group->val1);
  16065. group->val1 = 0;
  16066. if (sd && !map[sd->bl.m].flag.nowarp)
  16067. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16068. }
  16069. if(group->val2) {
  16070. sd = map_charid2sd(group->val2);
  16071. group->val2 = 0;
  16072. if (sd && !map[sd->bl.m].flag.nowarp)
  16073. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16074. }
  16075. skill_delunit(unit);
  16076. }
  16077. break;
  16078. case UNT_REVERBERATION:
  16079. case UNT_NETHERWORLD:
  16080. if( unit->val1 <= 0 ) { // If it was deactivated.
  16081. skill_delunit(unit);
  16082. break;
  16083. }
  16084. clif_changetraplook(bl,UNT_USED_TRAPS);
  16085. if (group->unit_id == UNT_REVERBERATION)
  16086. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16087. group->limit = DIFF_TICK(tick,group->tick) + 1500;
  16088. unit->limit = DIFF_TICK(tick,group->tick) + 1500;
  16089. group->unit_id = UNT_USED_TRAPS;
  16090. break;
  16091. case UNT_FEINTBOMB: {
  16092. struct block_list *src = map_id2bl(group->src_id);
  16093. struct status_change *sc;
  16094. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  16095. 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);
  16096. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  16097. }
  16098. skill_delunit(unit);
  16099. }
  16100. break;
  16101. case UNT_BANDING:
  16102. {
  16103. struct block_list *src = map_id2bl(group->src_id);
  16104. struct status_change *sc;
  16105. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16106. skill_delunit(unit);
  16107. break;
  16108. }
  16109. // This unit isn't removed while SC_BANDING is active.
  16110. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16111. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16112. }
  16113. break;
  16114. case UNT_B_TRAP:
  16115. {
  16116. struct block_list* src;
  16117. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16118. struct item item_tmp;
  16119. memset(&item_tmp, 0, sizeof(item_tmp));
  16120. item_tmp.nameid = group->item_id;
  16121. item_tmp.identify = 1;
  16122. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4);
  16123. }
  16124. skill_delunit(unit);
  16125. }
  16126. break;
  16127. default:
  16128. skill_delunit(unit);
  16129. }
  16130. } else {// skill unit is still active
  16131. switch( group->unit_id ) {
  16132. case UNT_ICEWALL:
  16133. // icewall loses 50 hp every second
  16134. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16135. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16136. unit->limit = DIFF_TICK(tick+700,group->tick);
  16137. break;
  16138. case UNT_BLASTMINE:
  16139. case UNT_SKIDTRAP:
  16140. case UNT_LANDMINE:
  16141. case UNT_SHOCKWAVE:
  16142. case UNT_SANDMAN:
  16143. case UNT_FLASHER:
  16144. case UNT_CLAYMORETRAP:
  16145. case UNT_FREEZINGTRAP:
  16146. case UNT_TALKIEBOX:
  16147. case UNT_ANKLESNARE:
  16148. case UNT_B_TRAP:
  16149. if( unit->val1 <= 0 ) {
  16150. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16151. skill_delunit(unit);
  16152. else {
  16153. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16154. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16155. group->unit_id = UNT_USED_TRAPS;
  16156. }
  16157. }
  16158. break;
  16159. case UNT_REVERBERATION:
  16160. if (unit->val1 <= 0)
  16161. unit->limit = DIFF_TICK(tick, group->tick) + 700;
  16162. break;
  16163. case UNT_NETHERWORLD:
  16164. if (unit->val1 <= 0) {
  16165. clif_changetraplook(bl,UNT_USED_TRAPS);
  16166. group->limit = DIFF_TICK(tick,group->tick)+1000;
  16167. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  16168. group->unit_id = UNT_USED_TRAPS;
  16169. }
  16170. break;
  16171. case UNT_WALLOFTHORN:
  16172. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16173. skill_delunitgroup(group);
  16174. break;
  16175. }
  16176. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16177. skill_delunit(unit);
  16178. break;
  16179. }
  16180. }
  16181. //Don't continue if unit or even group is expired and has been deleted.
  16182. if( !group || !unit->alive )
  16183. return 0;
  16184. dissonance = skill_dance_switch(unit, 0);
  16185. if( unit->range >= 0 && group->interval != -1 )
  16186. {
  16187. if( battle_config.skill_wall_check )
  16188. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16189. else
  16190. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16191. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16192. group->unit_id = UNT_USED_TRAPS;
  16193. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16194. unit->range = -1; //Disable processed cell.
  16195. if (--group->val1 <= 0) { // number of live cells
  16196. //All tiles were processed, disable skill.
  16197. group->target_flag=BCT_NOONE;
  16198. group->bl_flag= BL_NUL;
  16199. }
  16200. }
  16201. }
  16202. if( dissonance )
  16203. skill_dance_switch(unit, 1);
  16204. return 0;
  16205. }
  16206. /*==========================================
  16207. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16208. *------------------------------------------*/
  16209. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16210. {
  16211. map_freeblock_lock();
  16212. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16213. map_freeblock_unlock();
  16214. return 0;
  16215. }
  16216. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16217. /*==========================================
  16218. * flag :
  16219. * 1 : store that skill_unit in array
  16220. * 2 : clear that skill_unit
  16221. * 4 : call_on_left
  16222. *------------------------------------------*/
  16223. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16224. {
  16225. struct skill_unit* unit = (struct skill_unit *)bl;
  16226. struct skill_unit_group* group = NULL;
  16227. struct block_list* target = va_arg(ap,struct block_list*);
  16228. unsigned int tick = va_arg(ap,unsigned int);
  16229. int flag = va_arg(ap,int);
  16230. bool dissonance;
  16231. uint16 skill_id;
  16232. int i;
  16233. nullpo_ret(unit);
  16234. nullpo_ret(target);
  16235. if( !unit->alive || target->prev == NULL )
  16236. return 0;
  16237. nullpo_ret(group = unit->group);
  16238. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  16239. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16240. dissonance = skill_dance_switch(unit, 0);
  16241. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16242. skill_id = unit->group->skill_id;
  16243. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16244. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16245. if( dissonance ) {
  16246. skill_dance_switch(unit, 1);
  16247. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16248. }
  16249. return 0;
  16250. }
  16251. //Target-type check.
  16252. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16253. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16254. if( flag&1 ) {
  16255. if( flag&2 ) { //Clear this skill id.
  16256. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16257. if( i < ARRAYLENGTH(skill_unit_temp) )
  16258. skill_unit_temp[i] = 0;
  16259. }
  16260. } else {
  16261. if( flag&2 ) { //Store this skill id.
  16262. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16263. if( i < ARRAYLENGTH(skill_unit_temp) )
  16264. skill_unit_temp[i] = skill_id;
  16265. else
  16266. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16267. }
  16268. }
  16269. if( flag&4 )
  16270. skill_unit_onleft(skill_id,target,tick);
  16271. }
  16272. if( dissonance )
  16273. skill_dance_switch(unit, 1);
  16274. return 0;
  16275. } else {
  16276. if( flag&1 ) {
  16277. int result = skill_unit_onplace(unit,target,tick);
  16278. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16279. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16280. if( i < ARRAYLENGTH(skill_unit_temp) )
  16281. skill_unit_temp[i] = 0;
  16282. }
  16283. } else {
  16284. int result = skill_unit_onout(unit,target,tick);
  16285. if( flag&2 && result ) { //Store this unit id.
  16286. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16287. if( i < ARRAYLENGTH(skill_unit_temp) )
  16288. skill_unit_temp[i] = skill_id;
  16289. else
  16290. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16291. }
  16292. }
  16293. //TODO: Normally, this is dangerous since the unit and group could be freed
  16294. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16295. //cells do not get deleted within them. [Skotlex]
  16296. if( dissonance )
  16297. skill_dance_switch(unit, 1);
  16298. if( flag&4 )
  16299. skill_unit_onleft(skill_id,target,tick);
  16300. return 1;
  16301. }
  16302. }
  16303. /*==========================================
  16304. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16305. * Flag values:
  16306. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16307. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16308. * units to figure out when they have left a group.
  16309. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16310. *------------------------------------------*/
  16311. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16312. {
  16313. nullpo_ret(bl);
  16314. if( bl->prev == NULL )
  16315. return 0;
  16316. if( flag&2 && !(flag&1) ) //Onout, clear data
  16317. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16318. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16319. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16320. int i;
  16321. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16322. if( skill_unit_temp[i] )
  16323. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16324. }
  16325. return 0;
  16326. }
  16327. /*==========================================
  16328. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16329. * @param bl Skill unit
  16330. * @param m Map
  16331. * @param dx
  16332. * @param dy
  16333. *------------------------------------------*/
  16334. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16335. unsigned int tick = gettick();
  16336. struct skill_unit *su;
  16337. if (bl->type != BL_SKILL)
  16338. return;
  16339. if (!(su = (struct skill_unit *)bl))
  16340. return;
  16341. if (!su->alive)
  16342. return;
  16343. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16344. return; //Ensembles may not be moved around.
  16345. if (!bl->prev) {
  16346. bl->x = dx;
  16347. bl->y = dy;
  16348. return;
  16349. }
  16350. map_moveblock(bl, dx, dy, tick);
  16351. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16352. clif_getareachar_skillunit(bl, su, AREA, 0);
  16353. return;
  16354. }
  16355. /**
  16356. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16357. * @param group Skill Group
  16358. * @param m Map
  16359. * @param dx
  16360. * @param dy
  16361. */
  16362. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16363. {
  16364. int i, j;
  16365. unsigned int tick = gettick();
  16366. int *m_flag;
  16367. struct skill_unit *unit1;
  16368. struct skill_unit *unit2;
  16369. if (group == NULL)
  16370. return;
  16371. if (group->unit_count <= 0)
  16372. return;
  16373. if (group->unit == NULL)
  16374. return;
  16375. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16376. return; //Ensembles may not be moved around.
  16377. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16378. // m_flag
  16379. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16380. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16381. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16382. // 3: Both 1+2.
  16383. for(i = 0; i < group->unit_count; i++) {
  16384. unit1 =& group->unit[i];
  16385. if (!unit1->alive || unit1->bl.m != m)
  16386. continue;
  16387. for(j = 0; j < group->unit_count; j++) {
  16388. unit2 = &group->unit[j];
  16389. if (!unit2->alive)
  16390. continue;
  16391. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16392. m_flag[i] |= 0x1;
  16393. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16394. m_flag[i] |= 0x2;
  16395. }
  16396. }
  16397. j = 0;
  16398. for (i = 0; i < group->unit_count; i++) {
  16399. unit1 = &group->unit[i];
  16400. if (!unit1->alive)
  16401. continue;
  16402. if (!(m_flag[i]&0x2)) {
  16403. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16404. skill_dance_overlap(unit1, 0);
  16405. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16406. }
  16407. //Move Cell using "smart" criteria (avoid useless moving around)
  16408. switch(m_flag[i]) {
  16409. case 0:
  16410. //Cell moves independently, safely move it.
  16411. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16412. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16413. break;
  16414. case 1:
  16415. //Cell moves unto another cell, look for a replacement cell that won't collide
  16416. //and has no cell moving into it (flag == 2)
  16417. for(; j < group->unit_count; j++) {
  16418. int dx2, dy2;
  16419. if(m_flag[j] != 2 || !group->unit[j].alive)
  16420. continue;
  16421. //Move to where this cell would had moved.
  16422. unit2 = &group->unit[j];
  16423. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16424. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16425. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16426. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16427. j++; //Skip this cell as we have used it.
  16428. break;
  16429. }
  16430. break;
  16431. case 2:
  16432. case 3:
  16433. break; //Don't move the cell as a cell will end on this tile anyway.
  16434. }
  16435. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16436. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16437. skill_dance_overlap(unit1, 1);
  16438. clif_getareachar_skillunit(&unit1->bl, unit1, AREA, 0);
  16439. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16440. }
  16441. }
  16442. aFree(m_flag);
  16443. }
  16444. /**
  16445. * Checking product requirement in player's inventory.
  16446. * Checking if player has the item or not, the amount, and the weight limit.
  16447. * @param sd Player
  16448. * @param nameid Product requested
  16449. * @param trigger Trigger criteria to match will 'ItemLv'
  16450. * @param qty Amount of item will be created
  16451. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16452. */
  16453. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16454. {
  16455. short i, j;
  16456. nullpo_ret(sd);
  16457. if (!nameid || !itemdb_exists(nameid))
  16458. return 0;
  16459. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16460. if (skill_produce_db[i].nameid == nameid) {
  16461. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16462. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16463. continue; // must iterate again to check other skills that produce it. [malufett]
  16464. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16465. continue; // special case
  16466. break;
  16467. }
  16468. }
  16469. if (i >= MAX_SKILL_PRODUCE_DB)
  16470. return 0;
  16471. // Cannot carry the produced stuff
  16472. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16473. return 0;
  16474. // Matching the requested produce list
  16475. if (trigger >= 0) {
  16476. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16477. if (skill_produce_db[i].itemlv != trigger)
  16478. return 0;
  16479. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16480. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16481. return 0;
  16482. } else { // Weapon (itemlv must be higher or equal)
  16483. if (skill_produce_db[i].itemlv > trigger)
  16484. return 0;
  16485. }
  16486. }
  16487. // Check on player's inventory
  16488. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16489. unsigned short nameid_produce;
  16490. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16491. continue;
  16492. if (skill_produce_db[i].mat_amount[j] == 0) {
  16493. if (pc_search_inventory(sd,nameid_produce) < 0)
  16494. return 0;
  16495. } else {
  16496. unsigned short idx, amt;
  16497. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16498. if (sd->status.inventory[idx].nameid == nameid_produce)
  16499. amt += sd->status.inventory[idx].amount;
  16500. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16501. return 0;
  16502. }
  16503. }
  16504. return i + 1;
  16505. }
  16506. /**
  16507. * Attempt to produce an item
  16508. * @param sd Player
  16509. * @param skill_id Skill used
  16510. * @param nameid Requested product
  16511. * @param slot1
  16512. * @param slot2
  16513. * @param slot3
  16514. * @param qty Amount of requested item
  16515. * @return True is success, False if failed
  16516. */
  16517. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty)
  16518. {
  16519. int slot[3];
  16520. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16521. int num = -1; // exclude the recipe
  16522. struct status_data *status;
  16523. struct item_data* data;
  16524. nullpo_ret(sd);
  16525. status = status_get_status_data(&sd->bl);
  16526. if( sd->skill_id_old == skill_id )
  16527. skill_lv = sd->skill_lv_old;
  16528. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16529. return false;
  16530. idx--;
  16531. if (qty < 1)
  16532. qty = 1;
  16533. if (!skill_id) //A skill can be specified for some override cases.
  16534. skill_id = skill_produce_db[idx].req_skill;
  16535. if( skill_id == GC_RESEARCHNEWPOISON )
  16536. skill_id = GC_CREATENEWPOISON;
  16537. slot[0] = slot1;
  16538. slot[1] = slot2;
  16539. slot[2] = slot3;
  16540. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16541. short j;
  16542. if (slot[i] <= 0)
  16543. continue;
  16544. j = pc_search_inventory(sd,slot[i]);
  16545. if (j < 0)
  16546. continue;
  16547. if (slot[i] == ITEMID_STAR_CRUMB) {
  16548. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16549. sc++;
  16550. }
  16551. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16552. static const int ele_table[4] = { 3, 1, 4, 2 };
  16553. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16554. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16555. }
  16556. }
  16557. if (skill_id == RK_RUNEMASTERY) {
  16558. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16559. data = itemdb_search(nameid);
  16560. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16561. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16562. else temp_qty = 1;
  16563. if (data->stack.inventory) {
  16564. for (i = 0; i < MAX_INVENTORY; i++) {
  16565. if (sd->status.inventory[i].nameid == nameid) {
  16566. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16567. clif_msgtable(sd->fd,RUNE_CANT_CREATE);
  16568. return 0;
  16569. } else {
  16570. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16571. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16572. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16573. }
  16574. break;
  16575. }
  16576. }
  16577. }
  16578. qty = temp_qty;
  16579. }
  16580. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16581. short id, x, j;
  16582. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16583. continue;
  16584. num++;
  16585. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16586. do {
  16587. int y = 0;
  16588. j = pc_search_inventory(sd,id);
  16589. if (j >= 0) {
  16590. y = sd->status.inventory[j].amount;
  16591. if (y > x)
  16592. y = x;
  16593. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16594. } else {
  16595. ShowError("skill_produce_mix: material item error\n");
  16596. return false;
  16597. }
  16598. x -= y;
  16599. } while( j >= 0 && x > 0 );
  16600. }
  16601. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16602. wlv = itemdb_wlv(nameid);
  16603. if (!equip) {
  16604. switch (skill_id) {
  16605. case BS_IRON:
  16606. case BS_STEEL:
  16607. case BS_ENCHANTEDSTONE:
  16608. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16609. i = pc_checkskill(sd,skill_id);
  16610. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16611. switch (nameid) {
  16612. case ITEMID_IRON:
  16613. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16614. break;
  16615. case ITEMID_STEEL:
  16616. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16617. break;
  16618. case ITEMID_STAR_CRUMB:
  16619. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16620. break;
  16621. default: // Enchanted Stones
  16622. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16623. break;
  16624. }
  16625. break;
  16626. case ASC_CDP:
  16627. make_per = (2000 + 40*status->dex + 20*status->luk);
  16628. break;
  16629. case AL_HOLYWATER:
  16630. case AB_ANCILLA:
  16631. make_per = 100000; //100% success
  16632. break;
  16633. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16634. case AM_TWILIGHT1:
  16635. case AM_TWILIGHT2:
  16636. case AM_TWILIGHT3:
  16637. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16638. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16639. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16640. if (hom_is_active(sd->hd)) {//Player got a homun
  16641. int skill;
  16642. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16643. make_per += skill*100; //+1% bonus per level
  16644. }
  16645. switch(nameid){
  16646. case ITEMID_RED_POTION:
  16647. case ITEMID_YELLOW_POTION:
  16648. case ITEMID_WHITE_POTION:
  16649. make_per += (1+rnd()%100)*10 + 2000;
  16650. break;
  16651. case ITEMID_ALCOHOL:
  16652. make_per += (1+rnd()%100)*10 + 1000;
  16653. break;
  16654. case ITEMID_FIRE_BOTTLE:
  16655. case ITEMID_ACID_BOTTLE:
  16656. case ITEMID_MAN_EATER_BOTTLE:
  16657. case ITEMID_MINI_BOTTLE:
  16658. make_per += (1+rnd()%100)*10;
  16659. break;
  16660. case ITEMID_YELLOW_SLIM_POTION:
  16661. make_per -= (1+rnd()%50)*10;
  16662. break;
  16663. case ITEMID_WHITE_SLIM_POTION:
  16664. case ITEMID_COATING_BOTTLE:
  16665. make_per -= (1+rnd()%100)*10;
  16666. break;
  16667. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16668. case ITEMID_BLUE_POTION:
  16669. case ITEMID_RED_SLIM_POTION:
  16670. case ITEMID_ANODYNE:
  16671. case ITEMID_ALOEBERA:
  16672. default:
  16673. break;
  16674. }
  16675. if (battle_config.pp_rate != 100)
  16676. make_per = make_per * battle_config.pp_rate / 100;
  16677. break;
  16678. case SA_CREATECON: // Elemental Converter Creation
  16679. make_per = 100000; // should be 100% success rate
  16680. break;
  16681. case RK_RUNEMASTERY: {
  16682. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16683. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16684. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16685. int D = 0;
  16686. switch (nameid) { //rune rank it_diff 9 craftable rune
  16687. case ITEMID_BERKANA:
  16688. D = -2000;
  16689. break; //Rank S
  16690. case ITEMID_NAUTHIZ:
  16691. case ITEMID_URUZ:
  16692. D = -1500;
  16693. break; //Rank A
  16694. case ITEMID_ISA:
  16695. case ITEMID_WYRD:
  16696. D = -1000;
  16697. break; //Rank B
  16698. case ITEMID_RAIDO:
  16699. case ITEMID_THURISAZ:
  16700. case ITEMID_HAGALAZ:
  16701. case ITEMID_OTHILA:
  16702. D = -500;
  16703. break; //Rank C
  16704. default:
  16705. D = -1500;
  16706. break; //not specified =-15%
  16707. }
  16708. make_per = A + B + C + D;
  16709. }
  16710. break;
  16711. case GC_CREATENEWPOISON:
  16712. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16713. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16714. break;
  16715. case GN_CHANGEMATERIAL:
  16716. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16717. if (skill_changematerial_db[i].nameid == nameid) {
  16718. make_per = skill_changematerial_db[i].rate * 10;
  16719. break;
  16720. }
  16721. }
  16722. break;
  16723. case GN_S_PHARMACY:
  16724. {
  16725. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16726. 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) +
  16727. (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)
  16728. switch(nameid){// difficulty factor
  16729. case ITEMID_HP_INCREASE_POTION_SMALL:
  16730. case ITEMID_SP_INCREASE_POTION_SMALL:
  16731. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16732. difficulty += 10;
  16733. break;
  16734. case ITEMID_BOMB_MUSHROOM_SPORE:
  16735. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16736. difficulty += 15;
  16737. break;
  16738. case ITEMID_BANANA_BOMB:
  16739. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16740. case ITEMID_SP_INCREASE_POTION_LARGE:
  16741. case ITEMID_VITATA500:
  16742. difficulty += 20;
  16743. break;
  16744. case ITEMID_SEED_OF_HORNY_PLANT:
  16745. case ITEMID_BLOODSUCK_PLANT_SEED:
  16746. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16747. difficulty += 30;
  16748. break;
  16749. case ITEMID_HP_INCREASE_POTION_LARGE:
  16750. case ITEMID_CURE_FREE:
  16751. difficulty += 40;
  16752. break;
  16753. }
  16754. if( make_per >= 400 && make_per > difficulty)
  16755. qty = 10;
  16756. else if( make_per >= 300 && make_per > difficulty)
  16757. qty = 7;
  16758. else if( make_per >= 100 && make_per > difficulty)
  16759. qty = 6;
  16760. else if( make_per >= 1 && make_per > difficulty)
  16761. qty = 5;
  16762. else
  16763. qty = 4;
  16764. make_per = 10000;
  16765. }
  16766. break;
  16767. case GN_MAKEBOMB:
  16768. case GN_MIX_COOKING:
  16769. {
  16770. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16771. 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)
  16772. qty = ~(5 + rnd()%5) + 1;
  16773. switch(nameid){// difficulty factor
  16774. case ITEMID_APPLE_BOMB:
  16775. difficulty += 5;
  16776. break;
  16777. case ITEMID_COCONUT_BOMB:
  16778. case ITEMID_MELON_BOMB:
  16779. difficulty += 10;
  16780. break;
  16781. case ITEMID_SAVAGE_FULL_ROAST:
  16782. case ITEMID_COCKTAIL_WARG_BLOOD:
  16783. case ITEMID_MINOR_STEW:
  16784. case ITEMID_SIROMA_ICED_TEA:
  16785. case ITEMID_DROSERA_HERB_SALAD:
  16786. case ITEMID_PETITE_TAIL_NOODLES:
  16787. case ITEMID_PINEAPPLE_BOMB:
  16788. difficulty += 15;
  16789. break;
  16790. case ITEMID_BANANA_BOMB:
  16791. difficulty += 20;
  16792. break;
  16793. }
  16794. if( make_per >= 30 && make_per > difficulty)
  16795. qty = 10 + rnd()%2;
  16796. else if( make_per >= 10 && make_per > difficulty)
  16797. qty = 10;
  16798. else if( make_per == 10 && make_per > difficulty)
  16799. qty = 8;
  16800. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16801. ;// Food/Bomb creation fails.
  16802. else if( make_per >= 30 && make_per < difficulty)
  16803. qty = 5;
  16804. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16805. qty = ~qty + 1;
  16806. make_per = 0;
  16807. }
  16808. else
  16809. make_per = 10000;
  16810. qty = (skill_lv > 1 ? qty : 1);
  16811. }
  16812. break;
  16813. default:
  16814. if (sd->menuskill_id == AM_PHARMACY &&
  16815. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16816. { //Assume Cooking Dish
  16817. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16818. make_per = 10000; //100% Success
  16819. else
  16820. make_per = 1200 * (sd->menuskill_val - 10)
  16821. + 20 * (sd->status.base_level + 1)
  16822. + 20 * (status->dex + 1)
  16823. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16824. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16825. - 10 * (100 - status->luk + 1)
  16826. - 500 * (num - 1)
  16827. - 100 * (rnd()%4 + 1);
  16828. break;
  16829. }
  16830. make_per = 5000;
  16831. break;
  16832. }
  16833. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16834. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16835. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16836. 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
  16837. 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
  16838. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16839. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16840. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16841. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16842. if (battle_config.wp_rate != 100)
  16843. make_per = make_per * battle_config.wp_rate / 100;
  16844. }
  16845. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16846. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16847. if (make_per < 1) make_per = 1;
  16848. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  16849. struct item tmp_item;
  16850. memset(&tmp_item,0,sizeof(tmp_item));
  16851. tmp_item.nameid = nameid;
  16852. tmp_item.amount = 1;
  16853. tmp_item.identify = 1;
  16854. if (equip) {
  16855. tmp_item.card[0] = CARD0_FORGE;
  16856. tmp_item.card[1] = ((sc*5)<<8)+ele;
  16857. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16858. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16859. } else {
  16860. //Flag is only used on the end, so it can be used here. [Skotlex]
  16861. switch (skill_id) {
  16862. case BS_DAGGER:
  16863. case BS_SWORD:
  16864. case BS_TWOHANDSWORD:
  16865. case BS_AXE:
  16866. case BS_MACE:
  16867. case BS_KNUCKLE:
  16868. case BS_SPEAR:
  16869. flag = battle_config.produce_item_name_input&0x1;
  16870. break;
  16871. case AM_PHARMACY:
  16872. case AM_TWILIGHT1:
  16873. case AM_TWILIGHT2:
  16874. case AM_TWILIGHT3:
  16875. flag = battle_config.produce_item_name_input&0x2;
  16876. break;
  16877. case AL_HOLYWATER:
  16878. case AB_ANCILLA:
  16879. flag = battle_config.produce_item_name_input&0x8;
  16880. break;
  16881. case ASC_CDP:
  16882. flag = battle_config.produce_item_name_input&0x10;
  16883. break;
  16884. default:
  16885. flag = battle_config.produce_item_name_input&0x80;
  16886. break;
  16887. }
  16888. if (flag) {
  16889. tmp_item.card[0] = CARD0_CREATE;
  16890. tmp_item.card[1] = 0;
  16891. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16892. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16893. }
  16894. }
  16895. // if(log_config.produce > 0)
  16896. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  16897. //TODO update PICKLOG
  16898. if (equip) {
  16899. clif_produceeffect(sd,0,nameid);
  16900. clif_misceffect(&sd->bl,3);
  16901. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  16902. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  16903. } else {
  16904. int fame = 0;
  16905. tmp_item.amount = 0;
  16906. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  16907. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  16908. tmp_item.amount = qty;
  16909. break;
  16910. }
  16911. if (qty == 1 || rnd()%10000 < make_per) { //Success
  16912. tmp_item.amount++;
  16913. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  16914. continue;
  16915. if (skill_id != AM_PHARMACY &&
  16916. skill_id != AM_TWILIGHT1 &&
  16917. skill_id != AM_TWILIGHT2 &&
  16918. skill_id != AM_TWILIGHT3)
  16919. continue;
  16920. //Add fame as needed.
  16921. switch(++sd->potion_success_counter) {
  16922. case 3:
  16923. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  16924. break;
  16925. case 5:
  16926. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  16927. break;
  16928. case 7:
  16929. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  16930. break;
  16931. case 10:
  16932. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  16933. sd->potion_success_counter = 0;
  16934. break;
  16935. }
  16936. } else //Failure
  16937. sd->potion_success_counter = 0;
  16938. }
  16939. if (fame)
  16940. pc_addfame(sd,fame);
  16941. //Visual effects and the like.
  16942. switch (skill_id) {
  16943. case AM_PHARMACY:
  16944. case AM_TWILIGHT1:
  16945. case AM_TWILIGHT2:
  16946. case AM_TWILIGHT3:
  16947. case ASC_CDP:
  16948. case GC_CREATENEWPOISON:
  16949. clif_produceeffect(sd,2,nameid);
  16950. clif_misceffect(&sd->bl,5);
  16951. break;
  16952. case BS_IRON:
  16953. case BS_STEEL:
  16954. case BS_ENCHANTEDSTONE:
  16955. clif_produceeffect(sd,0,nameid);
  16956. clif_misceffect(&sd->bl,3);
  16957. break;
  16958. case RK_RUNEMASTERY:
  16959. clif_produceeffect(sd,4,nameid);
  16960. clif_misceffect(&sd->bl,5);
  16961. break;
  16962. default: //Those that don't require a skill?
  16963. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  16964. clif_specialeffect(&sd->bl, 608, AREA);
  16965. if (sd->cook_mastery < 1999)
  16966. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  16967. }
  16968. break;
  16969. }
  16970. }
  16971. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  16972. int j, k = 0;
  16973. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16974. if (skill_changematerial_db[i].nameid == nameid){
  16975. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  16976. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  16977. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  16978. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16979. clif_additem(sd,0,0,flag);
  16980. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16981. }
  16982. k++;
  16983. }
  16984. }
  16985. break;
  16986. }
  16987. }
  16988. if (k) {
  16989. clif_produceeffect(sd,6,nameid);
  16990. clif_misceffect(&sd->bl,5);
  16991. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16992. return true;
  16993. }
  16994. } else if (tmp_item.amount) { //Success
  16995. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16996. clif_additem(sd,0,0,flag);
  16997. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16998. }
  16999. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17000. clif_produceeffect(sd,6,nameid);
  17001. clif_misceffect(&sd->bl,5);
  17002. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17003. }
  17004. return true;
  17005. }
  17006. }
  17007. //Failure
  17008. // if(log_config.produce)
  17009. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17010. //TODO update PICKLOG
  17011. if (equip) {
  17012. clif_produceeffect(sd,1,nameid);
  17013. clif_misceffect(&sd->bl,2);
  17014. } else {
  17015. switch (skill_id) {
  17016. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17017. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17018. case AM_PHARMACY:
  17019. case AM_TWILIGHT1:
  17020. case AM_TWILIGHT2:
  17021. case AM_TWILIGHT3:
  17022. case GC_CREATENEWPOISON:
  17023. clif_produceeffect(sd,3,nameid);
  17024. clif_misceffect(&sd->bl,6);
  17025. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17026. break;
  17027. case BS_IRON:
  17028. case BS_STEEL:
  17029. case BS_ENCHANTEDSTONE:
  17030. clif_produceeffect(sd,1,nameid);
  17031. clif_misceffect(&sd->bl,2);
  17032. break;
  17033. case RK_RUNEMASTERY:
  17034. clif_produceeffect(sd,5,nameid);
  17035. clif_misceffect(&sd->bl,6);
  17036. break;
  17037. case GN_MIX_COOKING:
  17038. {
  17039. struct item tmp_item;
  17040. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17041. int rate = rnd()%500;
  17042. memset(&tmp_item,0,sizeof(tmp_item));
  17043. if (rate < 50) i = 4;
  17044. else if (rate < 100) i = 2+rnd()%1;
  17045. else if (rate < 250) i = 1;
  17046. else if (rate < 500) i = 0;
  17047. tmp_item.nameid = compensation[i];
  17048. tmp_item.amount = qty;
  17049. tmp_item.identify = 1;
  17050. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17051. clif_additem(sd,0,0,flag);
  17052. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17053. }
  17054. clif_produceeffect(sd,7,nameid);
  17055. clif_misceffect(&sd->bl,6);
  17056. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17057. }
  17058. break;
  17059. case GN_MAKEBOMB:
  17060. case GN_S_PHARMACY:
  17061. case GN_CHANGEMATERIAL:
  17062. clif_produceeffect(sd,7,nameid);
  17063. clif_misceffect(&sd->bl,6);
  17064. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17065. break;
  17066. default:
  17067. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17068. clif_specialeffect(&sd->bl, 609, AREA);
  17069. if (sd->cook_mastery > 0)
  17070. 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 ));
  17071. }
  17072. break;
  17073. }
  17074. }
  17075. return false;
  17076. }
  17077. /**
  17078. * Attempt to create arrow by specified material
  17079. * @param sd Player
  17080. * @param nameid Item ID of material
  17081. * @return True if created, False is failed
  17082. */
  17083. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17084. {
  17085. short i, j, idx = -1;
  17086. struct item tmp_item;
  17087. nullpo_ret(sd);
  17088. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17089. return false;
  17090. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17091. if (nameid == skill_arrow_db[i].nameid) {
  17092. idx = i;
  17093. break;
  17094. }
  17095. }
  17096. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17097. return false;
  17098. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17099. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17100. char flag = 0;
  17101. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17102. continue;
  17103. memset(&tmp_item,0,sizeof(tmp_item));
  17104. tmp_item.identify = 1;
  17105. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17106. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17107. if (battle_config.produce_item_name_input&0x4) {
  17108. tmp_item.card[0] = CARD0_CREATE;
  17109. tmp_item.card[1] = 0;
  17110. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17111. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17112. }
  17113. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17114. clif_additem(sd,0,0,flag);
  17115. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17116. }
  17117. }
  17118. return true;
  17119. }
  17120. /**
  17121. * Enchant weapon with poison
  17122. * @param sd Player
  17123. * @nameid Item ID of poison type
  17124. */
  17125. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17126. {
  17127. sc_type type;
  17128. int chance, i;
  17129. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17130. char output[CHAT_SIZE_MAX];
  17131. const char *msg;
  17132. nullpo_ret(sd);
  17133. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17134. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17135. return 0;
  17136. }
  17137. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17138. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17139. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17140. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17141. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  17142. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17143. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  17144. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  17145. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17146. default:
  17147. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17148. return 0;
  17149. }
  17150. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17151. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  17152. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17153. sprintf(output, msg_txt(sd,721), msg);
  17154. clif_colormes(sd,color_table[COLOR_WHITE],output);
  17155. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17156. clif_msg(sd,msg);
  17157. #endif*/
  17158. return 0;
  17159. }
  17160. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17161. {
  17162. struct status_change *sc = status_get_sc(bl);
  17163. // non-offensive and non-magic skills do not affect the status
  17164. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17165. return;
  17166. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17167. if (sc->data[SC_MAGICPOWER]->val4) {
  17168. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17169. } else {
  17170. sc->data[SC_MAGICPOWER]->val4 = 1;
  17171. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17172. #ifndef RENEWAL
  17173. if(bl->type == BL_PC){// update current display.
  17174. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17175. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17176. }
  17177. #endif
  17178. }
  17179. }
  17180. }
  17181. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17182. int x, y, i, class_, skill;
  17183. struct mob_data *md;
  17184. nullpo_ret(sd);
  17185. skill = sd->menuskill_val;
  17186. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17187. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17188. return 0;
  17189. }
  17190. // Spawn Position
  17191. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17192. x = sd->sc.comet_x;
  17193. y = sd->sc.comet_y;
  17194. sd->sc.comet_x = sd->sc.comet_y = 0;
  17195. sd->menuskill_val = 0;
  17196. // Item picked decides the mob class
  17197. switch(nameid) {
  17198. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17199. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17200. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17201. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17202. default:
  17203. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17204. return 0;
  17205. }
  17206. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17207. if( md ) {
  17208. struct unit_data *ud = unit_bl2ud(&md->bl);
  17209. md->master_id = sd->bl.id;
  17210. md->special_state.ai = AI_FAW;
  17211. if(ud) {
  17212. ud->skill_id = NC_MAGICDECOY;
  17213. ud->skill_lv = skill;
  17214. }
  17215. if( md->deletetimer != INVALID_TIMER )
  17216. delete_timer(md->deletetimer, mob_timer_delete);
  17217. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17218. mob_spawn(md);
  17219. }
  17220. return 0;
  17221. }
  17222. // Warlock Spellbooks. [LimitLine/3CeAM]
  17223. void skill_spellbook (struct map_session_data *sd, unsigned short nameid) {
  17224. int i, max_preserve, skill_id, point;
  17225. struct status_change *sc;
  17226. nullpo_retv(sd);
  17227. sc = status_get_sc(&sd->bl);
  17228. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17229. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17230. if( sc && !sc->data[i] )
  17231. break;
  17232. }
  17233. if( i > SC_MAXSPELLBOOK ) {
  17234. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17235. return;
  17236. }
  17237. if (!skill_spellbook_count)
  17238. return;
  17239. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17240. if( i == MAX_SKILL_SPELLBOOK_DB )
  17241. return;
  17242. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17243. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17244. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17245. return;
  17246. }
  17247. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17248. point = skill_spellbook_db[i].point;
  17249. if( sc && sc->data[SC_READING_SB] ) {
  17250. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
  17251. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17252. return;
  17253. }
  17254. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17255. if( !sc->data[i] ){
  17256. sc->data[SC_READING_SB]->val2 += point; // increase points
  17257. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17258. break;
  17259. }
  17260. }
  17261. } else {
  17262. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  17263. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17264. }
  17265. // Reading Spell Book SP cost same as the sealed spell.
  17266. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17267. }
  17268. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17269. int lv, prob, aslvl = 0;
  17270. uint16 id, sk_idx = 0;
  17271. nullpo_ret(sd);
  17272. if (sd->sc.data[SC_STOP]) {
  17273. aslvl = sd->sc.data[SC_STOP]->val1;
  17274. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17275. }
  17276. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17277. return 0;
  17278. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17279. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17280. return 0;
  17281. }
  17282. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17283. lv = min(lv,sd->status.skill[sk_idx].lv);
  17284. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17285. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17286. return 0;
  17287. }
  17288. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17289. int i;
  17290. nullpo_ret(sd);
  17291. nullpo_ret(item_list);
  17292. if( n <= 0 )
  17293. return 1;
  17294. for( i = 0; i < n; i++ ) {
  17295. unsigned short nameid;
  17296. int add_amount, del_amount, idx, product;
  17297. struct item tmp_item;
  17298. idx = item_list[i*2+0]-2;
  17299. del_amount = item_list[i*2+1];
  17300. if( skill_lv == 2 )
  17301. del_amount -= (del_amount % 10);
  17302. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17303. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17304. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17305. return 1;
  17306. }
  17307. switch( nameid ) {
  17308. // Level 1
  17309. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17310. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17311. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17312. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17313. // Level 2
  17314. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17315. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17316. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17317. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17318. default:
  17319. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17320. return 1;
  17321. }
  17322. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17323. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17324. return 1;
  17325. }
  17326. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17327. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17328. return 1;
  17329. }
  17330. memset(&tmp_item,0,sizeof(tmp_item));
  17331. tmp_item.nameid = product;
  17332. tmp_item.amount = add_amount;
  17333. tmp_item.identify = 1;
  17334. if( tmp_item.amount ) {
  17335. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17336. if( flag != 0 ) {
  17337. clif_additem(sd,0,0,flag);
  17338. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17339. }
  17340. }
  17341. }
  17342. return 0;
  17343. }
  17344. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17345. int i, j, k, c, p = 0, amount;
  17346. unsigned short nameid;
  17347. nullpo_ret(sd);
  17348. nullpo_ret(item_list);
  17349. // Search for objects that can be created.
  17350. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17351. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17352. p = 0;
  17353. do {
  17354. c = 0;
  17355. // Verification of overlap between the objects required and the list submitted.
  17356. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17357. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17358. for( k = 0; k < n; k++ ) {
  17359. int idx = item_list[k*2+0]-2;
  17360. nameid = sd->status.inventory[idx].nameid;
  17361. amount = item_list[k*2+1];
  17362. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17363. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17364. return 0;
  17365. }
  17366. 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]
  17367. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17368. c++; // match
  17369. }
  17370. }
  17371. else
  17372. break; // No more items required
  17373. }
  17374. p++;
  17375. } while(n == j && c == n);
  17376. p--;
  17377. if ( p > 0 ) {
  17378. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  17379. return 1;
  17380. }
  17381. }
  17382. }
  17383. if( p == 0)
  17384. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17385. return 0;
  17386. }
  17387. /**
  17388. * For Royal Guard's LG_TRAMPLE
  17389. */
  17390. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17391. {
  17392. struct skill_unit *su = (struct skill_unit *)bl;
  17393. struct skill_unit_group *sg = NULL;
  17394. unsigned int tick;
  17395. nullpo_ret(su);
  17396. tick = va_arg(ap, unsigned int);
  17397. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17398. switch( sg->unit_id ) {
  17399. case UNT_CLAYMORETRAP:
  17400. case UNT_FIRINGTRAP:
  17401. case UNT_ICEBOUNDTRAP:
  17402. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  17403. break;
  17404. case UNT_LANDMINE:
  17405. case UNT_BLASTMINE:
  17406. case UNT_SHOCKWAVE:
  17407. case UNT_SANDMAN:
  17408. case UNT_FLASHER:
  17409. case UNT_FREEZINGTRAP:
  17410. case UNT_CLUSTERBOMB:
  17411. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17412. break;
  17413. }
  17414. // Traps aren't recovered.
  17415. skill_delunit(su);
  17416. }
  17417. return 0;
  17418. }
  17419. /*==========================================
  17420. *
  17421. *------------------------------------------*/
  17422. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17423. int i;
  17424. nullpo_retr(-1, sd);
  17425. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17426. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17427. }
  17428. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17429. struct map_session_data *sd = map_id2sd(id);
  17430. int i = (int)data;
  17431. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17432. return 0;
  17433. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17434. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17435. return 0;
  17436. }
  17437. aFree(sd->scd[i]);
  17438. sd->scd[i] = NULL;
  17439. return 1;
  17440. }
  17441. /**
  17442. * Flags a singular skill as being blocked from persistent usage.
  17443. * @param sd the player the skill delay affects
  17444. * @param skill_id the skill which should be delayed
  17445. * @param tick the length of time the delay should last
  17446. * @param load whether this assignment is being loaded upon player login
  17447. * @return 0 if successful, -1 otherwise
  17448. */
  17449. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17450. int i;
  17451. nullpo_retr(-1, sd);
  17452. if (!skill_id || tick < 1)
  17453. return -1;
  17454. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17455. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17456. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17457. aFree(sd->scd[i]);
  17458. sd->scd[i] = NULL;
  17459. }
  17460. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17461. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17462. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17463. sd->scd[i]->skill_id = skill_id;
  17464. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17465. if (battle_config.display_status_timers && tick > 0)
  17466. clif_skill_cooldown(sd, skill_id, tick);
  17467. return 1;
  17468. } else {
  17469. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17470. return 0;
  17471. }
  17472. }
  17473. int skill_blockpc_clear(struct map_session_data *sd) {
  17474. int i;
  17475. nullpo_ret(sd);
  17476. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17477. if (!sd->scd[i])
  17478. continue;
  17479. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17480. aFree(sd->scd[i]);
  17481. sd->scd[i] = NULL;
  17482. }
  17483. return 1;
  17484. }
  17485. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17486. {
  17487. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17488. if (data <= 0 || data >= SKILL_MAX_DB())
  17489. return 0;
  17490. if (hd)
  17491. hd->blockskill[data] = 0;
  17492. return 1;
  17493. }
  17494. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17495. {
  17496. uint16 idx = skill_get_index(skill_id);
  17497. nullpo_retr(-1, hd);
  17498. if (!idx)
  17499. return -1;
  17500. if (tick < 1) {
  17501. hd->blockskill[idx] = 0;
  17502. return -1;
  17503. }
  17504. hd->blockskill[idx] = 1;
  17505. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17506. }
  17507. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17508. {
  17509. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17510. if( data <= 0 || data >= SKILL_MAX_DB() )
  17511. return 0;
  17512. if( md )
  17513. md->blockskill[data] = 0;
  17514. return 1;
  17515. }
  17516. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17517. {
  17518. uint16 idx = skill_get_index(skill_id);
  17519. nullpo_retr(-1, md);
  17520. if( !idx )
  17521. return -1;
  17522. if( tick < 1 ) {
  17523. md->blockskill[idx] = 0;
  17524. return -1;
  17525. }
  17526. md->blockskill[idx] = 1;
  17527. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17528. }
  17529. /**
  17530. * Adds a new skill unit entry for this player to recast after map load
  17531. */
  17532. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  17533. struct skill_usave * sus = NULL;
  17534. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  17535. idb_remove(skillusave_db,sd->status.char_id);
  17536. }
  17537. CREATE(sus, struct skill_usave, 1);
  17538. idb_put(skillusave_db, sd->status.char_id, sus);
  17539. sus->skill_id = skill_id;
  17540. sus->skill_lv = skill_lv;
  17541. return;
  17542. }
  17543. void skill_usave_trigger(struct map_session_data *sd) {
  17544. struct skill_usave * sus = NULL;
  17545. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) )
  17546. return;
  17547. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  17548. idb_remove(skillusave_db,sd->status.char_id);
  17549. return;
  17550. }
  17551. /*
  17552. *
  17553. */
  17554. int skill_split_str (char *str, char **val, int num)
  17555. {
  17556. int i;
  17557. for( i = 0; i < num && str; i++ ) {
  17558. val[i] = str;
  17559. str = strchr(str,',');
  17560. if( str )
  17561. *str++ = 0;
  17562. }
  17563. return i;
  17564. }
  17565. /**
  17566. * Split the string with ':' as separator and put each value for a skilllv
  17567. * if no more value found put the latest to fill the array
  17568. * @param str : string to split
  17569. * @param val : array of MAX_SKILL_LEVEL to put value into
  17570. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17571. */
  17572. int skill_split_atoi (char *str, int *val)
  17573. {
  17574. int i, j, step = 1;
  17575. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17576. if (!str) break;
  17577. val[i] = atoi(str);
  17578. str = strchr(str,':');
  17579. if (str)
  17580. *str++=0;
  17581. }
  17582. if(i==0) //No data found.
  17583. return 0;
  17584. if(i==1) { //Single value, have the whole range have the same value.
  17585. for (; i < MAX_SKILL_LEVEL; i++)
  17586. val[i] = val[i-1];
  17587. return i;
  17588. }
  17589. //Check for linear change with increasing steps until we reach half of the data acquired.
  17590. for (step = 1; step <= i/2; step++) {
  17591. int diff = val[i-1] - val[i-step-1];
  17592. for(j = i-1; j >= step; j--)
  17593. if ((val[j]-val[j-step]) != diff)
  17594. break;
  17595. if (j>=step) //No match, try next step.
  17596. continue;
  17597. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17598. val[i] = val[i-step]+diff;
  17599. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17600. { val[i] = 1; diff = 0; step = 1; }
  17601. }
  17602. return i;
  17603. }
  17604. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17605. for (;i<MAX_SKILL_LEVEL; i++)
  17606. val[i] = val[i-1];
  17607. return i;
  17608. }
  17609. /*
  17610. *
  17611. */
  17612. void skill_init_unit_layout (void) {
  17613. int i,j,pos = 0;
  17614. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17615. // standard square layouts go first
  17616. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17617. int size = i*2+1;
  17618. skill_unit_layout[i].count = size*size;
  17619. for (j=0; j<size*size; j++) {
  17620. skill_unit_layout[i].dx[j] = (j%size-i);
  17621. skill_unit_layout[i].dy[j] = (j/size-i);
  17622. }
  17623. }
  17624. // afterwards add special ones
  17625. pos = i;
  17626. for (i = 0; i < SKILL_MAX_DB(); i++) {
  17627. uint16 skill_id = 0;
  17628. if (!skill_db[i])
  17629. continue;
  17630. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  17631. continue;
  17632. skill_id = skill_idx2id(i);
  17633. if( skill_id == EL_FIRE_MANTLE ) {
  17634. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17635. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17636. skill_unit_layout[pos].count = 8;
  17637. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17638. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17639. } else {
  17640. switch (skill_id) {
  17641. case MG_FIREWALL:
  17642. case WZ_ICEWALL:
  17643. case WL_EARTHSTRAIN:
  17644. case RL_FIRE_RAIN:
  17645. // these will be handled later
  17646. break;
  17647. case PR_SANCTUARY:
  17648. case NPC_EVILLAND: {
  17649. static const int dx[] = {
  17650. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17651. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17652. static const int dy[]={
  17653. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17654. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17655. skill_unit_layout[pos].count = 21;
  17656. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17657. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17658. }
  17659. break;
  17660. case PR_MAGNUS: {
  17661. static const int dx[] = {
  17662. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17663. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17664. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17665. static const int dy[] = {
  17666. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17667. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17668. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17669. skill_unit_layout[pos].count = 33;
  17670. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17671. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17672. }
  17673. break;
  17674. case AS_VENOMDUST: {
  17675. static const int dx[] = {-1, 0, 0, 0, 1};
  17676. static const int dy[] = { 0,-1, 0, 1, 0};
  17677. skill_unit_layout[pos].count = 5;
  17678. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17679. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17680. }
  17681. break;
  17682. case CR_GRANDCROSS:
  17683. case NPC_GRANDDARKNESS: {
  17684. static const int dx[] = {
  17685. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17686. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17687. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17688. static const int dy[] = {
  17689. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17690. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17691. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17692. skill_unit_layout[pos].count = 29;
  17693. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17694. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17695. }
  17696. break;
  17697. case PF_FOGWALL: {
  17698. static const int dx[] = {
  17699. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17700. static const int dy[] = {
  17701. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17702. skill_unit_layout[pos].count = 15;
  17703. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17704. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17705. }
  17706. break;
  17707. case PA_GOSPEL: {
  17708. static const int dx[] = {
  17709. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17710. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17711. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17712. -1, 0, 1};
  17713. static const int dy[] = {
  17714. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17715. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17716. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17717. 3, 3, 3};
  17718. skill_unit_layout[pos].count = 33;
  17719. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17720. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17721. }
  17722. break;
  17723. case NJ_KAENSIN: {
  17724. 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};
  17725. 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};
  17726. skill_unit_layout[pos].count = 24;
  17727. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17728. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17729. }
  17730. break;
  17731. case NJ_TATAMIGAESHI: {
  17732. //Level 1 (count 4, cross of 3x3)
  17733. static const int dx1[] = {-1, 1, 0, 0};
  17734. static const int dy1[] = { 0, 0,-1, 1};
  17735. //Level 2-3 (count 8, cross of 5x5)
  17736. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17737. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17738. //Level 4-5 (count 12, cross of 7x7
  17739. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17740. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17741. //lv1
  17742. j = 0;
  17743. skill_unit_layout[pos].count = 4;
  17744. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17745. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17746. skill_db[i]->unit_layout_type[j] = pos;
  17747. //lv2/3
  17748. j++;
  17749. pos++;
  17750. skill_unit_layout[pos].count = 8;
  17751. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17752. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17753. skill_db[i]->unit_layout_type[j] = pos;
  17754. skill_db[i]->unit_layout_type[++j] = pos;
  17755. //lv4/5
  17756. j++;
  17757. pos++;
  17758. skill_unit_layout[pos].count = 12;
  17759. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17760. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17761. skill_db[i]->unit_layout_type[j] = pos;
  17762. skill_db[i]->unit_layout_type[++j] = pos;
  17763. //Fill in the rest using lv 5.
  17764. for (;j<MAX_SKILL_LEVEL;j++)
  17765. skill_db[i]->unit_layout_type[j] = pos;
  17766. //Skip, this way the check below will fail and continue to the next skill.
  17767. pos++;
  17768. }
  17769. break;
  17770. case GN_WALLOFTHORN: {
  17771. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17772. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17773. skill_unit_layout[pos].count = 16;
  17774. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17775. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17776. }
  17777. break;
  17778. default:
  17779. ShowError("unknown unit layout at skill %d\n",i);
  17780. break;
  17781. }
  17782. }
  17783. if (!skill_unit_layout[pos].count)
  17784. continue;
  17785. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17786. skill_db[i]->unit_layout_type[j] = pos;
  17787. pos++;
  17788. }
  17789. // firewall and icewall have 8 layouts (direction-dependent)
  17790. firewall_unit_pos = pos;
  17791. for (i=0;i<8;i++) {
  17792. if (i&1) {
  17793. skill_unit_layout[pos].count = 5;
  17794. if (i&0x2) {
  17795. int dx[] = {-1,-1, 0, 0, 1};
  17796. int dy[] = { 1, 0, 0,-1,-1};
  17797. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17798. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17799. } else {
  17800. int dx[] = { 1, 1 ,0, 0,-1};
  17801. int dy[] = { 1, 0, 0,-1,-1};
  17802. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17803. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17804. }
  17805. } else {
  17806. skill_unit_layout[pos].count = 3;
  17807. if (i%4==0) {
  17808. int dx[] = {-1, 0, 1};
  17809. int dy[] = { 0, 0, 0};
  17810. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17811. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17812. } else {
  17813. int dx[] = { 0, 0, 0};
  17814. int dy[] = {-1, 0, 1};
  17815. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17816. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17817. }
  17818. }
  17819. pos++;
  17820. }
  17821. icewall_unit_pos = pos;
  17822. for (i=0;i<8;i++) {
  17823. skill_unit_layout[pos].count = 5;
  17824. if (i&1) {
  17825. if (i&0x2) {
  17826. int dx[] = {-2,-1, 0, 1, 2};
  17827. int dy[] = { 2, 1, 0,-1,-2};
  17828. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17829. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17830. } else {
  17831. int dx[] = { 2, 1 ,0,-1,-2};
  17832. int dy[] = { 2, 1, 0,-1,-2};
  17833. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17834. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17835. }
  17836. } else {
  17837. if (i%4==0) {
  17838. int dx[] = {-2,-1, 0, 1, 2};
  17839. int dy[] = { 0, 0, 0, 0, 0};
  17840. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17841. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17842. } else {
  17843. int dx[] = { 0, 0, 0, 0, 0};
  17844. int dy[] = {-2,-1, 0, 1, 2};
  17845. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17846. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17847. }
  17848. }
  17849. pos++;
  17850. }
  17851. earthstrain_unit_pos = pos;
  17852. for( i = 0; i < 8; i++ )
  17853. { // For each Direction
  17854. skill_unit_layout[pos].count = 15;
  17855. switch( i )
  17856. {
  17857. case 0: case 1: case 3: case 4: case 5: case 7:
  17858. {
  17859. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17860. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17861. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17862. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17863. }
  17864. break;
  17865. case 2:
  17866. case 6:
  17867. {
  17868. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17869. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17870. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17871. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17872. }
  17873. break;
  17874. }
  17875. pos++;
  17876. }
  17877. firerain_unit_pos = pos;
  17878. for( i = 0; i < 8; i++ ) {
  17879. skill_unit_layout[pos].count = 3;
  17880. switch( i ) {
  17881. case 0: case 1: case 3: case 4: case 5: case 7:
  17882. {
  17883. static const int dx[] = {-1, 0, 1};
  17884. static const int dy[] = { 0, 0, 0};
  17885. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17886. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17887. }
  17888. break;
  17889. case 2:
  17890. case 6:
  17891. {
  17892. static const int dx[] = { 0, 0, 0};
  17893. static const int dy[] = {-1, 0, 1};
  17894. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17895. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17896. }
  17897. break;
  17898. }
  17899. pos++;
  17900. }
  17901. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  17902. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17903. }
  17904. void skill_init_nounit_layout (void) {
  17905. int i, pos = 0;
  17906. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  17907. overbrand_nounit_pos = pos;
  17908. for( i = 0; i < 8; i++ ) {
  17909. if( i&1 ) {
  17910. skill_nounit_layout[pos].count = 33;
  17911. if( i&2 ) {
  17912. if( i&4 ) { // 7
  17913. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17914. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17915. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17916. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17917. } else { // 3
  17918. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17919. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17920. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17921. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17922. }
  17923. } else {
  17924. if( i&4 ) { // 5
  17925. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17926. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17927. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17928. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17929. } else { // 1
  17930. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17931. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17932. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17933. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17934. }
  17935. }
  17936. } else {
  17937. skill_nounit_layout[pos].count = 21;
  17938. if( i&2 ) {
  17939. if( i&4 ) { // 6
  17940. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  17941. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17942. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17943. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17944. } else { // 2
  17945. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  17946. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17947. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17948. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17949. }
  17950. } else {
  17951. if( i&4 ) { // 4
  17952. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17953. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  17954. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17955. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17956. } else { // 0
  17957. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17958. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  17959. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17960. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17961. }
  17962. }
  17963. }
  17964. pos++;
  17965. }
  17966. overbrand_brandish_nounit_pos = pos;
  17967. for( i = 0; i < 8; i++ ) {
  17968. if( i&1 ) {
  17969. skill_nounit_layout[pos].count = 74;
  17970. if( i&2 ) {
  17971. if( i&4 ) { // 7
  17972. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17973. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  17974. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  17975. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17976. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17977. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17978. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17979. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17980. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17981. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17982. } else { // 3
  17983. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17984. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17985. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17986. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17987. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17988. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17989. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17990. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17991. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17992. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17993. }
  17994. } else {
  17995. if( i&4 ) { // 5
  17996. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17997. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17998. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17999. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18000. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18001. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18002. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18003. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18004. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18005. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18006. } else { // 1
  18007. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18008. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18009. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18010. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18011. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18012. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18013. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18014. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18015. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18016. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18017. }
  18018. }
  18019. } else {
  18020. skill_nounit_layout[pos].count = 44;
  18021. if( i&2 ) {
  18022. if( i&4 ) { // 6
  18023. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  18024. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18025. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18026. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18027. } else { // 2
  18028. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  18029. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18030. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18031. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18032. }
  18033. } else {
  18034. if( i&4 ) { // 4
  18035. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18036. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18037. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18038. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18039. } else { // 0
  18040. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18041. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18042. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18043. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18044. }
  18045. }
  18046. }
  18047. pos++;
  18048. }
  18049. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18050. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18051. }
  18052. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18053. int inf = 0;
  18054. int inf3 = 0;
  18055. struct status_change *sc = status_get_sc(bl);
  18056. if( !sc || !bl || !skill_id )
  18057. return 0; // Can do it
  18058. inf3 = skill_get_inf3(skill_id);
  18059. switch (type) {
  18060. case SC_ANKLE:
  18061. if (skill_id == AL_TELEPORT)
  18062. return 1;
  18063. break;
  18064. case SC_STASIS:
  18065. inf = skill_get_inf2(skill_id);
  18066. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  18067. return 1; // Can't do it.
  18068. if( inf3&INF3_STATIS_BL)
  18069. return 1;
  18070. break;
  18071. case SC_KAGEHUMI:
  18072. if( inf3&INF3_KAGEHUMI_BL)
  18073. return 1;
  18074. break;
  18075. }
  18076. return 0;
  18077. }
  18078. /* Determines whether a skill is currently active or not
  18079. * Used for purposes of cancelling SP usage when disabling a skill
  18080. */
  18081. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18082. {
  18083. switch( skill_id ) { //HP & SP Consumption Check
  18084. case BS_MAXIMIZE:
  18085. case NV_TRICKDEAD:
  18086. case TF_HIDING:
  18087. case AS_CLOAKING:
  18088. case GC_CLOAKINGEXCEED:
  18089. case ST_CHASEWALK:
  18090. case CR_DEFENDER:
  18091. case CR_SHRINK:
  18092. case CR_AUTOGUARD:
  18093. case ML_DEFENDER:
  18094. case ML_AUTOGUARD:
  18095. case PA_GOSPEL:
  18096. case GS_GATLINGFEVER:
  18097. case TK_READYCOUNTER:
  18098. case TK_READYDOWN:
  18099. case TK_READYSTORM:
  18100. case TK_READYTURN:
  18101. case TK_RUN:
  18102. case SG_FUSION:
  18103. case KO_YAMIKUMO:
  18104. case RA_WUGDASH:
  18105. case RA_CAMOUFLAGE:
  18106. if( sc->data[status_skill2sc(skill_id)] )
  18107. return 1;
  18108. break;
  18109. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18110. case NC_NEUTRALBARRIER:
  18111. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18112. return 1;
  18113. break;
  18114. case NC_STEALTHFIELD:
  18115. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18116. return 1;
  18117. break;
  18118. }
  18119. return 0;
  18120. }
  18121. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18122. int type = 0;
  18123. switch( skill_id ) {
  18124. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18125. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18126. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18127. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18128. }
  18129. type += skill_lv - 1;
  18130. return type;
  18131. }
  18132. /*==========================================
  18133. * sub-function of DB reading.
  18134. * skill_db.txt
  18135. *------------------------------------------*/
  18136. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18137. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18138. uint16 skill_id = atoi(split[0]);
  18139. uint16 idx = skill_get_index2(skill_id);
  18140. if (!idx) {
  18141. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18142. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18143. return false;
  18144. }
  18145. idx = skill_db_create(skill_id);
  18146. }
  18147. skill_split_atoi(split[1],skill_db[idx]->range);
  18148. skill_db[idx]->hit = atoi(split[2]);
  18149. skill_db[idx]->inf = atoi(split[3]);
  18150. skill_split_atoi(split[4],skill_db[idx]->element);
  18151. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18152. skill_split_atoi(split[6],skill_db[idx]->splash);
  18153. skill_db[idx]->max = atoi(split[7]);
  18154. skill_split_atoi(split[8],skill_db[idx]->num);
  18155. if( strcmpi(split[9],"yes") == 0 )
  18156. skill_db[idx]->castcancel = true;
  18157. else
  18158. skill_db[idx]->castcancel = false;
  18159. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18160. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18161. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18162. if( strcmpi(split[13],"weapon") == 0 )
  18163. skill_db[idx]->skill_type = BF_WEAPON;
  18164. else if( strcmpi(split[13],"magic") == 0 )
  18165. skill_db[idx]->skill_type = BF_MAGIC;
  18166. else if( strcmpi(split[13],"misc") == 0 )
  18167. skill_db[idx]->skill_type = BF_MISC;
  18168. else
  18169. skill_db[idx]->skill_type = 0;
  18170. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18171. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18172. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18173. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18174. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18175. return true;
  18176. }
  18177. /**
  18178. * Split string to int by constanta value (const.txt) or atoi()
  18179. * @param *str: String input
  18180. * @param *val: Temporary storage
  18181. * @param *delim: Delimiter (for multiple value support)
  18182. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18183. * @param max: Maximum number that can be allocated
  18184. * @return count: Number of success
  18185. */
  18186. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18187. uint8 i = 0;
  18188. char *p = strtok(str, delim);
  18189. while (p != NULL) {
  18190. int n = min_value;
  18191. trim(p);
  18192. if (ISDIGIT(p[0])) // If using numeric
  18193. n = atoi(p);
  18194. else if (!script_get_constant(p, &n)) { // If using constant value
  18195. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18196. p = strtok(NULL, delim);
  18197. continue;
  18198. }
  18199. if (n > min_value) {
  18200. val[i] = n;
  18201. i++;
  18202. if (i >= max)
  18203. break;
  18204. }
  18205. p = strtok(NULL, delim);
  18206. }
  18207. return i;
  18208. }
  18209. /// Clear status data from skill requirement
  18210. static void skill_destroy_requirement(uint16 idx) {
  18211. if (skill_db[idx]->require.status_count)
  18212. aFree(skill_db[idx]->require.status);
  18213. skill_db[idx]->require.status = NULL;
  18214. skill_db[idx]->require.status_count = 0;
  18215. if (skill_db[idx]->require.eqItem_count)
  18216. aFree(skill_db[idx]->require.eqItem);
  18217. skill_db[idx]->require.eqItem = NULL;
  18218. skill_db[idx]->require.eqItem_count = 0;
  18219. }
  18220. /**
  18221. * Read skill requirement from skill_require_db.txt
  18222. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  18223. */
  18224. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18225. {
  18226. char* p;
  18227. uint16 idx, i;
  18228. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18229. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18230. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18231. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18232. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18233. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18234. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18235. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18236. p = split[7];
  18237. while (p) {
  18238. int l = atoi(p);
  18239. if( l == 99 ) { // Any weapon
  18240. skill_db[idx]->require.weapon = 0;
  18241. break;
  18242. } else
  18243. skill_db[idx]->require.weapon |= 1<<l;
  18244. p = strchr(p,':');
  18245. if(!p)
  18246. break;
  18247. p++;
  18248. }
  18249. //Ammo type that required, see doc/item_db for ammo types (View column)
  18250. p = split[8];
  18251. while (p) {
  18252. int l = atoi(p);
  18253. if( l == 99 ) { // Any ammo type
  18254. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18255. break;
  18256. } else if( l ) // 0 stands for no requirement
  18257. skill_db[idx]->require.ammo |= 1<<l;
  18258. p = strchr(p,':');
  18259. if( !p )
  18260. break;
  18261. p++;
  18262. }
  18263. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18264. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18265. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18266. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18267. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18268. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18269. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18270. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18271. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18272. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18273. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18274. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18275. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18276. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18277. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18278. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18279. //Status requirements
  18280. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18281. trim(split[11]);
  18282. if (split[11][0] != '\0' || atoi(split[11])) {
  18283. int require[MAX_SKILL_STATUS_REQUIRE];
  18284. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18285. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18286. for (i = 0; i < skill_db[idx]->require.status_count; i++)
  18287. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18288. }
  18289. }
  18290. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18291. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18292. skill_db[idx]->require.itemid[i] = atoi(split[13+ 2*i]);
  18293. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18294. }
  18295. //Equipped Item requirements.
  18296. //NOTE: We don't check the item is exist or not here
  18297. trim(split[33]);
  18298. if (split[33][0] != '\0' || atoi(split[33])) {
  18299. int require[MAX_SKILL_EQUIP_REQUIRE];
  18300. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18301. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18302. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++)
  18303. skill_db[idx]->require.eqItem[i] = require[i];
  18304. }
  18305. }
  18306. return true;
  18307. }
  18308. /** Reads skill cast db
  18309. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18310. */
  18311. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18312. {
  18313. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18314. skill_split_atoi(split[1],skill_db[idx]->cast);
  18315. skill_split_atoi(split[2],skill_db[idx]->delay);
  18316. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18317. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18318. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18319. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18320. #ifdef RENEWAL_CAST
  18321. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18322. #endif
  18323. return true;
  18324. }
  18325. /** Reads skill cast no dex db
  18326. * Structure: SkillID,Cast,Delay (optional)
  18327. */
  18328. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18329. {
  18330. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18331. skill_db[idx]->castnodex = atoi(split[1]);
  18332. if( split[2] ) // optional column
  18333. skill_db[idx]->delaynodex = atoi(split[2]);
  18334. return true;
  18335. }
  18336. /** Reads skill no cast db
  18337. * Structure: SkillID,Flag
  18338. */
  18339. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18340. {
  18341. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18342. skill_db[idx]->nocast |= atoi(split[1]);
  18343. return true;
  18344. }
  18345. /** Reads skill unit db
  18346. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18347. */
  18348. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18349. {
  18350. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18351. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18352. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18353. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18354. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18355. skill_db[idx]->unit_interval = atoi(split[5]);
  18356. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18357. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18358. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  18359. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  18360. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  18361. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  18362. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  18363. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  18364. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18365. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  18366. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  18367. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  18368. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18369. skill_db[idx]->unit_target = BCT_NOENEMY;
  18370. //By default, target just characters.
  18371. skill_db[idx]->unit_target |= BL_CHAR;
  18372. if (skill_db[idx]->unit_flag&UF_NOPC)
  18373. skill_db[idx]->unit_target &= ~BL_PC;
  18374. if (skill_db[idx]->unit_flag&UF_NOMOB)
  18375. skill_db[idx]->unit_target &= ~BL_MOB;
  18376. if (skill_db[idx]->unit_flag&UF_SKILL)
  18377. skill_db[idx]->unit_target |= BL_SKILL;
  18378. return true;
  18379. }
  18380. /** Reads Produce db
  18381. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18382. */
  18383. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18384. {
  18385. unsigned short x, y;
  18386. unsigned short id = atoi(split[0]);
  18387. unsigned short nameid = 0;
  18388. bool found = false;
  18389. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18390. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18391. return false;
  18392. }
  18393. // Clear previous data, for importing support
  18394. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18395. // Import just for clearing/disabling from original data
  18396. if (!(nameid = atoi(split[1]))) {
  18397. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18398. return true;
  18399. }
  18400. if (!itemdb_exists(nameid)) {
  18401. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18402. return false;
  18403. }
  18404. skill_produce_db[id].nameid = nameid;
  18405. skill_produce_db[id].itemlv = atoi(split[2]);
  18406. skill_produce_db[id].req_skill = atoi(split[3]);
  18407. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18408. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18409. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18410. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18411. }
  18412. if (!found)
  18413. skill_produce_count++;
  18414. return true;
  18415. }
  18416. /** Reads create arrow db
  18417. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18418. */
  18419. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18420. {
  18421. unsigned short x, y, i, material_id = atoi(split[0]);
  18422. if (!(itemdb_exists(material_id))) {
  18423. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18424. return false;
  18425. }
  18426. //search if we override something, (if not i=last idx)
  18427. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18428. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18429. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18430. return false;
  18431. }
  18432. // Import just for clearing/disabling from original data
  18433. if (atoi(split[1]) == 0) {
  18434. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18435. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18436. return true;
  18437. }
  18438. skill_arrow_db[i].nameid = material_id;
  18439. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18440. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18441. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18442. }
  18443. if (i == skill_arrow_count)
  18444. skill_arrow_count++;
  18445. return true;
  18446. }
  18447. /** Reads Spell book db
  18448. * Structure: SkillID,PreservePoints,RequiredBook
  18449. */
  18450. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18451. {
  18452. unsigned short skill_id = atoi(split[0]),
  18453. points = atoi(split[1]),
  18454. nameid = atoi(split[2]);
  18455. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18456. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18457. if (!skill_get_inf(skill_id))
  18458. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18459. else {
  18460. unsigned short i;
  18461. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18462. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18463. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18464. return false;
  18465. }
  18466. // Import just for clearing/disabling from original data
  18467. if (points == 0) {
  18468. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18469. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18470. return true;
  18471. }
  18472. skill_spellbook_db[i].skill_id = skill_id;
  18473. skill_spellbook_db[i].point = points;
  18474. skill_spellbook_db[i].nameid = nameid;
  18475. if (i == skill_spellbook_count)
  18476. skill_spellbook_count++;
  18477. return true;
  18478. }
  18479. return false;
  18480. }
  18481. /** Reads improvise db
  18482. * Structure: SkillID,Rate
  18483. */
  18484. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18485. {
  18486. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18487. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18488. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18489. return false;
  18490. }
  18491. if ( !skill_get_inf(skill_id) ) {
  18492. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18493. return false;
  18494. }
  18495. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18496. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18497. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18498. return false;
  18499. }
  18500. // Import just for clearing/disabling from original data
  18501. if (per == 0) {
  18502. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18503. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18504. return true;
  18505. }
  18506. skill_improvise_db[i].skill_id = skill_id;
  18507. skill_improvise_db[i].per = per; // Still need confirm it.
  18508. if (i == skill_improvise_count)
  18509. skill_improvise_count++;
  18510. return true;
  18511. }
  18512. /** Reads Magic mushroom db
  18513. * Structure: SkillID
  18514. */
  18515. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18516. {
  18517. unsigned short i, skill_id = atoi(split[0]);
  18518. bool rem = (atoi(split[1]) == 1 ? true : false);
  18519. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18520. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18521. return false;
  18522. }
  18523. if (!skill_get_inf(skill_id)) {
  18524. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18525. return false;
  18526. }
  18527. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18528. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18529. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18530. return false;
  18531. }
  18532. // Import just for clearing/disabling from original data
  18533. if (rem) {
  18534. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18535. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18536. return true;
  18537. }
  18538. skill_magicmushroom_db[i].skill_id = skill_id;
  18539. if (i == skill_magicmushroom_count)
  18540. skill_magicmushroom_count++;
  18541. return true;
  18542. }
  18543. /** Reads db of copyable skill
  18544. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18545. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18546. */
  18547. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18548. {
  18549. int16 id = 0;
  18550. uint8 option = 0;
  18551. trim(split[0]);
  18552. if (ISDIGIT(split[0][0]))
  18553. id = atoi(split[0]);
  18554. else
  18555. id = skill_name2id(split[0]);
  18556. id = skill_db_isset(id, __FUNCTION__);
  18557. if ((option = atoi(split[1])) > 3) {
  18558. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18559. return false;
  18560. }
  18561. // Import just for clearing/disabling from original data
  18562. if (option == 0) {
  18563. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  18564. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18565. return true;
  18566. }
  18567. skill_db[id]->copyable.option = option;
  18568. skill_db[id]->copyable.joballowed = 63;
  18569. if (atoi(split[2]))
  18570. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18571. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18572. return true;
  18573. }
  18574. /** Reads additional range for distance checking from NPC [Cydh]
  18575. * Structure: SkillName,AdditionalRange{,NPC Type}
  18576. * SkillID,AdditionalRange{,NPC Type}
  18577. */
  18578. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18579. {
  18580. uint16 id = 0;
  18581. trim(split[0]);
  18582. if (ISDIGIT(split[0][0]))
  18583. id = atoi(split[0]);
  18584. else
  18585. id = skill_name2id(split[0]);
  18586. id = skill_db_isset(id, __FUNCTION__);
  18587. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  18588. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18589. return true;
  18590. }
  18591. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18592. * Structure: SkillID,DummyName,RatePerLvl
  18593. */
  18594. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18595. {
  18596. unsigned short i, skill_id = atoi(split[0]);
  18597. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18598. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18599. return false;
  18600. }
  18601. if (!skill_get_inf(skill_id)) {
  18602. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18603. return false;
  18604. }
  18605. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18606. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18607. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18608. return false;
  18609. }
  18610. // Import just for clearing/disabling from original data
  18611. if (strcmp(split[1],"clear") == 0) {
  18612. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18613. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18614. return true;
  18615. }
  18616. skill_abra_db[i].skill_id = skill_id;
  18617. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18618. skill_split_atoi(split[2],skill_abra_db[i].per);
  18619. if (i == skill_abra_count)
  18620. skill_abra_count++;
  18621. return true;
  18622. }
  18623. /** Reads change material db
  18624. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18625. */
  18626. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18627. {
  18628. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18629. short rate = atoi(split[2]);
  18630. bool found = false;
  18631. int x, y;
  18632. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  18633. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  18634. return false;
  18635. }
  18636. // Clear previous data, for importing support
  18637. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  18638. found = true;
  18639. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18640. }
  18641. // Import just for clearing/disabling from original data
  18642. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  18643. if (nameid == 0) {
  18644. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18645. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  18646. return true;
  18647. }
  18648. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  18649. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  18650. if (skill_produce_db[x].nameid == nameid)
  18651. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  18652. break;
  18653. }
  18654. if (x >= MAX_SKILL_PRODUCE_DB) {
  18655. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  18656. return false;
  18657. }
  18658. skill_changematerial_db[id].nameid = nameid;
  18659. skill_changematerial_db[id].rate = rate;
  18660. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  18661. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  18662. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  18663. }
  18664. if (!found)
  18665. skill_changematerial_count++;
  18666. return true;
  18667. }
  18668. #ifdef ADJUST_SKILL_DAMAGE
  18669. /**
  18670. * Reads skill damage adjustment
  18671. * @author [Lilith]
  18672. */
  18673. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  18674. {
  18675. uint16 id = 0;
  18676. trim(split[0]);
  18677. if (ISDIGIT(split[0][0]))
  18678. id = atoi(split[0]);
  18679. else
  18680. id = skill_name2id(split[0]);
  18681. id = skill_db_isset(id, __FUNCTION__);
  18682. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  18683. skill_db[id]->damage.caster |= atoi(split[1]);
  18684. skill_db[id]->damage.map |= atoi(split[2]);
  18685. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  18686. if (split[3])
  18687. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  18688. if (split[4])
  18689. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  18690. if (split[5])
  18691. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  18692. return true;
  18693. }
  18694. #endif
  18695. /**
  18696. * Init dummy skill db also init Skill DB allocation
  18697. * @param skill_id
  18698. * @return Skill Index
  18699. **/
  18700. static uint16 skill_db_create(uint16 skill_id) {
  18701. if (skill_num >= MAX_SKILL) {
  18702. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  18703. return 0;
  18704. }
  18705. if (!skill_num)
  18706. CREATE(skill_db, struct s_skill_db *, 1);
  18707. else
  18708. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  18709. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  18710. if (skill_id > 0) {
  18711. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  18712. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  18713. }
  18714. skill_db[skill_num]->nameid = skill_id;
  18715. uidb_iput(skilldb_id2idx, skill_id, skill_num);
  18716. return skill_next_idx();
  18717. }
  18718. static void skill_db_destroy(void) {
  18719. uint16 i;
  18720. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18721. if (skill_db[i]) {
  18722. skill_destroy_requirement(i);
  18723. aFree(skill_db[i]);
  18724. }
  18725. skill_db[i] = NULL;
  18726. }
  18727. skill_num = 0;
  18728. aFree(skill_db);
  18729. skill_db = NULL;
  18730. }
  18731. /*===============================
  18732. * DB reading.
  18733. * skill_db.txt
  18734. * skill_require_db.txt
  18735. * skill_cast_db.txt
  18736. * skill_castnodex_db.txt
  18737. * skill_nocast_db.txt
  18738. * skill_unit_db.txt
  18739. * produce_db.txt
  18740. * create_arrow_db.txt
  18741. * abra_db.txt
  18742. *------------------------------*/
  18743. static void skill_readdb(void)
  18744. {
  18745. int i;
  18746. const char* dbsubpath[] = {
  18747. "",
  18748. "/"DBIMPORT,
  18749. //add other path here
  18750. };
  18751. db_clear(skilldb_name2id);
  18752. db_clear(skilldb_id2idx);
  18753. skill_db_destroy();
  18754. skill_db_create(0);
  18755. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18756. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18757. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18758. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18759. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18760. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18761. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  18762. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  18763. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18764. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18765. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18766. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18767. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18768. if (i == 0) {
  18769. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18770. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18771. } else {
  18772. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18773. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18774. }
  18775. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  18776. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  18777. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  18778. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  18779. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  18780. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  18781. sv_readdb(dbsubpath1, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18782. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18783. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18784. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  18785. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  18786. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  18787. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18788. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  18789. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  18790. #ifdef ADJUST_SKILL_DAMAGE
  18791. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  18792. #endif
  18793. aFree(dbsubpath1);
  18794. aFree(dbsubpath2);
  18795. }
  18796. skill_init_unit_layout();
  18797. skill_init_nounit_layout();
  18798. }
  18799. void skill_reload (void) {
  18800. struct s_mapiterator *iter;
  18801. struct map_session_data *sd;
  18802. skill_readdb();
  18803. initChangeTables(); // Re-init Status Change tables
  18804. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  18805. iter = mapit_getallusers();
  18806. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  18807. pc_validate_skill(sd);
  18808. clif_skillinfoblock(sd);
  18809. }
  18810. mapit_free(iter);
  18811. }
  18812. /*==========================================
  18813. *
  18814. *------------------------------------------*/
  18815. void do_init_skill(void)
  18816. {
  18817. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  18818. skilldb_id2idx = uidb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA);
  18819. skill_readdb();
  18820. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  18821. skillunit_db = idb_alloc(DB_OPT_BASE);
  18822. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  18823. bowling_db = idb_alloc(DB_OPT_BASE);
  18824. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  18825. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  18826. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  18827. add_timer_func_list(skill_castend_id,"skill_castend_id");
  18828. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  18829. add_timer_func_list(skill_timerskill,"skill_timerskill");
  18830. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  18831. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  18832. }
  18833. void do_final_skill(void)
  18834. {
  18835. db_destroy(skilldb_name2id);
  18836. db_destroy(skilldb_id2idx);
  18837. db_destroy(skillunit_group_db);
  18838. db_destroy(skillunit_db);
  18839. db_destroy(skillusave_db);
  18840. db_destroy(bowling_db);
  18841. skill_db_destroy();
  18842. ers_destroy(skill_unit_ers);
  18843. ers_destroy(skill_timer_ers);
  18844. }